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PARADISE CITY CYBERWARE CATALOG
  
 
This catalog is comprised of cyberware from GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk, cyberware inspired by other roleplaying games that I freely ripped off, and cyberware that just I made up.  When cyberware is from a published GURPS supplement, I give the page reference for the supplement but do not give all of the rules for the ware, so you still have to go out and buy the books to make full use of this list.
 
This catalog is comprised of cyberware from GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk, cyberware inspired by other roleplaying games that I freely ripped off, and cyberware that just I made up.  When cyberware is from a published GURPS supplement, I give the page reference for the supplement but do not give all of the rules for the ware, so you still have to go out and buy the books to make full use of this list.
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Appearance:  Special – see below.
 
Appearance:  Special – see below.
 +
  
 
==Appearance==
 
==Appearance==
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For a more complete discussion of the social ramifications of cyberware, see '''Introduction to Paradise City''' [http://wiki.rpg.net/index.php/Paradise_City:Introduction_to_Paradise_City]
 
For a more complete discussion of the social ramifications of cyberware, see '''Introduction to Paradise City''' [http://wiki.rpg.net/index.php/Paradise_City:Introduction_to_Paradise_City]
 +
  
 
=CYBERWARE=
 
=CYBERWARE=
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==Fashionware==
 
==Fashionware==
 
(There is never a price break for obvious fashionware, since fashionware is meant to be seen)
 
(There is never a price break for obvious fashionware, since fashionware is meant to be seen)
 +
 +
[[Image:195078fkNJ_w.jpg]]
  
 
Altered Height:  $8,000 per inch.  Bio-Tech p. 170.
 
Altered Height:  $8,000 per inch.  Bio-Tech p. 170.
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Eros Plus:  $5,000.  Heightened sensitivity.  Bio-Tech p. 171.
 
Eros Plus:  $5,000.  Heightened sensitivity.  Bio-Tech p. 171.
  
Extreme Sexual Dimorphism:  $5,000.  Bio-Tech p. 170. +1 Sex Appeal and Distinctive Feature (Exagerated Sexual Features).
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Extreme Sexual Dimorphism:  $5,000.  Bio-Tech p. 170. +1 Sex Appeal and  
 +
 
 +
Distinctive Feature (Exagerated Sexual Features).
  
 
Eye Light:  $100.  The character’s eye has been replaced with an impressive colored light.  The character gains the One-Eye Disadvantage, but does have an inbuilt torch wherever s/he goes.
 
Eye Light:  $100.  The character’s eye has been replaced with an impressive colored light.  The character gains the One-Eye Disadvantage, but does have an inbuilt torch wherever s/he goes.
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Wearman:  $1,000.  This music system plays by causing vibrations in the character’s bones.  The sound can only be heard by the character.
 
Wearman:  $1,000.  This music system plays by causing vibrations in the character’s bones.  The sound can only be heard by the character.
 +
  
 
==Bionic Body==
 
==Bionic Body==
 +
 +
[[Image:Cyborg1.jpg]]
  
 
Full Cyborg Body:  $250,000.  See GURPS Cyberpunk p.32 or GURPS Robots.
 
Full Cyborg Body:  $250,000.  See GURPS Cyberpunk p.32 or GURPS Robots.
  
Bionic Hand:  $10,000.  ST +1, DR 2.  Ultra-Tech p. 209.  Raising ST by 1 costs $4,000, up to +3 (for a maximum of +4 total).    Raising DX by 1 raises the price by $100,000.  Each additional +1 to DX increases the cost by 50%.  For five times the price, the character may have a hand with Micromanipulators (UT 2, p. 96).  For $10,000, the hand has the Sensitive Touch Advantage.  Dropping ST drops the price by 10% per point, to a minimum of ST 7.  Dropping DX halves the price for every point by which DX is lowered.  A Gripper Hand (UT 2, p. 96) drops price by 90%.
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Bionic Hand:  $10,000.  ST +1, DR 2.  Ultra-Tech p. 209.  Raising ST by 1 costs $4,000, up to +3.    Raising DX by 1 raises the price by $100,000.  Each additional +1 to DX increases the cost by 50%.  For five times the price, the character may have a hand with Micromanipulators (UT 2, p. 96).  For $10,000, the hand has the Sensitive Touch Advantage.  Dropping ST drops the price by 10% per point, to a minimum of ST 7.  Dropping DX halves the price for every point by which DX is lowered.  A Gripper Hand (UT 2, p. 96) drops price by 90%.
  
Bionic Arm:  $20,000.  ST +2, DR 2.  Ultra-Tech p. 209.  The arm includes a bionic hand.  Raising ST by 1 costs $4,000 a point, up to +4 (for a maximum of +6 total).  Raising DX by 1 raises the price to $240,000.  Each additional +1 to DX doubles the price.  For 2.5 times the price, the character may have an arm with Micromanipulators (Ultra-Tech 2, p. 96).  For $15,000, the arm has the Sensitive Touch Advantage (or $10,000 if only the hands are sensitive).  A Tentacle Arm (UT 2, p.96) doubles the cost of the arm.  A Telescoping Arm (UT 2, p. 96) is $25,000 for each extra hex of reach (or $10,000 if a Tentacle Arm).  Dropping ST below 14 drops the price by 10% per point, to a minimum of ST 7.  Dropping DX halves the price for each point by which DX is lowered.  A Gripper Hand (UT 2, p.96) drops price by 80%.  A Striker Arm (UT 2, p, 96) drops price by 90%.  A Striker arm is not capable of mounting any kind of hand.
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Bionic Arm:  $20,000.  ST +2, DR 2.  Ultra-Tech p. 209.  The arm includes a bionic hand.  Raising ST by 1 costs $10,000, up to +4.  Raising DX by 1 raises the price by $225,000.  Each additional +1 to DX doubles the price.  For 2.5 times the price, the character may have an arm with Micromanipulators (Ultra-Tech 2, p. 96).  For $15,000, the arm has the Sensitive Touch Advantage (or $10,000 if only the hands are sensitive).  A Tentacle Arm (UT 2, p.96) doubles the cost of the arm.  A Telescoping Arm (UT 2, p. 96) is $25,000 for each extra hex of reach (or $10,000 if a Tentacle Arm).  Dropping ST below 14 drops the price by 10% per point, to a minimum of ST 7.  Dropping DX halves the price for each point by which DX is lowered.  A Gripper Hand (UT 2, p.96) drops price by 80%.  A Striker Arm (UT 2, p, 96) drops price by 90%.  A Striker arm is not capable of mounting any kind of hand.
  
Bionic Leg:  $20,000.  Ultra-Tech p. 209.  ST +2, DR 3.  With 2 legs, gain Basic Move +1, Super Jump 1.  Raising ST by 1 costs $4,000 a point, up to +4.  Raising DX by 1 raises the price to $240,000.  Each additional +1 to DX doubles the price.
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Bionic Leg:  $20,000.  Ultra-Tech p. 209.  ST +2, DR 3.  With 2 legs, gain Basic Move +1, Super Jump 1.
  
 
Cyberlimb Armor:  $10,000 per point of DR given to a limb.  Each 3 full points of DR give 1 PD, to a maximum of 6 PD.  A character with a Full Cyborg Body may also armor their head, or, at twice the cost, their torso.
 
Cyberlimb Armor:  $10,000 per point of DR given to a limb.  Each 3 full points of DR give 1 PD, to a maximum of 6 PD.  A character with a Full Cyborg Body may also armor their head, or, at twice the cost, their torso.
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Limb Replacement Transplants:  Varies.  “Non-human” limbs available.  See Bio-Tech p. 175.
 
Limb Replacement Transplants:  Varies.  “Non-human” limbs available.  See Bio-Tech p. 175.
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==Weapons==
 
==Weapons==
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==Armor==
 
==Armor==
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 +
[[Image:78088EJli_w.jpg]]
  
 
Modifications
 
Modifications
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==Senses==
 
==Senses==
 
[[Image:250px-Closeup_of_an_blue-green_human_eye.jpg]]
 
  
 
===Eyes===
 
===Eyes===
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Video Reception:  $25,000.  [UT2, p.109]
 
Video Reception:  $25,000.  [UT2, p.109]
 +
  
 
===Ears===
 
===Ears===
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Volume Cutout:  $10,000.  [CYB p.37]
 
Volume Cutout:  $10,000.  [CYB p.37]
 +
  
 
===Other Senses===
 
===Other Senses===
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Tactpads:  $10,000.  [UT2 p97.  Gives the Sensitive Touch advantage.  Only possible on hands]
 
Tactpads:  $10,000.  [UT2 p97.  Gives the Sensitive Touch advantage.  Only possible on hands]
 +
  
 
==Communications==
 
==Communications==
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Whistler Implant:  $10,000.  [UT2 p.107]
 
Whistler Implant:  $10,000.  [UT2 p.107]
 +
  
 
==Faster==
 
==Faster==
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Stimulant Feed:  $9,000.  +1 Basic Speed, , Insomniac (15), Light Sleeper.
 
Stimulant Feed:  $9,000.  +1 Basic Speed, , Insomniac (15), Light Sleeper.
 +
  
 
==More Agile==
 
==More Agile==
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Articulated Sockets:  $25,000.  +3 to Acrobatics, +1 to Climbing, +1 to Escape.
 
Articulated Sockets:  $25,000.  +3 to Acrobatics, +1 to Climbing, +1 to Escape.
 
Corpus Collosum Stripping:  $10,000.  Requires Ambidexterity.  Allows the subject to learn the Dual-Weapon Attack Technique (MA p.83).
 
  
 
Cortex Reweaving:  $100,000.  +1 DX.
 
Cortex Reweaving:  $100,000.  +1 DX.
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Elbow Suspension:  $10,000 for both.  Climbing +1, hand to hand attacks made by the character are at +1 to hit but do -1 damage.  Elbow suspension in one elbow will not aid climbing, but will still effect attacks made with that arm.
 
Elbow Suspension:  $10,000 for both.  Climbing +1, hand to hand attacks made by the character are at +1 to hit but do -1 damage.  Elbow suspension in one elbow will not aid climbing, but will still effect attacks made with that arm.
 
Hydraulic Cushioning System:  $20,000.  Gives Catfall.
 
  
 
Hemispheric Symetrification:  $25,000.  Gives Ambidexterity.
 
Hemispheric Symetrification:  $25,000.  Gives Ambidexterity.
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Wrist Suspension:  $20,000 for both.  +1 Climbing, +1 Fast-Draw, +1 Fencing, +1 Pickpocket, +1 Sleight of Hand, +3 to resist the Wrist Lock technique.
 
Wrist Suspension:  $20,000 for both.  +1 Climbing, +1 Fast-Draw, +1 Fencing, +1 Pickpocket, +1 Sleight of Hand, +3 to resist the Wrist Lock technique.
 +
  
 
==Stronger==
 
==Stronger==
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Streamlined Digestion:  $5,000.  Gives +1 ST, +1 HT, Delicate Metabolism (-20 point version).
 
Streamlined Digestion:  $5,000.  Gives +1 ST, +1 HT, Delicate Metabolism (-20 point version).
 +
  
 
==Smarter==
 
==Smarter==
 +
 +
[[Image:Cyborg20120big.jpg]]
  
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
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Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
 
Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
 +
  
 
==Healthier==
 
==Healthier==
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Synthetic Antibodies:  $20,000.  +1 HT, +2 to resist drugs and poisons, immune to normal infections.
 
Synthetic Antibodies:  $20,000.  +1 HT, +2 to resist drugs and poisons, immune to normal infections.
 +
  
 
==Tough in Body==
 
==Tough in Body==
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Tri-Chambered Heart:  $30,000.  +2 to resist drugs and poisons.  Gives Extra Hit Points equal to HT/2.
 
Tri-Chambered Heart:  $30,000.  +2 to resist drugs and poisons.  Gives Extra Hit Points equal to HT/2.
 +
  
 
==Tough in Mind==
 
==Tough in Mind==
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Fear Block:  $5,000.  Gives +4 Strong Will, Overconfidence.
 
Fear Block:  $5,000.  Gives +4 Strong Will, Overconfidence.
  
Pain Editor:  $15,000.  Gives the High Pain-Threshold advantage.  For half price, the pain editor is “cheap” and will prevent the subject from feeling pain at all.
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Pain Editor:  $20,000.  Gives the High Pain-Threshold advantage.  For half price, the pain editor is “cheap” and will prevent the subject from feeling pain at all.
  
 
Painkiller:  $5,000.  Subject gains the High Pain Threshold advantage but loses all sense of touch.  They are no longer capable of feeling pain – or anything else.
 
Painkiller:  $5,000.  Subject gains the High Pain Threshold advantage but loses all sense of touch.  They are no longer capable of feeling pain – or anything else.
 
Sedative Glands:  $5,000.  Gives High Pain Threshold, +1 Hit Point, Fearlessness 2, Perception -2.
 
Sedative Glands:  $5,000.  Gives High Pain Threshold, +1 Hit Point, Fearlessness 2, Perception -2.
 +
  
 
==Life Support==
 
==Life Support==
 
[[Image:195B15D.jpg]]
 
  
 
Airtight Seal:  $50,000 or $125,000.  [CYB p.33]
 
Airtight Seal:  $50,000 or $125,000.  [CYB p.33]
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Vascular Heater:  $5,000.  Gives the Temperature Tolerance advantage for cold.
 
Vascular Heater:  $5,000.  Gives the Temperature Tolerance advantage for cold.
  
==Covert Operations==
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 +
==Cover Operations==
  
 
Audio Dampning:  $15,000 per level.  [UT2, p.107]
 
Audio Dampning:  $15,000 per level.  [UT2, p.107]
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Hollow Leg:  $2,000.  The subject can fit up to 9 lbs secretly in their leg, but only at the cost of reorganizing its natural contents in a less than perfect fashion.  Move and Dodge are reduced by 1 and the character suffers a -1 on all skills that involve walking or running, including hand-to-hand combat skills.  If the character has more than 4 lbs stored in the leg, assume that leg to be Lame instead.
 
Hollow Leg:  $2,000.  The subject can fit up to 9 lbs secretly in their leg, but only at the cost of reorganizing its natural contents in a less than perfect fashion.  Move and Dodge are reduced by 1 and the character suffers a -1 on all skills that involve walking or running, including hand-to-hand combat skills.  If the character has more than 4 lbs stored in the leg, assume that leg to be Lame instead.
 +
 +
Hydraulic Cushioning System:  $20,000.  Gives Catfall.
  
 
Memory Flesh:  $30,000.  Allows you to shift between 2 sets of facial and bodily features.  [Ultra-Tech p. 211]
 
Memory Flesh:  $30,000.  Allows you to shift between 2 sets of facial and bodily features.  [Ultra-Tech p. 211]
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Variskin:  $20,000.  [Ultra-Tech p. 213]
 
Variskin:  $20,000.  [Ultra-Tech p. 213]
 +
  
 
==Sexual Implants==
 
==Sexual Implants==
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Sexual Implant:  $3,000.  Guess.
 
Sexual Implant:  $3,000.  Guess.
  
==Chip Slots and Chips==
 
  
===Chip Slots===
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17.  CHIP SLOTS
  
First:  $5,000Second:  $10,000Third:  $20,000Fourth:  $40,000. And so on - each chip slot costs twice what the last chipslot cost.  [Ultra-Tech p. 216]  A subject may not use more chipslots than their IQ/2. It takes 2 seconds to insert a chip and 5 to remove one and insert another. [CYB p.38]. For $5,000, the chip slot has Chip ID  [UT2 p.112]
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Chip Slot
 +
First:  $5,000
 +
Second:  $10,000
 +
Third:  $20,000
 +
Fourth:  $40,000
 +
Fifth: $80,000
 +
Sixth or more: $160,000
  
===Chips===
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          A subject may not use more chipslots than their IQ/2. It takes 2 seconds to insert a chip and 5 to remove one and insert another. [CYB p.38].  For $5,000, the chip slot has Chip ID  [UT2 p.112]
  
Advantage Chip:  CYB p.39, UT2 pp.115-116.  Ambidexterity: $10,000.  Combat Reflexes: 15,000.  Fearlessness: $2,000per level.  High Pain Threshold: $10,000. Lightning Calculator: $5,000. Literacy: $10,000 (removes the Semi-literacy or Illiteracy Disadvantages).  Strong Will: $4,000.  Unfazeable: $15,000)
+
CHIPS
 +
Chameleon Chip:  +$2,000  [UT2 p.115]
  
 +
PERSONALITY CHIPS
 +
Advantage Chip:  CYB p.39, UT2 pp.115-116.
 +
  Ambidexterity  $10,000.
 +
  Combat Reflexes  $15,000.
 +
  Fearlessness  $2,000per level.
 +
  High Pain Threshold  $10,000.
 +
  Lightning Calculator  $5,000.
 +
  Literacy  $10,000.
 +
  Strong Will  $4,000.
 +
  Unfazeable  $15,000.
 
Bezerker Chip:  $2,000.  [CYB p.39]
 
Bezerker Chip:  $2,000.  [CYB p.39]
 
Chameleon Chip:  +$2,000  [UT2 p.115]
 
 
 
Dummy Chip.  $1,000.  [CYB p.39]
 
Dummy Chip.  $1,000.  [CYB p.39]
 
 
Personality Implant:  $60,000.  [CYB p.39.  Need Braintapes to use it]  
 
Personality Implant:  $60,000.  [CYB p.39.  Need Braintapes to use it]  
  
Physical Control Chips:  Amp Chip: $10,000 [CYB p.39]Clock Chip: $500 [CYB p.39Eidetic Chip: $2,000 per hour [CYB p.39]I.D. Chip: $4,000 [UT2 p.115]
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PHYSICAL CONTROL CHIPS
Incapacity Override: $15,000 [CYB p.39]. Jackhammer [CYB p.41] (Happyhammer $2,000, Headbanger (Legality 1) $20, Harvey Wallbanger  $1,000, Nightmare  $2,000, Slave (Legality 1) $10,000).
+
Amp Chip: $10,000[CYB p.39]
 
+
Clock Chip: $500[CYB p.39]
 +
Eidetic Chip: $2,000 per hour[CYB p.39]
 +
I.D. Chip: $4,000[UT2 p.115]
 +
Incapacity Override: $15,000 [CYB p.39]
 +
Jackhammer [CYB p.41]
 +
  Happyhammer $2,000.
 +
  Headbanger (Legality 1)  
 +
  Harvey Wallbanger  $1,000.
 +
  Nightmare  $2,000.
 +
  Slave (Legality 1) $10,000.
 
Macho Chip:  $2,000.  [CYB p.39]
 
Macho Chip:  $2,000.  [CYB p.39]
 
 
Math Chip:  $500  [CYB p.40]
 
Math Chip:  $500  [CYB p.40]
 
+
Skill Chip:  [U, CYB p.40]  $2,000 per point up to 8 pts.  $5,000 per point for chips of 9 to 20.  $10,000 per point for chips with more than 20.
Skill Chip:  [CYB p.40]  $2,000 per point up to 8 pts.  $5,000 per point for chips of 9 to 20.  $10,000 per point for chips with more than 20.
 
 
 
 
Reflex Chip:  [CYB p.40]  Cost twice as much as Skill Chips.
 
Reflex Chip:  [CYB p.40]  Cost twice as much as Skill Chips.
 
Occupational Chip:  Cost is 12x Monthy Salary.  Many black market versions.  $10,000  Legality 0 for Military Jack Adapter.
 
Occupational Chip:  Cost is 12x Monthy Salary.  Many black market versions.  $10,000  Legality 0 for Military Jack Adapter.
 
 
Zap Chip:  [CYB p.41].  Flawed versions of other chips.  Theoretically illegal.  Prices vary.
 
Zap Chip:  [CYB p.41].  Flawed versions of other chips.  Theoretically illegal.  Prices vary.
 
 
Trip:  Cost Varies.  Examples are $500, $5,000 and 1 million. [CYB p.41]
 
Trip:  Cost Varies.  Examples are $500, $5,000 and 1 million. [CYB p.41]
  
==Neural Jacks and Cybernetic Links==
 
  
===Neural Jack===
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18.  INTERFACE JACKS
  
$5,000 [Ultra-Tech p. 217] A Neural Jack is required for a cybernetic link.  The character may have as many links as they like, but only one link can be in use at a time, and the price of additional links is that link’s base price multiplied by the number of links the character will have – for example, a second link costs twice the listed price.  A character can upgrade their link by paying the difference between the costs of the two links + $1,000.
+
Neural Jack:  $5,000   [Ultra-Tech p. 217]
 +
  An Interface Jack is required for a cybernetic link.  The character may have as many links as they like, but only one link can be in use at a time, and the price of additional links is that link’s base price multiplied by the number of links the character will have – for example, a second link costs twice the listed price.  A character can upgrade their link by paying the difference between the costs of the two links + $1,000.
  
===Cybernetic Link===
 
  
 +
Cybernetic Link:  Var.
 
Cybernetic links include:
 
Cybernetic links include:
  
Body Link (The cost of making the body “interface ready” is included+1 to Acrobatics, Dancing and Hand to Hand Combat Skills: $5,000: +2 to Acrobatics, Dancing and Hand to Hand Combat Skills: $10,000+3 to Acrobatics, Dancing and Hand to Hand Combat Skills: $20,000+4 to Acrobatics, Dancing and Hand to Hand Combat Skills: $40,000
+
Body Link (the cost of making the body “interface ready” is included):
 +
    +1 to Acrobatics, Dancing and Hand to Hand Combat Skills$5,000
 +
    +2 to Acrobatics, Dancing and Hand to Hand Combat Skills. $10,000    
 +
    +3 to Acrobatics, Dancing and Hand to Hand Combat Skills$20,000
 +
    +4 to Acrobatics, Dancing and Hand to Hand Combat Skills.  $40,000
 +
 
 +
Computer Link:  $30,000
 +
      Allows the performance of normal computer use at twice the rate.  Furthermore, it allows the installation of a Computer Interface for true cyberdecking.
 +
 
 +
Cyberaxe Link:
 +
    +1 to Musical Instrument Skills.  $1,000
 +
    +2 to Musical Instrument Skills.  $2,000
 +
    +3 to Musical Instrument Skills.  $4,000
 +
    +4 to Musical Instrument Skills.  $8,000
  
Computer Link:  $30,000.  Allows the performance of normal computer use at twice the rateFurthermore, it allows the installation of a Computer Interface for true cyberdecking.
+
Tool Link (Requires Bionic Eye):
 +
    +1 to use mechanical or electronic tools. $5,000
 +
    +2 to use mechanical or electronic tools$10,000
 +
    +3 to use mechanical or electronic tools$20,000
 +
    +4 to use mechanical or electronic tools. $40,000
  
Cyberaxe Link (+1 to Musical Instrument Skills.  $1,000: +2 to Musical Instrument Skills.  $2,000: +3 to Musical Instrument Skills: $4,000. +4 to Musical Instrument Skills: $8,000)
+
Vehicle Link (Requires Bionic Eye):
 +
    +1 to Vehicle Skills.  $5,000
 +
    +2 to Vehicle Skills.  $10,000
 +
    +3 to Vehicle Skills$20,000
 +
    +4 to Vehicle Skills$40,000
  
Tool Link (Requires Bionic Eye.  +1 to use mechanical or electronic tools: $5,000+2 to use mechanical or electronic tools: $10,000+3 to use mechanical or electronic tools: $20,000+4 to use mechanical or electronic tools: $40,000)
+
Weapon Link (Requires Bionic Eye and an interfaced weaponProvides an extra +1 if the weapon is an implant).
 +
    +1 to guns skill.  $5,000
 +
    +2 to guns skill.  $10,000
 +
    +3 to guns skill.  $20,000
  
Vehicle Link (Requires Bionic Eye.  +1 to Vehicle Skills: $5,000.  +2 to Vehicle Skills: $10,000.  +3 to Vehicle Skills: $20,000.  +4 to Vehicle Skills: $40,000)
 
  
Weapon Link (Requires Bionic Eye and an interfaced weaponProvides an extra +1 if the weapon is an implant.  +1 to guns skill: $5,000.  +2 to guns skill: $10,000. +3 to guns skill: $20,000)
+
Computer Interface:  VarRequires an Interface Jack w/ Computer Link.
  
Computer Interface:  Requires a Neural Jack w/ Computer LinkMarquee Interface: $8,000. Icon Interface: $25,000.  Environmental Interface: $50,000.  Crude interfaces are cheaper, but tend to have unwanted side-effects, often involving loss of normal sensory input.  Some suggested disadvantages and associated price-breaks are as follows.  The disadvantages apply even when the subject is jacked into the net, but never interfere with perception of the net itself:  Aural: Hard of Hearing -15%, Deafness -25%.  Olfactory: No Sense of Taste or Smell -10%.  Optic:  Mild Static in One Eye for -1 Vision rolls -5%, One Eye -20%, Mild Static Both Eyes for -3 Vision rolls -15%, Bad Sight (Bad Focus) -30%, Blind -60%.  Speech Centers: Stuttering-15%,  Mute -30%.
+
Marquee Interface.  $8,000   
 +
Icon Interface$25,000
 +
Environmental Interface.  $50,000
  
==Curseware==
+
  Crude interfaces are cheaper, but tend to have unwanted side-effects, often involving loss of normal sensory input.  Some suggested disadvantages and associated price-breaks are as follows.  The disadvantages apply even when the subject is jacked into the net, but never interfere with perception of the net itself:
 +
 
 +
    Aural:
 +
          Hard of Hearing:  Price -15%.
 +
          Deafness:  Price -25%.
 +
    Olfactory:
 +
                No Sense of Taste or Smell:  Price -10%.
 +
    Optic:
 +
        Mild Static in One Eye, -1 Vision rolls: Price -5%.
 +
        One Eye:  Price -20%.
 +
        Mild Static Both Eyes, -3 Vision rolls: Price -15%.
 +
        Bad Focus, 2 Bad Sight:  Price -30%.
 +
        Blind:  Price -60%.
 +
    Speech Centers:
 +
        Stuttering:  Price -15%.
 +
        Mute:  Price -30%.
 +
 
 +
 
 +
 
 +
19.  CURSEWARE
  
 
Bomb Implant:  $500  [Ultra-Tech p. 210]
 
Bomb Implant:  $500  [Ultra-Tech p. 210]
 
 
Hotshot:  $10,000.  Bio-Tech p. 179.
 
Hotshot:  $10,000.  Bio-Tech p. 179.
 
 
Paralysis Implant:  $4,000, $5,000 or $6,000.  [UT2 p.111]
 
Paralysis Implant:  $4,000, $5,000 or $6,000.  [UT2 p.111]
 
 
Puppet Implant:  $10,000.  [Ultra-Tech p. 218]
 
Puppet Implant:  $10,000.  [Ultra-Tech p. 218]
 +
Puppeteer Jack:  $30,000.  [UT2 pp.113-114]
 +
Slave Implant:  $10,000.  [UT2 p.113]
  
Puppeteer Jack:  $30,000.  [UT2 pp.113-114]
 
  
Slave Implant:  $10,000.  [UT2 p.113]
 
  
==Reflex Triggers==
+
20.  REFLEX TRIGGERS
  
Installing a reflex trigger edits the character’s reflexes at the cortex level so that certain responses become instinctive.  No character may have more than one reflex trigger.  Reflex triggers only function when the character is conscious.
+
          Installing a reflex trigger edits the character’s reflexes at the cortex level so that certain responses become instinctive.  No character may have more than one reflex trigger.  Reflex triggers only function when the character is conscious.
  
 
Block:  $10,000.  The character gains +3 to Block and Parry, but -1 to Dodge.
 
Block:  $10,000.  The character gains +3 to Block and Parry, but -1 to Dodge.
Line 738: Line 816:
 
Strike:  $15,000.  When the character is attacking unarmed, or with a melee weapon, their position in the Turn Sequence is calculated as if their Move were 1 higher, they are at +2 to all attack and damage rolls, and at +2 to the Hit Location technique.  The character is at -1 to Block, Dodge and Parry.
 
Strike:  $15,000.  When the character is attacking unarmed, or with a melee weapon, their position in the Turn Sequence is calculated as if their Move were 1 higher, they are at +2 to all attack and damage rolls, and at +2 to the Hit Location technique.  The character is at -1 to Block, Dodge and Parry.
  
==Hard Reflexes==
 
  
$30,000Synthetic nerves and implanted into the muscle to incline it to move in certain ways, making a task more instinctive.  Hard reflexes may be “maxed”, causing the subject to be even better at the task the nerves are set for, but worse at other tasks.  An individual may only have one set of hard reflexes, maxed or otherwise.
+
21.  HARD REFLEXES:  $30,000
 +
 
 +
Synthetic nerves and implanted into the muscle to incline it to move in certain ways, making a task more instinctive.  Hard reflexes may be “maxed”, causing the subject to be even better at the task the nerves are set for, but worse at other tasks.  An individual may only have one set of hard reflexes, maxed or otherwise.
  
 
Balance:  Acrobatics +3, Climbing +2, Dancing +3, Jumping +1, Stealth +1, Fall Technique +1.
 
Balance:  Acrobatics +3, Climbing +2, Dancing +3, Jumping +1, Stealth +1, Fall Technique +1.
 
 
Dodge:  +1 to Dodge.
 
Dodge:  +1 to Dodge.
 
 
Drive:  +2 to all Driving skills.
 
Drive:  +2 to all Driving skills.
 
 
Fast-Draw:  +2 to all Fast-Draw skills.
 
Fast-Draw:  +2 to all Fast-Draw skills.
 
 
Firearms:  +2 to a single Guns skill.
 
Firearms:  +2 to a single Guns skill.
 
 
Martial Arts Style:  +3 to combat skills that are part of a known martial arts style.  Styles that are not well known are not likely to be available.
 
Martial Arts Style:  +3 to combat skills that are part of a known martial arts style.  Styles that are not well known are not likely to be available.
 
 
Pilot:  +2 to all Pilot skills.
 
Pilot:  +2 to all Pilot skills.
  
 
Balance (Maxed):  Acrobatics +4, Climbing +3, Dancing +4, Judo +1, Jumping +2, Stealth +2, Wrestling +1, Fall Technique +2.  The character is at -1 to hit when using a weapon that weighs more than 1 lb.  The character is at -1 to hit when making a swing attack.
 
Balance (Maxed):  Acrobatics +4, Climbing +3, Dancing +4, Judo +1, Jumping +2, Stealth +2, Wrestling +1, Fall Technique +2.  The character is at -1 to hit when using a weapon that weighs more than 1 lb.  The character is at -1 to hit when making a swing attack.
 
 
Dodge (Maxed):  +2 to Dodge.  -1 to all combat skills.
 
Dodge (Maxed):  +2 to Dodge.  -1 to all combat skills.
 
 
Drive (Maxed):  +4 to a single Drive skill.  All other Drive skills are at -2.
 
Drive (Maxed):  +4 to a single Drive skill.  All other Drive skills are at -2.
 
 
Fast-Draw (Maxed):  +4 to all Fast-Draw skills.  -1 to all other combat skills.  Other cyberware may still give normal bonuses to combat skills (rather than being at half effect due to the -1).
 
Fast-Draw (Maxed):  +4 to all Fast-Draw skills.  -1 to all other combat skills.  Other cyberware may still give normal bonuses to combat skills (rather than being at half effect due to the -1).
 
 
Firearms (Maxed):  + 3 to a single Guns skill.  -1 to all other Guns skills.
 
Firearms (Maxed):  + 3 to a single Guns skill.  -1 to all other Guns skills.
 
 
Martial Arts Style (Maxed):  +4 to combat skills that are part of a known martial arts style.  Styles that are not well known are not likely to be available.  In the second after the character recovers from being Surprised, they must make a Will roll to draw a weapon that is not taught in the style.
 
Martial Arts Style (Maxed):  +4 to combat skills that are part of a known martial arts style.  Styles that are not well known are not likely to be available.  In the second after the character recovers from being Surprised, they must make a Will roll to draw a weapon that is not taught in the style.
 
 
Pilot (Maxed):  +4 to a single Pilot skill.  All other Pilot skills are at -2.
 
Pilot (Maxed):  +4 to a single Pilot skill.  All other Pilot skills are at -2.
  
==Dreamcaster==
 
  
[[Image:Dreamscape.jpg]]
+
22. DREAMCASTER  $20,000
  
$20,000.  A dreamcaster projects games into the subject’s dreams.  Some dreamcaster games hone real-world skills.  A character with a dreamcaster may name a single skill to improve.  After 60 hours of sleep and a successful IQ roll, the skill is at +1 (maximum +1).  The skill bonus is lost as soon as the subject dreams about something else.  It is impossible to have more than one functioning dreamcaster implant.  Hackers sometimes target dreamcasters with viruses, knowing that they can potentially cause great psychological damage. Games that teach the Hacking skill are a particularly favorite target for viruses.
+
          A dreamcaster projects games into the subject’s dreams.  Some dreamcaster games hone real-world skills.  A character with a dreamcaster may name a single skill to improve.  After 60 hours of sleep and a successful IQ roll, the skill is at +1 (maximum +1).  The skill bonus is lost as soon as the subject dreams about something else.  It is impossible to have more than one functioning dreamcaster implant.  Hackers sometimes target dreamcasters with viruses, knowing that they can potentially cause great psychological damage. Games that teach the Hacking skill are a particularly favorite target for viruses.
 
+
          Dreamcaster programs are usually free (the publishers fund themselves by selling ad space in the game).  However, if the subject cannot access the internet to download new content, they will temporarily lose 1 IQ every two nights.  Once the character has managed to connect to the internet again, the IQ will return at half the rate it was lost.  A dreamcaster may not be switched off without surgery to disable it.
Dreamcaster programs are usually free (the publishers fund themselves by selling ad space in the game).  However, if the subject cannot access the internet to download new content, they will temporarily lose 1 IQ every two nights.  Once the character has managed to connect to the internet again, the IQ will return at half the rate it was lost.  A dreamcaster may not be switched off without surgery to disable it.
+
          Dreamcasters come in a variety of makes.  Most games are available for all systems, although some systems suit them better than others.  Available makes include:
 
 
Dreamcasters come in a variety of makes.  Most games are available for all systems, although some systems suit them better than others.  Available makes include:
 
  
 
Generic:  The generic dreamcaster will have a namebrand, but will have the same capacities as another generic dreamcaster.
 
Generic:  The generic dreamcaster will have a namebrand, but will have the same capacities as another generic dreamcaster.
 
 
Arcadia:  Artistic skills may be dreamed up to a maximum of +3.  The subject gains ten or more points of mental disadvantages.  Appropriate disadvantages should reflect a disconnection from reality, so mental illness would be appropriate, for example, but not Codes of Honor.
 
Arcadia:  Artistic skills may be dreamed up to a maximum of +3.  The subject gains ten or more points of mental disadvantages.  Appropriate disadvantages should reflect a disconnection from reality, so mental illness would be appropriate, for example, but not Codes of Honor.
 
 
Bushi:  Combat skills may be dreamed up to maximum of +2.  The subject gains the Nightmares disadvantage.
 
Bushi:  Combat skills may be dreamed up to maximum of +2.  The subject gains the Nightmares disadvantage.
 
 
Oracle:  Mental skills may be dreamed up to a maximum of +2.  The subject gains the Migraines disadvantage.
 
Oracle:  Mental skills may be dreamed up to a maximum of +2.  The subject gains the Migraines disadvantage.
 
 
Phantom:  Computer skills may be dreamed up to a maximum of +2.  The subject gains -1 to all social skills.
 
Phantom:  Computer skills may be dreamed up to a maximum of +2.  The subject gains -1 to all social skills.
 
 
Zeon:  Physical skills may be dreamed up to a maximum of +2.  The subject is at -1 IQ.
 
Zeon:  Physical skills may be dreamed up to a maximum of +2.  The subject is at -1 IQ.

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