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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.
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==Appearance==
 
==Appearance==
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[[Image:Frankensteins20cyber20ninj20destroyer.jpg]]
  
 
Semi-natural:  -50% to cost.
 
Semi-natural:  -50% to cost.
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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)
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[[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  
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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.
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==Bionic Body==
 
==Bionic Body==
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[[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]]
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[[Image:6fe6da5b1288e504.jpg]]
  
 
===Eyes===
 
===Eyes===
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==Communications==
 
==Communications==
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[[Image:Gunpoint.jpg]]
  
 
For cyberwear that alters the subject’s voice, additional price breaks are available if the subject no longer sounds normal.  At 50% of cost, the artificial nature of the subject’s voice will only be noticed by those who concentrate on the sound of the voice, or who spend significant time with the subject.  At 20% of cost, the artificial nature of the character’s voice is obvious.
 
For cyberwear that alters the subject’s voice, additional price breaks are available if the subject no longer sounds normal.  At 50% of cost, the artificial nature of the subject’s voice will only be noticed by those who concentrate on the sound of the voice, or who spend significant time with the subject.  At 20% of cost, the artificial nature of the character’s voice is obvious.
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==Faster==
 
==Faster==
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[[Image:Maxshot6.jpg]]
  
 
Accelerated Reflexes:  $150,000.  Extra Attack 1.  [Ultra-Tech p. 212]  
 
Accelerated Reflexes:  $150,000.  Extra Attack 1.  [Ultra-Tech p. 212]  
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==More Agile==
 
==More Agile==
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[[Image:Michelle3frame.jpg]]
  
 
Ankle Suspension:  $15,000 for both.  Acrobatics +1, Jumping +1, Running +1, Stealth +2.  Ankle suspension in one ankle will do nothing.
 
Ankle Suspension:  $15,000 for both.  Acrobatics +1, Jumping +1, Running +1, Stealth +2.  Ankle suspension in one ankle will do nothing.
  
 
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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==Stronger==
 
==Stronger==
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[[Image:5030935050011-1.jpg]]
  
 
Accelerated Metabolism:  $5,000.  Gives ST +1, Gluttony.
 
Accelerated Metabolism:  $5,000.  Gives ST +1, Gluttony.
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==Smarter==
 
==Smarter==
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[[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.
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==Healthier==
 
==Healthier==
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[[Image:PMO2639.jpg]]
  
 
Adrenal Dams:  $5,000 per level.  Gives 1 Extra Fatigue per level up to five levels.
 
Adrenal Dams:  $5,000 per level.  Gives 1 Extra Fatigue per level up to five levels.
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==Tough in Body==
 
==Tough in Body==
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[[Image:Screen_9_s.jpg]]
  
 
Acceleration Hardening:  $25,000.  Gives Acceleration Tolerance.
 
Acceleration Hardening:  $25,000.  Gives Acceleration Tolerance.
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==Tough in Mind==
 
==Tough in Mind==
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[[Image:Romeo3.jpg]]
  
 
Adrenal Cutouts:  $5,000 per level.  Each level gives +1 vs. fright checks as per Fearlessness.
 
Adrenal Cutouts:  $5,000 per level.  Each level gives +1 vs. fright checks as per Fearlessness.
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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.
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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.
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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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Sexual Implant:  $3,000.  Guess.
 
Sexual Implant:  $3,000.  Guess.
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==Chip Slots and Chips==
 
==Chip Slots and Chips==
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===Chips===
 
===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 (removes the Semi-literacy or Illiteracy Disadvantages).  Strong Will: $4,000.  Unfazeable: $15,000)
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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]
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Math Chip:  $500  [CYB p.40]
 
Math Chip:  $500  [CYB p.40]
  
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.
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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.
  
 
Reflex Chip:  [CYB p.40]  Cost twice as much as Skill Chips.
 
Reflex Chip:  [CYB p.40]  Cost twice as much as Skill Chips.
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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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==Interface Jacks==
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==Neural Jack==
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$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.
  
$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.
 
  
 
===Cybernetic Link===
 
===Cybernetic Link===
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Weapon Link (Requires Bionic Eye and an interfaced weapon.  Provides 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)
 
Weapon Link (Requires Bionic Eye and an interfaced weapon.  Provides 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:  Requires a Neural Jack w/ Computer Link.  Marquee 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%.
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Computer Interface:  Requires an Interface Jack w/ Computer Link.  Marquee 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%.
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==Curseware==
 
==Curseware==
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Slave Implant:  $10,000.  [UT2 p.113]
 
Slave Implant:  $10,000.  [UT2 p.113]
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==Reflex Triggers==
 
==Reflex Triggers==
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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.
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==Hard Reflexes==
 
==Hard Reflexes==
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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.
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==Dreamcaster==
 
==Dreamcaster==
 
[[Image:Dreamscape.jpg]]
 
  
 
$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.
 
$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.

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