Editing Paradise City:Cyberware Catalog

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
+
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.
Line 36: Line 36:
  
 
Appearance:  Special – see below.
 
Appearance:  Special – see below.
 +
  
 
==Appearance==
 
==Appearance==
 +
 +
[[Image:Frankensteins20cyber20ninj20destroyer.jpg]]
  
 
Semi-natural:  -50% to cost.
 
Semi-natural:  -50% to cost.
Line 53: Line 56:
 
==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.
Line 64: Line 69:
 
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).
+
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.
Line 83: Line 90:
  
 
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%.
+
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.
+
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.
+
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.
Line 101: Line 111:
  
 
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.
 +
  
 
==Weapons==
 
==Weapons==
Line 157: Line 168:
  
 
==Armor==
 
==Armor==
 +
 +
[[Image:78088EJli_w.jpg]]
  
 
Modifications
 
Modifications
Line 196: Line 209:
 
==Senses==
 
==Senses==
  
[[Image:250px-Closeup_of_an_blue-green_human_eye.jpg]]
+
[[Image:6fe6da5b1288e504.jpg]]
  
 
===Eyes===
 
===Eyes===
Line 298: Line 311:
  
 
==Communications==
 
==Communications==
 +
 +
[[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.
Line 322: Line 337:
  
 
==Faster==
 
==Faster==
 +
 +
[[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]  
Line 366: Line 383:
  
 
==More Agile==
 
==More Agile==
 +
 +
[[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.
Line 406: Line 423:
  
 
==Stronger==
 
==Stronger==
 +
 +
[[Image:5030935050011-1.jpg]]
  
 
Accelerated Metabolism:  $5,000.  Gives ST +1, Gluttony.
 
Accelerated Metabolism:  $5,000.  Gives ST +1, Gluttony.
Line 430: Line 449:
  
 
==Smarter==
 
==Smarter==
 +
 +
[[Image:Cyborg20120big.jpg]]
  
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
 
Audiovault System:  $75,000.  Gives the Discriminatory Hearing advantage.
Line 476: Line 497:
  
 
Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
 
Vascular Streamlining:  $20,000.  Gives 10 cp in IQ, Hemophilia.
 +
  
 
==Healthier==
 
==Healthier==
 +
 +
[[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.
Line 512: Line 536:
  
 
==Tough in Body==
 
==Tough in Body==
 +
 +
[[Image:Screen_9_s.jpg]]
  
 
Acceleration Hardening:  $25,000.  Gives Acceleration Tolerance.
 
Acceleration Hardening:  $25,000.  Gives Acceleration Tolerance.
Line 562: Line 588:
  
 
==Tough in Mind==
 
==Tough in Mind==
 +
 +
[[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.
Line 569: Line 597:
 
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.
+
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.
Line 607: Line 635:
  
 
==Covert Operations==
 
==Covert Operations==
 +
 +
[[Image:777451_610_1146127702601-hitman-BMb.jpg]]
  
 
Audio Dampning:  $15,000 per level.  [UT2, p.107]
 
Audio Dampning:  $15,000 per level.  [UT2, p.107]
Line 631: Line 661:
  
 
==Sexual Implants==
 
==Sexual Implants==
 +
 +
[[Image:Tokyo-4-festival-p-072.3.jpg]]
  
 
Contraceptive Implant:  $1,000.  Good for 5 years.
 
Contraceptive Implant:  $1,000.  Good for 5 years.
Line 639: Line 671:
  
 
==Chip Slots and Chips==
 
==Chip Slots and Chips==
 +
 +
[[Image:Cyberpunkchiphead.jpg]]
  
 
===Chip Slots===
 
===Chip Slots===
Line 646: Line 680:
 
===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)
+
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]
Line 663: Line 697:
 
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.
+
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.
Line 697: Line 731:
  
 
==Curseware==
 
==Curseware==
 +
 +
[[Image:Oldboy_002.jpg]]
  
 
Bomb Implant:  $500  [Ultra-Tech p. 210]
 
Bomb Implant:  $500  [Ultra-Tech p. 210]
Line 711: Line 747:
  
 
==Reflex Triggers==
 
==Reflex Triggers==
 +
 +
[[Image:03_movie.jpg]]
  
 
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.
Line 739: Line 777:
  
 
==Hard Reflexes==
 
==Hard Reflexes==
 +
 +
[[Image:Sandman2020a5ag.jpg]]
  
 
$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.
 
$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.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)