Cyberware - Statistics

Power Modifiers

The following four modifiers are all ‘Power Modifiers’, as per GURPS Powers. One of the four appears on all forms of cyberware and wetware.

-40%
Cyberware

Your ability is provided to you by an expensive cybernetic implant; you’re a natural target for a Chop Shop, who could rip your implants out in order to sell them on the black market. If your implants are on the inside of your body, they can be detected via a standard medical or security exam, and fancy security systems can even detect if your cyberware is operating at greater-than-human capacity; some exclusive bars and clubs require that you ‘lock down’ your cyberware before entry is granted.

Full cyberware body

Your implants require constant maintenance – about one hour per week per cybernetic implant or limb. A scientifically-minded opponent might be able to gain access to your medical files or otherwise find out what types of cyberware you are using; if he does so, and is able to access the schematics for that Cyberware, he can then use Engineering (Cybernetics) or Expert Skill (Cybernetics) to make an educated guess at any modifications that you may have made, and Computer Hacking to produce targeted computer viruses that may hamper, overload, neutralize, or even control your implants.

Finally, most cyberware is electrical; it has a power source which must be recharged once a week – usually when it’s undergoing the maintenance requirement – and is vulnerable to attacks that only affect electrical systems, such as electro-magnetic pulses and ‘surge’ effects. In addition to their normal effects, a critical hit from one of these attacks will short-circuit your cyberware; until it recieves one-hour of maintenance, it will be non-operational.

-60%
Cyber Organ

Your cyberware is a full organ, able to be targeted and damaged in combat. Your organ is at -9 to hit, has DR 5, and HP 4. If it goes below 0 HP, it breaks down, but can still be repaired. If it goes below -1xHP, it must roll against a HT of 12, exactly as for a normal person rolling against death. If it fails, then the cyberware is totalled, and can not be economically repaired – it would be cheaper to just buy a replacement. Repeat this roll at every multiple of HP therafter, until -5xHP, at which point it is automatically totalled.

This includes everything in the general Cyberware modifier.

-80%
Cyber Limb

Your cyberware is either a full-sized limb or an extremity. Like a Cyber Organ, it can be targeted and destroyed in combat. A Cyber Limb has twice as much ST and HP as a ‘meat’ limb of similar mass and size. A standard Cyber Arm or Leg has 5 DR and the same HP as the cyber it is installed in, while a Cyber Hand or Foot has 2 DR and two-thirds as many HP. Especially strong or weak Cyber Limbs may have higher or lower HP. An Arm or Leg is at -2 to be hit in combat, while a Hand or Foot is at -4. Otherwise, follow the rules for the Cyber Organ.

This includes everything in the general Cyberware modifier.

-20%
Wetware

Your ability is provided by ‘wetware’, the organic counterpart to Cyberware. Perhaps it’s through base genetic engineering, or perhaps it’s due to the grafting of an exotic vat-grown organ in place of one of your originals. As such, your abilities are tied directly to your unique body chemistry. You must have Unusual Biochemistry (p. B160); if you ever roll a 4-5 for that disadvantage, the drug in question works, but the “harmful effect” is always losing access to all of your Bioenhancement abilities for 1d minutes.

Enemies with scientific minds can learn much about you if they can get a copy of your file – that is, the data on the experiments that produced you, including the abilities you were given. Readers can use Bioengineering or Biology to make an educated guess at any new abilities you may have developed, and Chemistry or Pharmacy to produce targeted pathogens and drugs that can be used to hamper, overload, or neutralize your abilities.

Your ability may be detected by a medical or DNA scan. This requires appropriate equipment and an Electronics Operation (Medical) or Diagnosis skill roll. You’re also a target for organ harvesters; high-quality wetware is even more in-demand than high-quality cyberware.


Special Modifiers

Some pieces of cyberware work slightly differently than the norm. These pieces of cyberware can have some of the following special modifiers:

+5%
Electrical Hardening

The cyberware is hardened – but not immune – to EMP and surge attacks. This gives a +3 HT bonus to resist EMP attacks.

+10%
Heavy Hardening

The cyberware is heavily hardened – but not immune – to EMP and surge attacks. This gives a +8 HT bonus to resist EMP attacks.

+20%
Shielded/Mechanical

The cyberware either doesn’t have any electrical components (Mechanical) or has highly effective electrical shielding (Shielded). Either way, it no longer suffers the negative effects of being Electrical – it won’t short-circuit on a critical hit, and affects that only target unshielded electronics will not harm it. It is immune to being disabled via an EMP attack.

+10%
Armored

Only available on Cyber Limbs. Increases DR of the Cyber Limb to 25, or 15 if it is a Cyber Hand or Foot. This is incompatible with No Signature.

+10%
Low Signature

The cyberware is not obvious to casual inspection. If it is outerwear, like a Cyber Organ, Cyber Limb, or armor, it is invisible to a simple visual search. If the cyberware is external, a physical hands-on search can still detect it, and even internal Cyberware can be detected through a high-tech scanner. In all cases, the roll to detect the Cyberware is at -4. The Cyberware also lacks the typical transponder announcing its existence, or has one that can be disabled.

+20%
No Signature

The cyberware is almost impossible to detect. External cyberware can now only be detected through a high-tech scanner, and the detection roll for all cyberware is at -8 – and even then, it requires a highly detailed scan and a deliberate effort, taking ten times the normal amount of time for a scan. Normal security scans have no chance of detecting the Cyberware. This is incompatible with Armored.

+5%
No Maintenance

This cyberware has significantly reduced maintenance requirements. Perhaps it is simply an extremely well-designed piece of equipment, or maybe it utilizes self-repair technology and recharges through bioenergy. The cyberware lacks the typical routine maintenance requirement.

+10%
Expensive

This cyberware is expensive and very well designed, having an effective +4 to HT and lacks any maintenance requirement. Double the monetary cost over typical cyberware.

-25%
Prototype

The cyberware is a one-off prototype; if the cyberware is destroyed or stolen, you can not get a replacement – the points spent on it are lost for good. Further, due to its unpolished nature, it has an effective HT of 10, rather than the normal HT of 12; it breaks down easier, and requires more maintenance. Maintenance rolls are at a -4 unfamiliarity penalty until the repair man has worked on it for two full months, one hour per week. In compensation for these problems, viruses tailored to standard Cyberware won’t work as well on Prototype cyberware, and it’s harder to find information and weaknesses on them. Further, while you might lose access to the prototype, you can always buy new cyberware to fill the gap – but this will be standard cyberware, bought at market price.

-10%
Cheap

The cyberware is cheap and likely to break if abused. The cyberware requires two hours of maintenance every week, rather than one, and has an effective HT of 8 (6 if it is also a prototype). Halve the monetary cost over typical cyberware.

-10%
Illegal (LC2)

This is cyberware that you do not have the legal authority to carry. If the authorities detect that you have this illegal cyberware, they are likely to strip it from you – even if that means severely injuring you in the process.

-20%
Illegal (LC1)

This is military-grade cyberware that you do not have the legal authority to carry. If the authorities detect that you have this illegal cyberware, they are likely to strip it from you – even if that means killing you in the process. You’re also likely to be locked up.

+40%
VR

This is a modifier for Telecommunication. This allows you to utilize a Virtual Reality or Augmented Reality interface through the telecommunications channel; this includes full video, audio, and touch sensations. This effectively includes the Accessory (Video Camera) and Accessory (HUD) perks; do not purchase them twice.

+80%
Total Immersion

This is a modifier for Telecommunication. This allows you to utilize a Total Immersion, Virtual Reality, or Augmented Reality interface through the telecommunications channel; this includes not only full video, audio, and touch sensations, but all other physical sensations as well, and can even include thought-patterns. This effectively includes the Accessory (Video Camera) and Accessory (HUD) perks; do not purchase them twice.

-40%
Armor (Rigid)

This is a limitation on DR. Your DR counts as a suit of rigid body armor. You may not wear any rigid body armor over your natural DR, though you may wear flexible armor and you can still fit into normal vehicles. You must also take the Armored (Rigid) disadvantage.

-20%
Armor (Flexible)

This is a limitation on DR. Your DR counts as a suit of flexible body armor. You may stack this with other flexible or rigid armor, but it follows the normal rules for stacking armor, ie -1 DX per extra layer of armor. You must also take the Armored (Flexible) disadvantage.

-10%
Armor (Light)

This is a limitation on DR. Your DR counts as a suit of flexible body armor that is light enough to not count against stacking penalties. This counts as your one piece of armor that does not count against stacking penalties. You must also take the Armored (Light) disadvantage.


Special Disadvantages

Some cyberware includes special disadvantages not found elsewhere.

-20 Points
Armored (Rigid)

Your body is considered to be rigid body armor; you can not wear any other rigid body armor, though you may still wear flexible armor and clothing – this follows the normal stacking rules, with your body considered a layer of rigid armor.

-10 Points
Armored (Flexible)

Your body is considered to be flexible body armor. You may still wear flexible armor and clothing, but this follows the normal stacking rules, with your body considered a layer of flexible armor.

-5 Points
Armored (Light)

Your body is considered to be light flexible body armor. You may still wear flexible armor and clothing, but this follows the normal stacking rules, with your body considered a layer of light flexible armor where the first layer doesn’t count against stacking penalties. Any and all further armor layers will count against stacking penalties.

-5 Points
Inconvenient Size of Shape

Normal clothing and armor won’t fit you, and typical seats and other accomodations aren’t built for your shape. You must purchase custom-tailored clothing and armor, at four times the normal price. Further, you suffer a -1 penalty to DX and IQ when in a seat that isn’t designed for your body type due to being uncomfortable; this typically manifests as a -1 penalty on Driving, Gunnner, Computer Use, etc. A seat that will correctly accomodate you costs four times the normal price, or roughly $400.

-10 Points
Secret: Illegal Cyberware (LC2)

You have LC2 cyberware in your body that you do not have the proper permits or licenses for. If the authorities detect this cyberware, they are likely to fine you and confiscate it – or you might just need to bribe them. In any case, you don’t want it discovered.

-20 Points
Secret: Illegal Cyberware (LC1)

You have LC1 cyberware in your body that you do not have the proper permits or licenses for. If the authorities discover this cyberware, they’re likely to not only confiscate it, but also severely punish you – most likely including extended jail time or a ‘Chaperone’ implant.


Format

Cyberware is presented in the following format:

Monetary Cost
Legality Class
Procedure Difficulty
Cyberware Name

Point Cost

Fluff description here; this part is optional.

Game-mechanics description of the cyberware here.

Operation: Optional description of the operation involved in installing the cyberware.

Statistics: Game statistics go here.


For example:

$12,000
LC2
Radical
Armatech Executive Protection System

24 Points

The Armatech Executive Protection System provides discrete protection equal to that of light ‘reflex’ body armor, implanted directly under the skin. Unlike most such subdermal armor, the Armatech EPS is nearly impossible to notice at a distance – next time you’re sitting in a meeting, waiting for the bullets to fly, you’ll be secure in your knowledge that you’ve got an ace up your sleeve.

-Armatech Advertisement

The Armatech EPS provides DR 12* against piercing and cutting attacks, and DR 5* against all other attacks – enough to stop a knife in its tracks, most pistol rounds, or even just a punch to the face. Watch out for poison-tipped weapons, though – the armor is under the skin, meaning anything that simply needs to pierce the skin gets a free shot. The EPS is tough to detect via casual inspection, and like most dermal or subdermal armors, it’s mechanical in nature and doesn’t suffer the effects of the Electrical disadvantage.

Operation: Radical. The Armatech EPS implantation procedure is one of the riskier, expensive procedures available. It involves putting the subject under heavy sedation, then removing their whole skin and connecting the ultra-light ‘reflex’ armor to the underlying muscle tissue. Finally, a new layer of skin is grown on top of the armor, which connects to a number of micro-pores in the armor layer, allowing the skin to fulfill its normal functions. This procedure typically takes four full weeks in a hospital or clinic, during which time the patient is kept in a medically-induced coma. When they awaken, they will have already recovered fully from the operation. If they are awoken before the four weeks are up, they will suffer from Severe Pain until the full recovery time is over, imposing a -4 penalty to all IQ, DX, skill, and self-control rolls (half penalty for High Pain Threshold, double penalty for Low Pain Threshold).

Statistics: DR 5 (Tough Skin, -40%; Cyberware, -40%; Low Signature, +10%; Mechanical, +20%) 13 plus DR 7 (Tough Skin, -40%; Cyberware, -40%; Low Signature, +10%; Mechanical, +20%; Limited, Piercing and Cutting, -20%) 11.


Cyberware - Statistics

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