From: pkitty@netcom.com (Pee Kitty) Subject: [GURPS Cyberpunk] Some changes I've made Cyberwear_______________________ Effects of Cyberwear Cyberpsychosis (Optional) When you start turning more and more flesh into plastic and metal, it begins to adversely affect the person's mind. Some people begin to relate to machines more than people. Some obsess over their lost humanity until the neurosis consumes them. Some just look down at their chromed exterior one day and snap. Eventually, the worst cases will take themselves out, along with everyone in the immediate area, in a frenzy of rage and destruction. The term for this is cyberpsychosis. To determine the extent of this psychosis on a character's mind, divide the number of points spent on cyberwear by 10 (round down). Add any levels of Weak Will or subtract any levels of Strong Will. The result is the character's cyberpsychosis rating. When in a stress situation, roll against this number to see if the character succumbs to cyberpsychosis; on a success, he succumbs. This number can be modified, depending on the situation. Being insulted or in a mildly threatening situation would be -3 to the roll, while being attacked by the gang who killed your best friend would be at least +5 to the roll. If the roll succeeds, and the cyberpsychosis wins out, the exact effects depends on the character and the situation. Most fly into a mad rage, but some become cold and uncaring (shooting through friends to get to enemies) and some lose all sense of self-preservation. Either way, it usually results in someone's death. He will snap out of it when the situation or danger is over. If the roll succeeds by 5 or more, the character has totally (though not necessarily permanently) succumbed to cyberpsychosis. He will fly into a homicidal rage, attacking everyone in sight. He will attack any enemies first, until out of enemies. He then gets a second cyberpsychosis roll to snap out of it. If the roll succeeds, he attacks the nearest bystander (or friend, if no one else is around). After downing each bystander or friend, he may make another roll to snap out of it. He will continue to kill until a roll is failed. Every time the character totally succumbs like this, his cyberpsychosis number is permanently raised by 1. Intense psychotherapy can reduce the effects of cyberpsy- chosis. Up to 5 points, plus any points gained from succumbing to total cyberpsychosis, can be lost. Each point requires 200 hours with a skilled psychologist (skill 15; cyberpsychosis specialization is acceptable). At two four-hour sessions per week, this takes approximately six months per point. Bionic Modifications Note: The total modifier can not go lower than -75%; treat anything worse as -75%. Unreliable: -20%/-40% In a stress situation, your equipment tends to brown out. Roll 3d when entering combat or in an emergency situation; on a 14 or higher (12 or higher at the -40% level), it stops working for 1d minutes. Once it starts working again, it functions normally until the next stress situation. Only check once per encounter. Breakdown Prone: -20%/-40% This is similar to Unreliable, above, except that the equipment simply stops working until it can be repaired by a competent technician. Even after it is repaired, it remains breakdown prone until this modifier is bought off. Roll 3d in a stress situation; on a 15 or higher (13 or higher at the -40% level), it breaks down. Unnatural: -10%/-20%/-40% All costs for cyberwear assume they are carefully engineered to look and feel identical to a human's, and to fool basic sensors. Any cyberwear can be detected on an intensive sensor scan. Cyberwear that can be easily detected with a casual sensor scan is worth -10%. Cyberwear that can be seen as artificial up close and feels artificial is worth -20%, while obviously artificial bionics (gleaming silver skin, glowing red eyes, etc.) is worth -40%. Cyberwear Changes Hand: $12K (4 pts) A bionic hand adds +1 to manual dexterity for that hand only, and +2 to ST for gripping and damage with that hand (grappling, strangling, and crushing only). Each additional +1 to manual DX or hand ST adds another $12,000 (1.5 points) to the cost of the hand. Arm: $25K (15 pts) A bionic arm adds +1 to DX (and manual dexterity) and +4 to ST for any tasks involving that arm (including punching). Each additional +1 to ST or DX adds another $25,000 (4 points). Bionic arms include the bionic hands, but the hands can be upgraded further, as above. Leg: $25K (15 pts) A bionic leg adds 25% to your Move and jumping distance (round down) and +2 to that leg's kicking damage. With two bionic legs (another $25,000 and 15 points), your Move and jump are increased by 50%, and your Dodge is raised by 1. Per leg, each additional 25% (and +1 Dodge, when paired with a second leg of equal or greater quality) costs another $25,000 (12 points). Thus, a cyborg with two $50,000 bionic legs (for 54 points) would have double Move and jump, and +2 Dodge. Full Cyborg: $250K (165 pts) This is a very advanced operation, converting the entire body into a machine with a human brain. The person is a cyborg, without need to eat, drink, excrete, or breathe. He cannot sire children or heal without repairs, but is immune to disease and poisons and gains DR 3 and HT 15 (this can not be changed, but Extra Hit Points may be bought). This operation gives you two cyberarms and two cyberlegs, as above, for no additional cost. Cyber Armor: $5K (1 pt) Armoring cyberlimbs is simple and not terribly expensive. It costs $5,000 (1 point) per point of DR per limb; every 5 DR adds one PD. The head can be armored (treat as one limb), and the torso can be armored (treat as three limbs). Armoring non-cybered limbs is only a little harder ($10,000 and 1 point). Claws: $4K/$8K/$16K (Special) These are razored claws on your hands that add +1 to Climbing skill. They are retractable; non-retractable claws are worth a -20% modifier. The $4,000 (5 point) version adds +2 damage in hand-to-hand combat. The $8,000 version changes your basic damage to cutting instead of crushing. To find the point cost, divide your character's ST (after any cyberwear) by 3; round down. The $16,000 version changes your thrust damage to impaling and your swing to cutting. To find the point cost, divide your character's ST by 2, as above. Weapon Implant: $8K (Special) See Weapon Mount, below. Weapon Mount: $2K (Special) Note that laser periscopes exist, costing 20% of the laser cost and allowing a laser to be mounted in one body part and fired out of another. The point cost for having a weapon mounted internally depends on the LR of the weapon. An LR 6 weapon costs 5 points; LR 5 is 10; LR 4 is 15; LR 3 is 20; LR 2 is 25; LR 1 is 50; LR 0 is 100; and LR -1 is 200 points. Weapon Link: $10K (15 pts) This requires a bionic eye or special "smart goggles" to use. It consists of a special pad in the palm, linked to this implant and to the bionic eye (or to the goggles, via a jack on the implant). It projects crosshairs onto the retina, adding +2 to hit. It works with any gun that has been configured as a "smart gun", with electronics built into the handle to work with the pad; this doubles the cost of the gun. Weapons mounted in the body are automatically assumed to be "smart". Each additional +1 (up to +5) costs another $10,000 (6 points). This implant includes the Optic Readout implant at no additional cost. Airtight Seal: $50K (20 pts) When activated, this airtight polymer seal around the entire body protects the wearer from vacuum, gas, and up to 60F of temperature. It does not allow any gas to get through, so an oxygen supply is needed to leave it "on" for an extended period of time. Audio Dampening: $15K (3 pts) Each level subtracts 1 from all Hearing rolls made against you. With 10 levels, you are effectively silent, and no roll can be made. Bionic Reconstruction: $50K (5 pts) Extra Hit Points: $10K (1 pt)/hit point Full Metal Jacket: $40K (8 pts) Buy as 8 limbs' worth of Cyber Armor, above, covering the body. See also Dermal Armor, below. Gills: $5K (10 pts) Gyrobalance: $25K (15 pts) Sense Organs (GROUP) The price for all cybernetic eyes or ears assumes both organs (regardless of what the description states). To have only one eye or ear done is a -20% modifier. Independantly Focusable Eyes: $40K (15 pts) Microscopic Vision: $10K (4 pts) Each level multiplies your magnification by 10. Night Sight: $20K (15 pts) Video Reception: $25K (3 pts) Radio Reception: $10K (5 pts) Radar: $100K (20 pts + 1 pt/hex) Broadcast: $15K (5 pts) For an additional $10K (3 pts) you can broadcast on video as well as audio, transmitting anything you can see. Chip Slots: $5K (1 pt) each Skill Chips: Special (1/2 cost) See Reflex Chips, below. Reflex Chips: Special (1/2 cost) There is a drawback to using skips or flips. While the skills programmed are state of the art, they cannot "learn" or adapt, and thus become predictable. Any contest of skills against a person using a chipped skill is at a bonus: +3 if the skill is fully chipped, +2 if the person has points in the skill, or +1 if the person has more points in the skill than are being added by the chip. They also take longer to become familiar with a new situation or weapon; multiply times by the bonuses above. Example: Joanne has 6 points in Computer Programming and 8 points in Karate, and buys Computer Programming[4], Karate[8], and Motorcycle[4] chips. Her Computer Programming gives +1 to others rolling contests against her. Her Karate gives +2 to others rolling contests against her, and she takes twice as long to adapt to a new style. Her Motorcycle gives +3 to others rolling contests against her, and she takes thrice as long to train on an unfamiliar bike. New Cyberwear Cell Factories: $50K (10 pts) These tiny implants speed development of new cells, from white blood cells to bone marrow. You heal one HT every 12 hours; no roll is necessary. For $150,000 (25 pts), hyper-cell factories are available in some areas. These speed your regeneration to one HT every hour. Dermal Armor ($20K, 3 pts) A clear polymer is dissolved into your skin, enhancing your body's overall ability to resist damage. Each level adds 1 DR (overall; this is not bought per limb as Cyber Armor is). You do lose some sensitivity in the skin, however. Every two levels of Dermal Armor subtract one from any tactile perception rolls. Filtration Systems Air ($75K, 20 pts): Your body automatically filters out gases and other impurities in the air. You still have to breathe, but can do so safely; you can even breathe underwater. Blood ($50K, 15 pts): Your blood filters out foreign sub- stances, making you immune to injested or injected poisons. You are not immune to diseases, however. G-Compensators: $2K (2 pts)/plus G-compensators enhance the body's ability to maintain internal pressure and integrity. Each level (up to 10) adds 1 to your HT when rolling to withstand high G forces (p. VE140). Memory Implant: $1K (1 pt)/gig RAM chips can be implanted directly, giving the user access to an instant database. Changing the contents of the memory requires an interface jack. Rig Control: $25K (8 pts)/level Sometimes referred to as a VCR (Vehicle Control Rig), this implant combines reflex booster, skill chip, and neural interface technology. Each level (up to 5) adds 1 to your skill when driv- ing or piloting any vehicle. This bonus is doubled when using a neural interface, and is cumulative with the +4 interface bonus! It also adds its level (not doubled) to your skill when using an interface to control remove vehicles (cumulative with the +2 interface bonus). Your VCR does not add to your rolls to use interfaced weapons, etc., but you do get the normal interface bonus. Thermogr. Vision: $30K (20 pts) Thermographic Vision is an advanced form of Infrared Vision. It adds +1 to the bonuses and penalties listed under Infrared Vision, and allows the user to look through walls (subtract the wall's DR+HT from all Vision rolls). Wired Reflexes: $75K (30 pts) Wired Reflexes speed the nervous system, allowing the user to react faster, and giving a definite edge in combat. The user adds 3 to his Basic Speed for the purpose of Initiative (possibly allowing multiple actions, if that rule is being used) and adds +1 to all active defenses. For each additional $75,000 (30 points), the bonuses above increase proportionately. Thus, a street op with $225,000 Wired Reflexes (for 90 points) would add 9 to his Basic Speed for Initiative and make all active defenses at +3. Cyberspace______________________ Neural Interfaces Marquee Interface: Any computer can provide a Marquee interface, with the Marquee program (complexity 2, $5,000). The cyberdeck is connected to the computer. If the user has an interface slot, he can connect to the computer, otherwise all commands must use manual point-and-clicking. Your Phase Length is 4x normal with an interface slot, or 10x without one. Icon Interface: This requires an interface jack and a special Icon Interface Helmet ($20,000) which holds the cyberdeck. A virtual reality is projected onto your optic nerves, and your reactions control the deck. Your Phase Length is 2x normal with this interface. Environmental Interface: This requires a high-speed neural implant to handle the extreme sensory input ($50,000, 20 points, two extra weeks in the hospital); it also functions as a normal interface slot. Your deck plugs directly into the implant, completely immersing you in the virtual world of the Net, where you control the deck at the speed of thought. Your Phase Length is unchanged. Cyberdecks If players can buy cyberwear with points alone, or trade points for cash, the same can be done for cyberdecks, at one character point per $5,000. The player pays for the dealer cost on the deck instead of the retail price, this time only! Players who start out incredibly wealthy and buy a deck with cash must pay the retail price. Complexity (C): Each cyberdeck will have a Complexity rating, just like any other computer. As most netrunning programs are C2, there is a huge performance difference in a C2 cyberdeck (which can run two C2 programs at once) and a C3 deck (which can run ten of them)! The complexity determines the base cost of a deck, as shown below. By adding neural coprocessors, you can increase the processing power of a deck, allowing it to run 50% more programs simultane- ously (i.e., 3 programs of its own complexity, 15 programs of one lower complexity, etc.). This increases the cost of the deck by 50%, and should be noted with a plus after the deck's complexity (e.g., a C3+ deck). C Phase Base Cost 2 8,000 ms $15,000 3 4,000 ms $75,000 4 2,000 ms $375,000 Speed Index (SI): A deck's Speed Index determines how fast it processes information; the higher the SI, the faster the deck. Divide your Phase Length by your deck's SI. A standard cyberdeck is assumed to have an SI of 1. Adding speed is expensive! For each SI added, add 100% to the price of the deck. Maximum SI is 10. Money can also be saved by lowering the SI; for each .1 subtracted from the SI, reduce the price by 10%, to a maximum of SI .5 (50% savings). Round the Phase Length off to the nearest 100 ms. Example: A normal C3 deck with SI 1 has a 4,000 ms Phase. For an extra 200% cost, it could be raised to SI 3 and a 1,333 (rounded to 1,300) ms Phase. Or, to save 20%, it could be lowered to SI .8 and a 5,000 ms Phase. Slots: The number of ROM slots in your deck determines how many ROM decks can be plugged in at once. This limits how many different programs you can have access to in the middle of a decking run. It does not affect how many programs you can run at once; that is limited by your complexity and processing power. Often a deck will have more ROM decks than it can run; only a few of the slots will then be "ready" at once. Switching from one ROM slot to another takes one Phase. A cyberdeck comes with two ROM slots installed. Each additional slot adds 10% to the cost of a C2 deck, 5% to the cost of a C3 deck, or 2% to the cost of a C4 deck. Disk Space: A cyberdeck comes with a small amount of storage space (.2 gig for C2, 2 gig for C3, 20 gig for C4). This can be increased; every 50% increase raises the cost of the deck by 1%. A program on disk takes twice the number of phases to run, but sometimes a cash-poor decker has no choice. Programs on disk cost 25% less. Final Cost: The cost of a cyberdeck is calculated by adding up all cost modifiers (to get a final percentage), then applying that percentage to the base cost of the deck. This is the dealer cost! Very few people can get a deck at this price, and no one can get it for any less! To get the retail price, multiply the dealer cost by the complexity of the deck. An appropriate Contact can roll to find you a cheaper deck; each point of success on his roll reduces the price of the deck by 5%, to a minimum of the dealer cost. Example: The Neuron needs a decent, but affordable, deck. He starts with a C2 deck and raises processing by 50%. He brings the SI to 4, buys two extra ROM slots, and increases his disk space by 400% (1 gig total). His cost modifiers are 50% + 300% + 20% + 8%. $15,000 plus 378% is $71,700, and the retail cost is $143,400. His Phase is 2,000 ms. Example: Terminator, one of the most wanted deckers on the Net, is working with a research team to build the ultimate deck. He starts with a C4 deck, raises the processing by 50%, increases the SI to 10, adds 18 extra ROM slots, and increases his disk space by 4900% (for one terabyte total)! The modifiers are 50% + 900% + 36% + 98%. $375,000 plus 1084% is $4,440,000, and the retail cost is $17,760,000. His Phase is 200 ms, and every cor- porate team in the world will be after that deck. Sample Cyberdecks The decks below are listed with their retail price. To find the dealer cost, divide the retail price by the complexity of the deck. Sony CyberMan: Complexity 2, SI .5, 2 ROM slots, .2 gig stor- age, 16,000 ms Phase, $15,000. For those who just deck to look cool. Tandy NR-455: Complexity 2, SI 1, 4 ROM slots, .5 gig storage, 8,000 ms Phase, $36,900. A good deck to train on, but hardly awe- inspiring. Panasonic Rackstacker 212: Complexity 2+, SI 2, 6 ROM slots, 1 gig storage, 4,000 ms Phase, $89,400. A versatile and effective deck. Maxis P600: Complexity 2, SI 6, 4 ROM slots, .5 gig storage, 1,300 ms Phase, $186,900. An incredibly fast, though slightly limited deck. Fuchi Laser-6: Complexity 3, SI 2, 6 ROM slots, 2 gig storage, 2,000 ms Phase, $495,000. A well-respected and potent deck. TechDeck/10: Complexity 3+, SI 4, 8 ROM slots, 15 gig storage, 1,000 ms Phase, $1,109,250. A fearsome piece of equipment; many deckers save for years to get one of these. Fairlight X7: Complexity 4, SI 5, 10 ROM slots, 30 gig storage, 400 ms Phase, $7,755,000. If you meet one online, kiss his ass or run like hell. Copying or Downloading Data Copying data within a machine is quick: 10 Phases per gig, us- ing the machine's Phase length. Copying between two machines on the net (such as your deck and another computer) takes longer: 200 Phases per gig, using the Phase length of the slowest machine.