All listings are as follows:
Effect--Base Price--Example
Ability Enhancement Bonus -- Bonus Squared x $2000 -- +2 STR Arm = $8000 & 320xps
Armor Enhancement Bonus -- Bonus Squared x $3000 -- +2 AC Laced Bones = $12,000 & 480xps
Save Bonus, Fortitude -- Bonus Squared x $2500 -- +1 Antitox Filtration = $2500 & 100xps
Save Bonus, Reflex -- Bonus Squared x $2000 -- +2 Evasiopack MkII = $8000 & 320xps
Save Bonus, Will -- Bonus Squared x $3000 -- +3 Ironwill NMB = $9000 & 360xps
Initiative Bonus -- Bonus Squared x $1000 -- +4 Initiative = $16,000 & 640xps
Combat Modifier -- Bonus Squared x $5000 -- +1 Retinal Targeting Sight = $5000 & 200xps
Built-in Melee -- Weapon Cost** x 10 + $2000 -- Monofilament Whip $30,000 & 1200xps
Built-in Missile -- Weapon Cost** x 10 + $5000 -- Glock 9mm $12500 & 500xps
Haste -- $20,000 (800 xps) -- Neural Boost; drains 1d4-2 Str/Round, lasts 6 rounds.*
Perception Enhancer, Listen -- Bonus Squared x $500 -- Whisper Mark III, +6 Listen = $18,000 & 720xps
Perception Enhancer, Search -- Bonus Squared x $500 -- Detecto-Ease Mark I, +2 Search = $2000 & 80xps
Perception Enhancer, Spot -- Bonus Squared x $500 -- Camogone Mark II, +4 Spot = $8000 & 320xps
2 Perception Enhancers -- Combined Bonuses Squared x $800 -- +1 Spot with +2 Search = $7200 & 288xps
3 Perception Enhancers -- Combined Bonuses Squared x $1200 -- +2 Listen, +2 Search, & +2 Spot = $43,200 & 1728xps
Low-Light Vision -- $30,000 (1200 xps)
Darksight -- $90,000 (3600 xps) -- System translates all sorts of physical input into a visual
Movement Enhancement, +5’ -- $10,000 (400 xps)
Movement Enhancement, +10’ -- $20,000 (800 xps)
Movement Enhancement, +15’ -- $30,000 (1200 xps)
Movement Enhancement, +20’ -- $40,000 (1600 xps)
XPS cost = $ Cost/25. If you use the Wealth Modifier these can be translated to Wealth using the chart in the D20 book.
* Regain 1 Str per hour.
** Base this on weapons found on the Equipment list.
To determine the number of enhancements that a person can handle before their personality begins to warp is based on the following:
(Dex-10) + (Con-10) + (Wis-10) + (Cha-10) = Cybernetic Threshold.
Dexterity = Neural Integrity; Constitution = Physical Integrity; Wisdom = Mental Stability; Charisma = Sense of Self.
All of the Ability Modifiers for this formula are counted from before the character ever received his first Cybernetic Upgrade. For each point the recipient has in Cyber-Threshold he can take on 200xps worth of Cyberware without his mental stability becoming a factor.
Therefore Jim with a 14 Dex; 12 Con; 11 Wis; and 13 Cha has a CT of 10, and can handle 2000xps of Enhancements without threat to his mental stability. For every 200xps (or fraction thereof) in excess of the CT the recipient loses 1d20 from his Sanity. Sanity will be handled as per Call of Cthulhu... for the most part.
I handle Sanity loss mostly as a roleplaying gauge. As the Sanity of the recipient slips away I adjust his perceptions by altering the way he see the world and the way it reacts to him. If a player tries to metagame his way through it (i.e. ignoring what the PLAYER thinks are just addled perceptions) I respond with game mechanic modifiers to his rolls and such.
The XPs allowed per point of CT can be altered to fit your game if you want to see more or less cyberware on your players.
New Feats:
Cyberphilic: Add +3 to your Cybernetic Threshold. This feat may only be taken once.
Cybersoldier: Add +2 to your Cybernetic Threshold. This feat may only be taken once. Pre: Cyberphilic.
Cyberwarrior: Add +1 to your CT. This feat may only be taken once. Pre: Cybersoldier.
***
Anyway, that's just another way to invent the wheel.
--Benedict--