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Hello again! I'm back from looking through several books and trying to cobble together some stuff to run my friends through a short GURPS Cyberpunk campaign, and I have one big question; Am I doing this right? Basically, I started making some cyberware stuff for my players that's directly taken from CP2077 and I don't know if the combination of enhancements is too expensive, not expensive enough, or if I'm over-complicating the process.

The first one is a Sandevistan Mk 1 (Costs 70pt + $500):

  • Free action to use at the end of your turn to immediately take another turn
  • Altered Time Rate 1 (base 100pt cost)
  • 2 FP cost per use (-10% per FP = -20pt)
  • 5 second recharge between uses (-10% = -10pt)
  • Costs $500 (I remember finding a book source on this cost but now can't find it)

The second one is the Gorilla Arms (Costs 18pt + $2,000)

  • $1,000 cost for Cyber Arm upgrade ($500 per arm)
  • $1,000 cost for upgrading Cyber Arms to Gorilla Arms (Includes Arm ST and Hand DR below)
  • 2 Arm ST (5pt per rank = 10pt)
  • 2 Damage Resistance (5pt per rank, then -20% for Partial: Hand = 8pt)

Quickhack: Reboot Optics (Costs 39pt + $500)

  • Obscure Vision 8 (2pt per rank = 16pt)
  • Stealthy (+100% = 16pt)
  • Ranged (+50% = 8pt)
  • 5 second recharge between uses (-10% = 1pt)
  • Costs $500

Are these point and money cost values too high, too low, or sound about right? Is there anything I'm missing from these lists? For the Gorilla Arms, I'm not sure if there should be a Natural Attack paired with it or if the 2 Arm ST is good enough to improve the regular Punch natural attack. Also, for the Reboot Optics quickhack, I was looking to see if there were limitations I could use to reduce the point cost by limiting the range and number of targets affected, but didn't see anything. The default rules for Obscure [Sense] in Basic Set: Characters says that making it ranged gives it a max range of 100 units, and the affected area is a 2 unit radius, while I'd want to reduce it down to 50 unit range, single-target, and only affect robots and cybernetics. Would these be custom limitations I'd have to make?

Again, ty to everyone for the help!

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[-] icosahedron@ttrpg.network 1 points 23 hours ago

is there any particular reason for using gurps instead of cyberpunk red?

[-] mr_account@lemmy.world 1 points 22 hours ago

Mostly just because I've heard good things about GURPS off-and-on for a while now, and the modular system is interesting and broad enough that it could be used to cover so many genres and settings down the line. I don't doubt that CP:R would probably be an easier system to learn though

[-] Afelia@lemmy.blahaj.zone 2 points 4 days ago

On the Gorilla Arms, Ultra-Tech Stats out a pair of bionic arms as Arm ST+2 (Both arms; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [8]; No Fine Manipulators (Mitigator, -70%) [-9]. for a total of 7 points and a cost of $24,000. That's about 6~7 months worth of income to replace both arms on a regular salary, assuming you're using the job rules on Basic Set page 516.

Of course the cash cost should reflect how common or rare you want implants to be. At an arveage monthly income of $3,600, a $500 implant wouldn't be that big of an investment/impact for someone at a status of 0. At most they might have to take on a temp job for a week or two to afford it.

Ultra-Tech's section on Cybernetic starts on page 207, if you want to look at that for a baseline.

The default rules for Obscure [Sense] in Basic Set: Characters says that making it ranged gives it a max range of 100 units, and the affected area is a 2 unit radius, while I’d want to reduce it down to 50 unit range, single-target, and only affect robots and cybernetics. Would these be custom limitations I’d have to make?

Basic Set Page 101 is the start of the Modifiers section and contains a number of Enhancements and Limitations that can be applied to Advantages. Reduced Range (B115) is one of them, Half range would be -10%. Making it only affect Robots would be Accessibility (B110) and would depend on how often robots appear. If you want it to be single target, consider using Affliction (B35) to give the Blindness disadvantage [+50%] instead of Obscure.

Is there anything I’m missing from these lists?

In general, a cybernetic that completely replaces a body part should come with the Disadvantage for not having that body part with the modifier Mitigator (-60% to -70%). This reflects the fact that if the cybernetic breaks, gets hacked, or is otherwise disabled that the character does not have the ability to use that body part.

[-] mr_account@lemmy.world 1 points 4 days ago

That's a very thorough response, ty! I'll definitely remember to use the Mitigator stuff for limbs, especially since that should give my players a bit more breathing room for character points.

[-] mr_account@lemmy.world 1 points 5 days ago

Just a little bit after I posted this did I even think of making Quickhacks spells, so yea....that's kind of embarrassing. I'll probably make a Cyberdeck implant that allows for "casting" quickhack spells and have different ranks grant bigger spell loadouts.

Though it does raise a different question: would it help reduce the point cost of different implants if they had some kind of limited "spell" effect rather than dealing with trait enhancements and limitations?

this post was submitted on 16 Mar 2026
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