Cyberware

This setting uses the Cybernetics rules presented in Gurps 4e – Ultratech on page 207, with a few modifications.

The basic idea for Cyberware is that you pick an effect, be it a stat modification, advantage, or disadvantage, or whatever. Then you find a logical explanation as to how an implanted machine could make this effect happen. This is mostly for fluff, but the more specific you are with the explanation, the more fun we’re going to have because it’s easier to understand something if there’s lots of details. You modify cybernetics with the custom limitation of ‘Essence Interference’.

Unless otherwise noted, cyberware is considered to be fully powered by body heat and body motion and does not require external power. Unless cyberware is specifically hardened to resist EMP and electrical shock, the limiter of ‘Electrical, -20%’ as per the rules in the book mentioned earlier.

Example Cyberware.

Cyberware

Running the Shadows heatherhaks