Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-20-2018, 07:40 PM   #1
Devil_Dante
 
Devil_Dante's Avatar
 
Join Date: Jan 2016
Location: Italy, Rome
Default cyberpunk implants price, advantage cost VS Ultra tech cost

i'm starting a cyberpunk campaign with my friends, and it is the first time for them playing GURPS and i'm planning to create pre-determinated cybernetic enhancments. I was looking at Ultra tech for references. At page 210 i ve found the "Boosted reflexes" implant. There are some things i don t get:
1)it gives +2 basic speed, using 2 FP for 18 points.. now, Basic speed is 5 points per 0.25, basically, 20 points per +1 basic speed, so it should cost 40 points less 10%, so 36 points. Why it s only 18?
2)Even if it would have cost 18 points, from the rules of basic set, one point should be worth 1000$, but this implant, with the surgery, costs only 9000$ (while only major surgery should cost 10000$). I don t really have any clue about this price choice. I can understand that make it cost 36000$ plus 10000$ of surgery is way too high, but 9000$ is way too low.
On the other hand, Accelerated reflexes, p212, radical procedure (100000$ of surgery), for 20 points, only cost 50000$

So, based on this one, how should i priced the implants? I was thinking to use basic set rules, how i said above: 1 CP = 1000$
But in this way the prices are generally too high especially compared to the prices in the Ultra tech book.

Is there any way to generalize the cost? If i want to create something that costs, for example, 20 CP, should i priced it 20000$?

thanks for answers
Devil_Dante is offline   Reply With Quote
Old 03-20-2018, 07:54 PM   #2
Jarreth
 
Join Date: Oct 2011
Location: Denmark
Default Re: cyberpunk implants price, advantage cost VS Ultra tech cost

Re: Boosted Reflexes should be +1 Speed not +2 accordingly to the errata: "P. 210. Under "Boosted Reflexes," change the Basic Speed bonus to +1."

http://www.sjgames.com/errata/gurps/4e/ultra-tech.html

If it were me I would base the cost in $ on the point value. Then you can always modify it if its second hand or has a malfunction value or sale or what your need might be. The cost of the procedure (implanting it, recovery, etc) I would add to the cost of the cybernetic itself.
Jarreth is offline   Reply With Quote
Old 03-20-2018, 08:31 PM   #3
Kelly Pedersen
 
Kelly Pedersen's Avatar
 
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: cyberpunk implants price, advantage cost VS Ultra tech cost

Quote:
Originally Posted by Devil_Dante View Post
So, based on this one, how should i priced the implants? I was thinking to use basic set rules, how i said above: 1 CP = 1000$
But in this way the prices are generally too high especially compared to the prices in the Ultra tech book.
Actually, a quick skim of Ultra-Tech suggests that most of the prices there are actually more expensive than the "$1000 per point" rule in Basic would suggest - there are a few exceptions, but it seems to largely hold true. Unfortunately, I can't work out if there's a consistent price scheme involved in the cyberware in Ultra-Tech. Nonetheless, I'd use those prices over the Basic Set one, personally - the Basic Set "$1000 per point" rule is intended as a basic rule of thumb, I think, something to quickly set a price when you need it fast. It would be superseded by specific, presumably more thought-out prices, as in Ultra-Tech.
Kelly Pedersen is offline   Reply With Quote
Old 03-21-2018, 04:02 AM   #4
Devil_Dante
 
Devil_Dante's Avatar
 
Join Date: Jan 2016
Location: Italy, Rome
Default Re: cyberpunk implants price, advantage cost VS Ultra tech cost

Quote:
Originally Posted by Jarreth View Post
Re: Boosted Reflexes should be +1 Speed not +2 accordingly to the errata: "P. 210. Under "Boosted Reflexes," change the Basic Speed bonus to +1."

http://www.sjgames.com/errata/gurps/4e/ultra-tech.html
have not thought to FAQ at all!! thanks!!


Quote:
Originally Posted by Kelly Pedersen View Post
Actually, a quick skim of Ultra-Tech suggests that most of the prices there are actually more expensive than the "$1000 per point" rule in Basic would suggest - there are a few exceptions, but it seems to largely hold true. Unfortunately, I can't work out if there's a consistent price scheme involved in the cyberware in Ultra-Tech. Nonetheless, I'd use those prices over the Basic Set one, personally - the Basic Set "$1000 per point" rule is intended as a basic rule of thumb, I think, something to quickly set a price when you need it fast. It would be superseded by specific, presumably more thought-out prices, as in Ultra-Tech.
ye, it sounds right, but there is a huge different between one price and another, and it is especially true for higher cost implants.
Ultra tech looks like has 500$ per point and is not considered the surgery into the final price.. considering "extra attack" implant: should cost 120.000$, instead it only costs 50.000$.
We can agree that the cost change a lot the avaiability and the possibility that a Pc will buy it
Devil_Dante is offline   Reply With Quote
Old 03-21-2018, 06:14 AM   #5
smurf
Banned
 
Join Date: Jun 2005
Location: Bristol
Default Re: cyberpunk implants price, advantage cost VS Ultra tech cost

For the sake of simplicity for all abilities used a character creation treat as 'free'.

It's the additional abilities you will need to worry about, after creation.
smurf is offline   Reply With Quote
Old 03-29-2018, 09:11 AM   #6
Devil_Dante
 
Devil_Dante's Avatar
 
Join Date: Jan 2016
Location: Italy, Rome
Default Re: cyberpunk implants price, advantage cost VS Ultra tech cost

I v finally set the priced based on this site hints: https://edgerunners.obsidianportal.com/

This is an awesome source. The price is divided by LC. The LC4 is 500$ per point. LC is 1000$, LC2 is 1500$ and LC1 is 2000$.

Now,i was thinking about customize weapons and tools. Set the price, the 20% is spent in materials. But about time needed and modifiers for skill check? Is there any source somewhere?
Devil_Dante is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:53 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.