12-13-2007, 10:36 AM | #1 |
Join Date: Dec 2007
|
GURPs 4e Cyberpunk help
I am in a Cyberpunk campaign that is about to begin and the GM is allowing everyone one TL10 item. I am making a net runner with a computer brain implant. My goal is to make a character who can net run on the move.
Can I get a little help with advice on building a bad ass implant. money and points are no object. Thanks for any input. |
12-13-2007, 05:52 PM | #2 |
Join Date: Jun 2007
Location: Texas
|
Re: GURPs 4e Cyberpunk help
What do have so far? I've found the forums more useful for tweaking existing ideas than creating ones out of whole cloth.
Regards, C |
12-13-2007, 06:39 PM | #3 | |
Join Date: Aug 2007
|
Re: GURPs 4e Cyberpunk help
Quote:
You start with the logically named Computer Implant from p.215. That gets you a Tiny Computer with a base Complexity of 5 at TL10. With price no object you make it Genius and High Capacity. That takes you to Complexity 7. I'm not worrying about cost but this is about a $75,000 item so far. C7 is convenient since that's what you need for a Fine Software Tools program for a skill like Computer Hacking (a +2 bonus). There's a small, cheap Decryption Program on p.43 that gives a +1 bonus but I'd go with a full +2 bonus to Cryptography as per the Computer Hacking program instead. Incidentally, you're not doing so hot on the encryption-breaking rules from p.43. You need to add the Quantum option to your tiny computer to aid that. This would double weight. Whether or not this can be done on an implant is probably a campaign decision. If your GM will allow Quantum, try and talk him into Hardened too. The last step is a Neural Interface from p.217. I'd go with the Wireless myself even though cable jacks are traditional in the inspirational fiction. That's pretty much it for published 4e material so far but at least it's all standard UT and you don't need to break out the Gadget rules. Fred Brackin |
|
12-14-2007, 02:20 PM | #4 |
Join Date: Oct 2007
Location: Austin, TX
|
Re: GURPs 4e Cyberpunk help
You should get a clear plastic window on the side of your head so that you can see inside there and make sure the cables all glow funky colors in black light. You could get an alien head tattooed on your forehead, too. This is probably just a quirk. ;)
Honestly, though, Fred was so helpful I can't add to it. This idea is cool, though. Run with it. 117 |
12-14-2007, 02:27 PM | #5 | |
Join Date: Nov 2004
|
Re: GURPs 4e Cyberpunk help
Quote:
|
|
12-14-2007, 02:35 PM | #6 |
Join Date: Dec 2007
|
Re: GURPs 4e Cyberpunk help
Thanks for the input guys.
I also am curious about BoS and especially the rules for Cognitive Enhancement. does this give me any bonuses to my hacking As far as a character template i have a gadgeteer/hacker wth all the appropriate skills and cyber/bionics are all cost not point based. The GM is allowing one piece of high tech equipment. most other players are going for the big ass gun or armor option. thanks again to all |
12-14-2007, 06:03 PM | #7 | |
Join Date: Aug 2007
|
Re: GURPs 4e Cyberpunk help
Quote:
Cognitive Enhancement is a little limited at TL10 with its' 15 pt maximum. You could get a level of Mathematical ability. That would get you +1 to Cryptography and any other Math-related skills you have. Things like Intuition or Visualization would be useful but do not grant direct bonuses. Fred Brackin |
|
12-14-2007, 06:22 PM | #8 |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: GURPs 4e Cyberpunk help
I know this is going to be a dumb question, but...
Why do computer implants have to be planted inside the head?
__________________
Newest Alaconius Lecture now up: https://www.worldanvil.com/w/scourge-of-shards-schpdx Go to bottom of page to see lectures 1-11 |
12-14-2007, 06:38 PM | #9 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: GURPs 4e Cyberpunk help
Quote:
|
|
12-14-2007, 06:46 PM | #10 | |
Join Date: Oct 2007
Location: North Central IL, USA
|
Re: GURPs 4e Cyberpunk help
Quote:
|
|
|
|