C banks aren't cost-effective to sell standalone; there's too much overhead. However, integral C banks are the standard for pads, integral B banks for pokesecs, etc.
A "standard" cyberdeck is "2.1"; it slots three D banks, one dedicated for the interface. Since a dedicated Gen7 D bank can only run full neural VR, a decker using total neural VR will need a dedicated Gen8 D bank or a GP Gen9 D bank, or to use an adaptor to a bulkier bank. Deckers and geeks often want bulkier 3.1 decks that slot an extra D bank. These are suspicious, but used for legitimate purposes anyway.
The only software needed is an OS, a VR manager, a UMS DB(1 GB), a neural interface client if using a GP interface bank, and something to do.
A dedicated bank has one program built into it, but runs that one program at +1 Cx. Cost is minus a few percent, but plus the cost of the program as software.
A "double" bank is two Compact banks in GURPS terms. ×4 cost, ×2 power consumption, ×2 processing power(less than +1 Cx).
|Gen7 A Bank||.4$ (specialty market, .05$ integral)|
|Gen7 B Bank||2$ (specialty market, .5$ integral)|
|Gen7 C Bank||10$ (specialty market, 5$ integral)|
|Gen6 D Bank||2.5$|
|Gen7 D Bank||50$|
|Gen8 D Bank||1 000$|
|Gen9 D Bank||25 000$|
|Gen7 E Bank||500$|
|Gen7 F Bank||5 000$|
|Gen7 G Bank||50 000$|
|Gen6 DD Bank||10$|
|Gen7 DD Bank||200$|
|Gen8 DD Bank||4 000$|
|Gen9 DD Bank||100 000$|
|small HD(10 TB)||10$|
|medium HD(100 TB)||100$|
|large HD(1 000 TB)||1 000$|
|complete deck||266$ + software|
|complete workstation||2 050$ + software|
The "deck" listings include a case, a micro radio, jacks(including a sim jack), a turtle interface(display, camera, keyboard, trackpoints, speakers, mike), drives for removable media, and a battery pack(2 rechargeable B cells). Equivalent decks without the radio are available, for security reasons, but with a small market they aren't cheaper. "Complete" decks are 2.1 with three Gen7 D banks(one dedicated to a full VR client), a 10 TB HD, and various software preinstalled.
The "workstation" listings are larger, but not portable. The radio is Tiny, the display is larger(generally a volumetric 3D display 50% wider and 50% taller), the keyboard is larger, the trackpoints are replaced with a mouse bearing its own trackpoint, and the sound system has more larger speakers and includes subwoofers. It also includes a 3D printer/scanner with irid-etch laser color. It all runs on external power. "Complete" workstations are 2.1 with three Gen7 E banks(one dedicated to a total VR client), a 100TB HD, and various software preinstalled.
TL9 Small Computer w/ Portable Terminal, Sim Jack, Micro Radio, 2B(216$)
TL9 Personal Computer w/ Workstation Terminal, Sim Jack, Tiny Radio(1 550$)
The 386, 486, and Pentium I were spaced 4 years apart. Assuming an actual generation is 4 years(for ×4 power under "slow Moore"), and giving a little more "expensive slack" at the top, it looks like this:
|Gen5 D Bank||3$|
|Gen5˝ D Bank||5$|
|Gen6 D Bank||8$|
|Gen6˝ D Bank||20$|
|Gen7 D Bank||50$|
|Gen7˝ D Bank||125$|
|Gen8 D Bank||300$|
|Gen8˝ D Bank||775$|
|Gen9 D Bank||2 000$|
|Gen9˝ D Bank||5 000$|
|Gen10 D Bank||13 500$|
|Gen10˝ D Bank||45 000$|
|Gen11 D Bank||150 000$|
|Gen11˝ D Bank||500 000$|
Alternately, a simple "FLOPS squared" model, with the same generational names, and three sig figs, looks like this:
|Gen7 D Bank||50$|
|Gen7˝ D Bank||200$|
|Gen8 D Bank||800$|
|Gen8˝ D Bank||3 200$|
|Gen9 D Bank||12 800$|
|Gen9˝ D Bank||51 200$|
|Gen10 D Bank||205 000$|
|Gen10˝ D Bank||820 000$|
A program is made up of one or more facets, each of which is a category of tasks the program can perform. Each facet can be "primary" or "secondary"; primary facets are more efficient and more effective, but constitute a vulnerability for the program.
Degrading a primary facet to 0 will crash the program. Degrading a secondary facet to 0 will render that facet non-operational, but will have no other effect on the rest of the program.
The size and processor footprint(LPF) contributions of a facet are based on the square of its skill. Each facet type has a multiplier for size and LPF, in that order. Both of these multipliers are doubled for a secondary facet.
A program's size is equal to the sum of its facet sizes, plus the size of its core — equal to the square of the highest facet skill, times the highest facet size multiplier. (Including secondary facet doubling, if any.) The core's LPF is calculated similarly, with LPFs and LPF multipliers instead of sizes and size multipliers.
A program's Complexity is determined from its LPF, as follows:
|LPF up to||Complexity|
|3 162 277||K+6|
|31 622 776||K+7|
|316 227 766||K+8|
|3 162 277 660||K+9|
|31 622 776 601||K+10|
|316 227 766 016||K+11|
|3 162 277 660 168||K+12|
|31 622 776 601 683||K+13|
Desc: A Keyring program modified for intruder use.
Facets: Keyring, Spider
Desc: A basic avatar program.
Facets: Avatar, PPDM, `
Desc: An avatar program an intruding decker might use. They'd also want a Black Keys and some kind of icebreaker, at least.
Facets: Avatar, Evasion, Hardcase, PPDM, Scan, `
All ice can have Evasion and/or Hardcase added for protection; any ice with PPDM can have Scan, especially for Sleaze resistance.
All UMS node icons have a simple marble texture, with the main color specified as an RGB triple. In accordance with PPDM principles, the size of a node is proportional to its processing power.
For <Exposed> cyberware, three grades of realism are available:
In all cases, the surgical procedures are unaffected, low realism just reduces the parts cost.
A high-bandwidth optical socket, usually at the temple or back of the neck. The basic version is 700$, the standard version is 6 300$, the full version is 11 900$. Double cost for unusual placement - the listed cost includes a reduction for commonality.
Perk: Accessory: Jack(1)
Perk: Accessory: Jack(1), Cybercontrol Talent: +2(8)
Perk: Accessory: Jack(1), Cybercontrol Talent: +4(16)
Probably the last cyber you will ever want, this transfers the subject's brain to a pod with interface and life support systems, plus a Tiny computer. The pod can then be installed in a standard socket in a robot body.
A Tiny computer, serving as a sort of coprocessor to the brain. Handy on its own, but integrates well with a brainjack or internal hardline network. On its own, normally installed next to the brain with a hardline sensie-grade interface.
Perk: Accessory: Tiny Computer(1), Photographic Memory(Local Disad: Electrical(-20%), Recorded Data Only(-20%), 6)
A shielded communication network run throughout the body. Kind of inconvenient on its own, but eliminates the inconvenience and insecurity that results from wireless communications among cyberware. Note that this is in addition to regular sensory and control nerves(or equivalent).
Low-bandwidth includes simple conscious access, like texting but faster(a dozen kbaud).
High-bandwidth supports sensie-grade streams, allowing computing to be distributed over the body, and supporting brainjacks in odd places. A Cx3 program can respond to conscious or subconscious desires. ×10 cost.
Large sections of the subject's nerves are replaced with a low-latency electrical network. The basic version is 96 000$, the full version is 196 000$.
Altered Time Rate: 1(Local Disad: Electrical(-20%), 80), +1 Basic Speed(Local Disad: Electrical(-20%), 16)
Altered Time Rate: 2(Local Disad: Electrical(-20%), 160), Enhanced Time Sense(Local Disad: Electrical(-20%), 36)
This technically also includes replacing the shoulder, and augmenting/replacing some of the ribcage. As for cybereyes, it's less surgery to install mods in an arm before implanting the arm.
One Arm: DR: 17(Partial: One Arm(-40%), 51), One Arm(Mitigator(-70%), -6)
Both Arms: DR: 17(Partial: Arms(-20%), 68), No Manipulators(Mitigator(-70%), -15)
This technically also includes replacing the hip, and augmenting replacing some of the pelvis, although the poor adaptation of the human hip makes it relatively easier. As for cybereyes, it's less surgery to install mods in a leg before implanting the leg.
One Leg: DR: 17(Partial: One Leg(-40%), 51), Lame: Missing Legs(Mitigator(-70%), -6)
Both Legs: DR: 17(Partial: Legs(-20%), 68), Lame: Legless(Mitigator(-70%), -9), +1 Basic Move(Local Disad: Electrical(-20%), 4), Super Jump: 1(Local Disad: Electrical(-20%), 8)
This strength enhancement comes in levels, up to the bearer's natural ST. While not technically exposed, increasing a cyberlimb's strength beyond the bearer's is difficult to make subtle, and has the same realism grades and noticeability.
One Arm: Arm ST: +[Level](One Arm, Local Disad: Electrical(-20%), [Level×2.4])
Both Arms: Arm ST: +[Level](Both Arms, Local Disad: Electrical(-20%), [Level×4])
Both Legs: +[Level] Lifting ST(No Fine Manipulators(-40%), Local Disad: Electrical(-20%), [Level×1.44])
Arms & Legs: +[Level] ST(Local Disad: Electrical(-20%), [Level×8])
This dexterity enhancement comes in levels, up to ˝ the bearer's natural DX. While not technically exposed, increasing a cyberlimb's dexterity beyond the bearer's is difficult to make subtle, and has the same realism grades and noticeability.
One Arm: Arm DX: +[Level](One Arm, Local Disad: Electrical(-20%), [Level×9.6])
Both Arms: Arm DX: +[Level](Both Arms, Local Disad: Electrical(-20%), [Level×12.8])
Both Legs: +[Level] DX(No Fine Manipulators(-40%), Local Disad: Electrical(-20%), [Level×9.6])
Arms & Legs: +[Level] DX(Local Disad: Electrical(-20%), [Level×16])
Ceramet claws that retract into hiding underneath the bearer's fingernails and toenails.
Sharp Claws(Switchable(+10%), 6)
A long ceramet blade on each arm, retractable along the ulna; or on each leg, retractable along the fibula; or a set of three medium blades on each hand, retractable between the metacarpals; or three on each foot, retractable between the metatarsals.
Long Talons(Switchable(+10%), 13)
Cyberears are installed for the same reasons as cybereyes, albeit much less often.
One Ear: Hard Of Hearing(Mitigator(-70%), -3)
Both Ears: Protected Hearing(5), Deafness(Mitigator(-70%), -6)
Both Ears: Discriminatory Hearing(Local Disad: Electrical(-20%), 12)
Both Ears: Ultrahearing(Local Disad: Electrical(-20%), 4)
Both Ears: Subsonic Hearing(Local Disad: Electrical(-20%), 4)
By itself, a cybereye offers little more than durability and casemodding; however, adding visual mods to natural eyes rapidly becomes a losing proposition.
Normally, any visual mods are installed in the cybereye, then the cybereye is implanted in a single minor procedure. The procedures the visual mods list for cybereyes are for modding eyes already implanted.
One Eye: Nictitating Membrane: 2(One Eye(-50%), 1), One Eye(Mitigator(-70%), -4)
Both Eyes: Nictitating Membrane: 2(2), Blindness(Mitigator(-70%), -15)
Both Eyes: Protected Vision(5)
One Eye: Night Vision: 5(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 3)
Both Eyes: Night Vision: 5(Local Disad: Electrical(-20%), 4)
One Eye: Telescopic Vision: 1(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 3)
Both Eyes: Telescopic Vision: 1(Local Disad: Electrical(-20%), 4)
One Eye: Infravision(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 5)
Both Eyes: Infravision(Local Disad: Electrical(-20%), 8)
An advancement upon thermal imaging, integrating IR, UV, and visible cameras for a more complete view.
One Eye: Hyperspectral Vision(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 9)
Both Eyes: Hyperspectral Vision(Local Disad: Electrical(-20%), 20)
Micromachines thread the skeleton with a lattice of stronger material, providing great durability. This was originally developed to circumvent zero-G degeneration - the subject may lose their natural bone durability, notably the 2 skull DR, but the lacing more than takes up the slack. It also sees use on the street for high-strength cyberlimbs - for determining how much augmented strength they can support, the subject's natural strength is increased by the larger DR amount.
Metallic(TL9+) grants +10 DR(Partial: Skull & Vitals(-30%), 35), and +5 DR(Limited: Crushing(-40%), Tough Skin(-40%), 9). Shows up on metal detectors.
Plastic(TL9+) grants only +6/+3 DR, but doesn't show up on metal detectors. It still shows up on X-rays, diagnostic beds, and other advanced sensors.
Carbon fiber(TL10+) grants +20/+10 DR, and doesn't show up on metal detectors.
Hyperdense metallic(TL11+) grants +40/+20 DR, but shows up on metal detectors and is +50 000$ cost.
Flexible armor implanted under the skin. While not literally exposed, subdermal armor affects the appearance of the skin, and has the same realism grades and noticeability.
|vs piercing/cutting||vs other|
|9||Carbon Fiber||12||4||32||2 000$|
|12||Energy Cloth||20||60||20 000$|
DR: 4(Tough Skin(-40%), 12)
DR: 8(Tough Skin(-40%), Limited: Piercing & Cutting(-20%), 19.2)
A suite of memory metal or bioplastic implants, sphincter valves, and synthetic hormone glands that allows the bearer to switch physical sex in 10 seconds. While there are "presets" for triggering the switch to full male or full female with but a thought, conscious focus on the process allows control over the individual features(voice, face, chest, genitalia, etc) for various transsexual and neuter forms. It normally includes fertility in both sexes, though a pregnant womb is too bulky to be switched away(and may count like an Unnatural Feature in an otherwise-male form).
Hermaphromorph(Local Disad: Electrical(-20%), Mix And Match(+40%), 6)
|Canada||Datapac, GlobDat, Infoswitch|
|Cayman Islands||C&W Cayman|
|Finland||Datex, Datapak, Digipak|
|France||TransPac, TI, EuroNet|
|Hong Kong||IDAS/ITS, IntelPak, DAS, DataPak|
|Ireland||IPSS, EuroNet, EirPac|
|Japan||DDX-P, NIS/Tymnet, Venus-P|
|South Korea||DacomNet, Dacom|
|Netherlands||DataNet, EuroNet, Dabas|
|Philippines||ETPI, UDTS, PGC|
|United Arab Emirates||Tedas|
|United Kingdom||IPSS, PSS, EuroNet, Mercury|
|United States||WUT, UDTS 2, Datel I & II, Telenet, Tynmet, ARPAnet, Infomaster, GraphNet, TRT, FTCC, UniNet, Autonet, CompuServe, GENIE, AlaskaNet, JANET, Internet|
|Puerto Rico||UDTS, RCA/PR, PRTCC|