Hello again helpful GURPS people!

I’ve been doing more reading and working to get the foundation of my first GURPS Cyberpunk campaign put together, and I ran into a bit of a conundrum. When players are putting together their characters, are there any rules about how implanted weapons differ from weapons used normally? Like if a player wanted to use a mono-wire whip that costs $5,000, would there be a different cost for having it implanted in their hand? Or if there’s a chip they could get that allows them to use a power like the sandevistan, I don’t know how to handle that since powers are point buy but it would also cost money…? I’ve tried looking in the books for any rules or recommendations, but if they exist then I think I’ve missed them.

  • Sanctus@anarchist.nexus
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    17 days ago

    The true cost of implants in cyberpunk is empathy. Its what keeps you from just loading up with everytjing because you’ll just lose your pc to the referee

    • mr_account@lemmy.worldOP
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      17 days ago

      Thank you for reminding me of this. That is another thing I wanted to ask about, because I don’t know how I’d handle something like that in terms of game mechanics. Empathy loss is hard to quantify

      • ingeanus@ttrpg.network
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        13 hours ago

        I think creating a new stat is very reasonably as Sanctus mentioned (Power Ups 9 also gives great guidance on how to do this btw), but I’ve also had success in forcing Disadvantages or Lost Points on players to represent this cost; its very GURPS-y to start and gives lots of room for expression by the player on how they decline. If you charge points for cyberware I recommend using this as a discount too (i.e. Your Altered Time Rate 1 [100] Sandevistan also causes Low Empathy [-20] for a total of 80 points.)

      • Sanctus@anarchist.nexus
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        17 days ago

        With GURPs you can just rip the empathy stat from cyberpunk and tape it on. It’ll work. That way you can just do what the book says and you don’t have to convert their numbers to your scale.