サイバーパンク

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Backround

In the 23rd Century Neo-Tokyo...

You are a loose group of hackers, hired muscle (bodyguards, bouncers, enforcers, or all of that), brokers/fences, wannabe celebrities/performers/singers, private eyes (ex-cops, maybe, not cops), sararīman (サラリーマ), netrunners, reporters, technicians, thiefs, former soldiers, criminals, high school students, etc.

Your character can be of Japanese or of other ethnicity. Everyone speaks adequate Japanese. Most also read and write it – although that is not essential, because computers and mobile devices can translate it back and forth. The translations are not flawless, though, and a difficult translation could take a few seconds – and sometimes a few seconds matter.

The Hacklab

Come up with a name for your hacklab!

This group has headquarters ("a hacklab") in a shady part of Neo-Tokyo. It's a huge underground complex, but mostly filled with broken cyberparts, vehicles, gadgets and electronics for spare parts, furniture, fabrics, tiles, iron bars, clothes, metals, chests, shelves, papers, books, scrolls, containers, cables, wires, ropes, glassware, bottles, cans, barrels, plates, kettles, rice cookers, wood, bicycles, kitchen utensils, ... - almost anything - maybe even some equipment that still works. All player characters are members, at no cost in character points. They are supposed to pay for maintenance, one-tenth of their income per month, if possible.

For some, this is your home, some others perhaps live elsewhere - but you all spend quite a lot of time in the hacklab. That's where your friends are and where things happen.

Members can sleep here, but there are no beds around. Chairs are good but best suited for sitting at a computer. There is a toilet, a japanese bath (ofuro), and a paltry kitchen with coffee machine, electric kettle, microwave, and a small sink. It's hard to cook anything more complex than instant ramen.

Your characters can improve the place, if they can (and want to). There's plenty of room, but broken stuff takes most of it.

There might be 1-2 NPC members as well. GM will select roles that supplement the PCs with skills or duties the PCs did not wish to take.

Depths

The depot is 10 feet high and the ceiling is supported by concrete pillars at regular intervals.

The hacklab has existed for decades - or even for centuries. If you are able to squeeze through towards the back of the complex, you start to find broken TL9 stuff, then TL8, etc. There's no light and the endless "junkyard" continues seemingly without an end. It would take several years to clear the place. Cleaning out a narrow path or a tunnel through might be easier. The place is filled up to the ceiling so it's impossible to climb over the stuff.

Campaign Style

A semi-cinematic campaign. Differences with The Cinematic Campaign:

  1. Events do not necessarily have reasons. PCs are not living in a movie but in a game world.
  2. Not all details have to advance the story, though most will. Selecting your clothing, brand of your weapon, or a place for dinner are fun and important.
  3. GM may overrule any die roll, but sparingly. GM rolls his/her dice behind the screen.
  4. Dramatic actions do not always succeed, but indeed you can swing from the chandelier without breaking your back.
  5. This is okay: the players must not take inappropriate advantage of conventions. Yes, the heroes will make it across the Burning Wastes – but they must still make proper preparations. A player who remarks, "Don't worry about water. We're heroes; we're sure to find some," is playing in the wrong campaign.
  6. The GM must handle heroic deaths satisfyingly. Sure!

Inspirations

Fiction and Games

  • Cyberpunk 2.0.2.0 / Red
  • Cyberpunk 2077

Anime and Manga

Film and Television

Campaign Background

Starting Year: 2272

Campaign's base city, nation, empire, or planet: Neo-Tokyo.

Society/government type: Corporatocratia. Megacorporations have a Board of Directors that decide on national matters. Every former government branch is also now a corporation or several corporations (railways, army, police, ...). Even the taxes are collected by a corporation! Liberal dream come true? Well, somehow it works. Not very well, but it does. Corruption is rampant. Also, citizens are controlled and watched as much as ever.

One of the few remnants of the past is the Imperial Household Ministry which takes care of the imperial family and their estates. Money to run it comes from the emperor's private lands, stocks and investments. They employ only a few hundred people compared to the over 1,000 in the old times.

Control Rating: CR4. Most things of LC4 or higher may be carried by any citizen. Most LC3 items require a license. LC2 and lower is not legal for common citizens.

Exceptions:

  • Megacorporations have CR0 as long as the Board of Directors doesn't intervene (and they usually don't).
  • Armor down to LC3 is legal, LC2 requires a license.
  • Any LC3 weapon requires a license. LC less than that is only available to megacorporation forces and the like.

Tech level: 10.

Brief description of important neighboring powers, political/economic situation, etc.: TODO

Suggested or required reading for players: TODO

Information for PCs

Starting point value allowed for PCs: 200. Attribute Limits: Max. 15, and only one attribute can be 15.

Disadvantage limit: 60. Quirks: 5.

Especially useful character types: Bodyguard, Broker, Celebrity, Drifter, Ex-Cop, Ex-Corporate, Ex-Military, Hacker/Netrunner, Reporter, Splicer (Doctor), Spy (see below), Technician, Thief.

Especially useless character types: TODO

Especially appropriate professions: TODO

Especially inappropriate professions: You can't be a Corporate but you might be a Megacorporation spy. If you are, the other players must not know about it (you can quickly rack up points with Secret, Duty, etc. and have a powerful Patron. :).

PC races allowed: Human, gengineered human (examples listed below), cyborg (including total cyborg body although beginner PCs can't probably afford it). NO androids or bioroids as PCs!

Starting Wealth: Average. NOTE: Income in Japan has traditionally been modest; you only get TL9 Starting Wealth and Monthly Pay. Average starting wealth is $30,000 and Average monthly pay $3,600.

  • Cash: is still widely used, in the form of plastic bills and coins. 100 yen is worth exactly $1 (one credit).

Starting Wealth levels allowed: from Poor to Very Wealthy. Someone wealthier than that wouldn't probably join a hacklab.

Starting Status levels allowed: 2, from Wealth only (Wealthy = Status+1, Very Wealthy = Status+2).

Struggling Wealth gives Status-1.
Poor Wealth gives Status-2 (Second-Class Citizen & Welfare Recipient).

Starting TLs allowed: TL10 or lower. You can take Low TL at TL9 (-5), but not below that. Those with Low TL are usually immigrants. (Ainu, Matagi, or Sanka might also qualify.)

Languages available: Any Earth languages and artificial ones (e.g. Esperanto, Klingon, Quenya).

Cultural Familiarities available: Any, as long as the character has lived there at least a couple of years at some point of his/her life.

Required advantages, disadvantages, and skills: In game terms, membership of the Hacklab is a Base (Status 1; unusual location, +50%) and Signature Gear (Status 1 HQ). The PCs need not pay the point costs for membership but 1/10th of their income goes to Hacklab.

Especially appropriate or inappropriate advantages, disadvantages, and skills: Sense of Duty (Hacklab and its members) (-5)

Allowed Cinematic Advantages: Gizmos, Gunslinger, Heroic Archer, Trained By A Master, Weapon Master (TODO I might add some more Martial Arts stuff)

Prohibited Advantages: Gadgeteer, High TL, Legal Immunity, Rapier Wit, Weapon Master, Wild Talent

Prohibited Perks: Controllable Disadvantage

Prohibited Disadvantages: Amnesia (Total), Blindness (except as a mitigator), Cannot Learn, Cannot Speak, Low TL, Pacifism (Total nonviolence), Sadism (Callous is ok), Slave Mentality, Split Personality, Terminally Ill, Trickster (take a quirk instead if you must), Quadriplegic. If you got Dependent(s), you have to come up with the details.

Appropriate Patrons (and base value): Up to 15 points.

Appropriate Enemies (and base value): Down to -20 points.

Special Abilities Allowed for PCs

Exotic/supernatural traits: Only those that can be achieved with cybernetics or bio-tech. (And still no Magic or Psionics)

Cinematic skills: Yes, but check each with GM! (Use Multi-Category Search with "Cinematic" and "Skills" categories.)

Are PC mages allowed? No. General mana level: None. Do areas of higher/lower mana exist? Unknown!

Are PC psis allowed? No. Psis might exist, but not as PCs.

Are PC gadgeteers allowed? No.

Unusual Background cost(s) for these abilities: -

Legal or social restrictions on these abilities: -

Other Notes

Book 1 optional rules or variants (advantages, disadvantages, skills, etc.): TODO

Book 2 optional rules or variants (success rolls, combat, injury, etc.): TODO

Gengineered humans

Basic (TL10)

6 points

If the parents can only afford the very basic modifications, they might buy this packet.

Advantages: Resistant to Disease (+8) [5].
Perks: Sanitized Metabolism [1].
Features: No Appendix; Taboo Traits (Genetic Defects, Mental Instability).
Availability: $6,000, LC3.

Avatar (TL10)

42 points (and lens +24 points)

The Avatar design is motivated by concern over gender roles. Rather than try to redefine what it meant to be masculine or feminine, this design reinforces typical gender stereotypes. As such, it is an exercise in sexual dimorphism, in which the physical and psychological differences between males and females of the subspecies are exaggerated. Male Avatars are strong, robust, stoic in the face of pain, and somewhat egoistic. Female Avatars are dextrous, soft-voiced, and demure. Both sexes are engineered for great physical attractiveness, and have extreme secondary sexual characteristics which make their masculinity or femininity almost fiercely obvious.

Male Avatars tend to gravitate toward high-risk occupations such as the military, while female Avatars (especially those who overcome their natural Shyness) are often successful as diplomats, negotiators or entertainers.

Attribute Modifiers: HT+2 [20].
Advantages: Appearance (Handsome) [12]; Resistant to Disease (+8) [5].
Skills: Racial Skill Bonus (Sex Appeal +3) [6].
Quirks: Distinctive Features [-1].
Features: No Appendix, Taboo Traits (Genetic Defects, Mental Instability). Females also have Taboo Trait (Aggressiveness). Both sexes have exaggerated sexual characteristics: Males are blatantly muscular with abundant body and facial hair, while females are very curvaceous and have soft, delicate facial features.
Availability: $116,000, LC3.

Sub-Races

Select one of these lenses:

Female Avatar (+24 points): DX+1 [20]; Voice [10]; Responsive [-1]; Shyness (Mild) [-5].
Male Avatar (+24 points): ST+2 [20]; High Pain Threshold [10]; Overconfidence (12) [-5]; Proud [-1].

Gilgamesh (TL10)

65 points

Gilgamesh parahumans are a Homo superior design intended for high intelligence and lengthened lifespan. The Gilgamesh looks human, but features extensive eugenic and species modifications, including redesigned heart, arteries, spleen and gastrointestinal tract, plus alterations to the cell structure itself to reduce cumulative copying errors.

Attribute Modifiers: DX+1 [20]; IQ+1 [20]; HT+1 [10].
Advantages: Appearance (Attractive) [4]; Extended Lifespan 1 [2]; Longevity [2]; Resistant to Disease (+8) [5].
Perks: Reproductive Control [1]; Sanitized Metabolism [1].
Features: No Appendix; Taboo Traits (Genetic Defects, Mental Instability).

Legality Class 3, cost $115,000.

Pandora (TL10)

66 points

Instead of just gengineering a smarter human, the goal of the Pandora's designers was to create a faster-thinking one. The resulting Pandora genetic upgrades look identical to normal humans, but their brains have been neurologically modified to improve information flow between neurons, permitting faster thought.

Unfortunately, the interface with the speech centers of the brain was not as smooth as intended: they don't actually stutter, but they do find it hard to slow their words down when talking to normal people, so the effect is about the same. The Pandoras were also not as robust as hoped.

Attribute Modifiers: IQ+2 [40]; HT-1 [-10].
Advantages: Enhanced Time Sense [45].
Disadvantages: Stuttering (Accessibility, no penalty if talking to someone else with Enhanced Time Sense, -10%) [-9].
Features: No Appendix, Taboo Traits (Genetic Defects).
Availability:: $116,000, LC3.

Sub-Races

Prometheus (+19 points): Upgraded Pandora model; delete -1 HT and Stuttering. $185,000. LC3.

Tiresia (TL10)

47 points

These parahumans are designed to transcend the limits of gender itself. Tiresian parahumans are functional sequential hermaphrodites, able to switch between male and female sex roles. They can both bear and sire children, although they cannot switch sex when pregnant. They have also been modified for enhanced intelligence and physical attractiveness, although they tend to possess a somewhat androgynous beauty.

Attribute Modifiers: IQ+1 [20]; HT+1 [10].
Advantages: Appearance (Handsome, Adrogynous) [12]; Hermaphromorph (Accessibility, not while pregnant, -20%) [4].
Perks: Reproductive Control [1].
Features: Light Menses; No Appendix; Taboo Traits (Genetic Defects, Mental Instability).
Availability:: $97,000, LC3.

Equipment

TL9 or lower tech items are, at best, only 10 % cheaper than the listed prices. Totally obsolete equipment is only worth its reusable materials.

Armor

Nanoweave or Bioplas armor, often tailored, is most common among wealthy civilians. See also Equipment Modifiers.

LC3 armor is legal, LC2 or smaller require a permit.

Weapons

Guns and the like are still very rare in Japan. Only guns marked LC4 can be owned by anyone (but not carried in public!).

It's hard to get a license to even own a gun, and almost impossible to have a permit to carry a concealed weapon. Off the shooting range - or the hunting area - weapons must be carried empty, in a closed bag or case. LC2 and LC1 weapons are only available to military, police, intelligence agencies, megacorporation armed forces, and the like. See Ultra-Tech Weapons for more.

Monowire and Vibroblades are available, but they are LC2.

Almost any TL10 weapon is theoretically available. Lower-tech weapons are also widely used.

Unarmed Combat

Realistic Martial Arts are very common! Lots of Styles are available. Especially appropriate are Aikijutsu, Aikido, Bojutsu, Boxing, Sport Fencing, Hapkido, Iaido, Jeet Kune Do, Jojutsu, Judo, Jujutsu, Karate (all substyles), Kendo, Kempo, Kenjutsu, Iaijutsu, Nito Ryu, Kobujutsu, Kusarijutsu, Kyujutsu, Kyudo, Muay Thai, Naginatajutsu, Shaolin Kung Fu, Shurikenjutsu, Sojutsu, Sumo, Tae Kwon Do, T'ai Chi Chuan, Taijutsu, Ninjutsu, Wing Chun, Wrestling, and Wushu.

Electromagnetic Guns

GUNS (PISTOL) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
10 Gauss Minineedler, 3mm 1d(3) pi- 1 50/200 0.1/0.03 4 25(3) 3 -1 2 $800 3 [1]
10 Gauss Pistol, 4mm 3d(3) pi- 3 500/2,100 2/0.5 3 40(3) 9 -2 2 $1,700 3 [3]

GUNS (SMG) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
10 Gauss Machine Pistol, 4mm 3d(3) pi- 3 500/2,100 3/0.5 20 40(3) 9 -2 2 $1,700 2 [2]
10 Gauss Needler, 3mm 2d(3) pi- 2 100/300 1.5/0.5 12 100(3) 7† -2 2 $2,000 2 [2]
10 Gauss PDW, 4mm 4d(3) pi- 6+1 700/2,900 4.6/1 16 80(3) 9† -3 2 $3,600 2 [3]

GUNS (RIFLE) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
10 Gauss Needle Rifle, 3mm 2d+1(3) pi- 4 500/2,000 6/1 20 100(3) 8† -3 2 $3,000 2 [3]
10 Gauss Rifle, 4mm 6d+2(3) pi- 7+2 1,200/4,800 8.5/1.4 12 60(3) 10† -4 2 $7,100 2 [3]
10 Portable Railgun, 10mm 5d×3(3) pi+ 7 3,000/12,000 20/1.5 3 25(3) 10† -6 3 $18,000 1 [3]

GUNS (SHOTGUN) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
10 Gauss CAW, 18.5mm 8d pi++ 4 200/1,000 10/1.5 15 30(3) 10† -4 3 $2,400 2 [3]
10 Gauss Shotgun Pistol, 18.5mm 8d pi++ 2 200/1,000 3/0.5 3 10(3) 10 -3 4 $2,000 3 [3]

GUNS (LMG) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
10 Gauss LSW, 4mm 6d+2(3) pi- 7+2 1,200/4,800 20/7 20 300(5) 12B† -5 2 $13,000 1 [3]

Notes:

[1] Powered by a B cell.
[2] Powered by two B cells.
[3] Powered by a C cell.
[4] Powered by a D cell.
[5] External power.

The weapon's power cell provides enough energy for firing its specified number of Shots, and is included in the weight.

Electromagnetic Gun Ammunition Table

TL Ammo WPS CPS LC
10 3mm 0.004 $0.04 3
10 4mm 0.006 $0.06 3
10 7mm 0.024 $0.24 3
10 10mmG 0.08 $0.8 3
10 18.5mm 0.037 $0.37 3

Conventional ETC Guns

TODO set ranges at 1.5×original...

GUNS (PISTOL) (DX-4, or most other Guns at -2

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
10 Heavy Pistol, 10mmCLP ETC 4d+3 pi+ 2 480/3,000 2.5/0.7 3 20+1(3) 10 -2 3 $1,020 3
10 Holdout Pistol, 7.5mmCLP ETC 3d pi- 1 150/3,200 1/0.2 3 18+1(3) 6 -1 2 $480 3
10 Magnum Pistol, 15mmCLP ETC 6d+1 pi++ 2 ?/? 3/1 3 9+1(3) 11 -2 4 $1,740 3
10 Medium Pistol, 7.5mmCLP ETC 3d+2 pi- 2 ?/? 2/0.5 3 30+1(3) 9 -2 2 $900 3
10 Pocket Pistol, 5.5mmCL ETC 2d pi- 1 ?/? 0.7/0.2 3 6+1(3) 6 -1 2 $400 3
10 Derringer Quad, 7.5mmCLP ETC 3d pi- 1 ?/? 1.2/0.024 1 4(3i) 7 -1 2 $700 3
10 Snub-Nosed Revolver, 7.5mmCLP ETC 3d pi- 1 ?/? 1.3/0.03 3 5(3i) 7 -1 2 $800 3
10 Heavy Revolver, 10mmCLP ETC 4d+3 pi+ 2 ?/? 2.5/0.084 3 6(3i) 10 -2 3 $1,200 3

GUNS (SMG) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
10 Machine Pistol, 10mmCLP ETC 4d+3 pi+ 2 ?/? 3/1 10 30+1(3) 10 -2 3 $1,500 2
10 Personal Defense Weapon, 5.7mmCL ETC 6d pi- 4 ?/? 4.5/1 10 100+1(5) 9† -3 2 $2,000 2
10 Urban Assault Weapon ETC,
  SMG barrel, 10mmCLP 4d+3 pi+ 4 ?/? 8/1 10 40+1(3) 9† -3 3 $4,200 2
  Shotgun barrel, 18.5mmPC 7d+3 pi++ 2 ?/? –/0.75 2 5+1(3i) 10 1 $4,200 2
10 Machine Pistol, 7.5mmCLP ETC 3d+3 pi- 2 ?/? 3/1 10 60+1 (3) 9 -3 3 $1,500 2

GUNS (RIFLE) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
10 Anti-Materiel Rifle, 15mmCL ETC 22d+3 pi+ 6+3 ?/? 30/2 3 10(3) 12B -6 4 $16,000 3
10 Assault Carbine, 7mmCL ETC 9d pi 4 ?/? 7/1.5 15 50+1(3) 9 -4 2 $3,200 2
10 Gatling Carbine, 5.7mmCL ETC 6d pi- 4 ?/? 10/2 40 200(5) 9 -4 2 $4,800 1
10 Hunting Rifle, 7mmCL ETC 9d+2 pi 4 ?/? 7/0.3 3 10+1(3) 9 -5 2 $1,600 3
10 Payload Rifle, 25mmCL ETC 15d pi++ 4 ?/? 38/10 3 8+1(3) 12B -6 4 $16,000 2
10 Storm Carbine, 10mmCL ETC 10d+3 pi+ 4 ?/? 8/2 10 50+1(3) 10 -4 3 $3,600 2
10 Storm Rifle, 10mmCLR ETC 13d+3 pi++ 5 ?/? 10/1.2 3 12+1(3) 10 -4 3 $5,200 3
10 Light Hunting Rifle, 5.5mmCL ETC 2d+2 pi- 4 ?/? 5/0.3 3 10(3) 7 -4 2 $1,000 3
10 Combat Rifle, 5.7mmCL ETC 6d+2 pi- 5 ?/? 6.5/1 15 100+1(3) 9 -4 2 $2,400 2

GUNS (SHOTGUN) (DX-4, or most other Guns at -2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
10 Civilian Shotgun, 18.5mmPC ETC 7d+3 pi++ 3 ?/? 6/0.75 3 5+1(3) 10 -5 4 $900 3
10 Close Assault Weapon, 18.5mmPC ETC 7d+3 pi++ 3 ?/? 10/1.5 10 10+1(3) 11 -5 4 $1,600 2
10 Shotgun Pistol, 18.5mmPC ETC 6d pi++ 1 ?/?0 4/0.7 3 5+1(3) 10 -3 5 $660 3
10 Underbarrel Shotgun, 18.5mmPC ETC 6d+ pi++ 2 ?/? 1.5/0.75 2 5+1(3i) 10 4 +$600 3

Melee Weapons

MONOWIRE WHIP (DX-6, Kusari-3, or Whip-3)

This is a weighted length of monomolecular wire attached to a short handle. It is a dangerous weapon, especially in the hands of an unskilled user (who may lose control of the weapon and injure himself with it). A control allows the wielder to vary length from one to seven yards, changing both reach and ready time. Adjusting the length requires a Ready maneuver.

When used to snare an opponent or a weapon, the whip cuts into its target, inflicting thrust+1d(10) cutting damage every turn it is pulled taut until the victim escapes. A "drop weapon" critical miss indicates the wielder hit himself or a friend. LC2.

TL Weapon Damage Reach Parry Cost Weight ST Notes
9^ Monowire Whip sw+1d-2(10) cut 1-7* -2U $900 0.5 5 See above
Bulk of a monowire whip is probably +1 when the wire is retracted. Trying to conceal an open monowire whip on your body results in a very bloody slapstick comedy scene.

Vibroblades and Superfine blades

Just a few examples. Note that monowire is incompatible with vibroblade.

Vibroblades are LC2 and illegal to common citizens. Superfine blades are LC4 and legal, but it's illegal to carry a concealed weapon of any sort.

BRAWLING, KARATE, or DX

TL Weapon Damage Reach Parry Cost Weight ST Notes
10 Superfine Vibroblade Combat Fan thr cr C 0 $1,200 1 7 [4], [19]
  or thr+1d(5) cut 1 0 6 -2 to hit.
10 Vibroblade Combat Fan thr cr C 0 $1,200 1 7 [4], [19]
  or thr+1d(3) cut 1 0 6 -2 to hit.

Notes:

[4] This attack receives Brawling or Karate damage bonuses.
[19] Superfine and vibroblade bonuses do not apply to crushing attacks.
Bulk of a Combat Fan is -2 (Martial Arts, page 218).

BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)

TL Weapon Damage Reach Parry Cost Weight ST Notes
10 Superfine Vibroblade Katana sw+1d+3(5) cut 1, 2 0 $19,500 5 11
  or thr+3(5) imp 1 0 11
10 Vibroblade Katana sw+1d+1(3) cut 1, 2 0 $6,500 5 11
  or thr+3(3) imp 1 0 11
Bulk of a katana is -6 (Martial Arts, page 218).

KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)

TL Weapon Damage Reach Parry Cost Weight ST Notes
10 Superfine Dagger thr+1(2) imp C -1 $200 0.25 5 [1]
10 Superfine Vibroblade Large Knife sw+1d(5) cut C, 1 -1 $1,200 1 6
    or thr+2(5) imp C -1 6 [1]
10 Superfine Vibroblade Small Knife sw+1d-1(5) cut C, 1 -1 $900 0.5 5
    or thr+1(5) imp C -1 5 [1]
10 Vibroblade Large Knife sw+1(3) cut C, 1 -1 $400 1 6
    or thr(3) imp C -1 6 [1]
10 Vibroblade Small Knife sw(3) cut C, 1 -1 $300 0.5 5
    or thr+1(3) imp C -1 5 [1]

Notes:

[1] Can be thrown. See Muscle-Powered Ranged Weapon Table.
Small Knife and Dagger have Bulk -1, Large Knife has -2 (Martial Arts, page 218).

POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)

TL Weapon Damage Reach Parry Cost Weight ST Notes
10 Superfine Naginata sw+4(2) cut 1, 2* 0U $600 6 9† -
  or thr+5(2) imp 2 0 9† -
10 Superfine Vibroblade Naginata sw+1d+4(5) cut 1, 2* 0U $3,000 6 9† -
  or thr+1d+2(5) imp 2 0 9† -
10 Vibroblade Naginata sw+1d+2(3) cut 1, 2* 0U $1,000 6 9† -
  or thr+3(3) imp 2 0 9† -

Bulk of a naginata is -8 (Martial Arts, page 218).

RAPIER (DX-5, Broadsword-4, Main-Gauche-3, Saber-3, or Smallsword-3)

TL Weapon Damage Reach Parry Cost Weight ST Notes
10 Superfine Rapier thr+3(2) imp 1, 2 0F $3,000 2.75 9 -

Bulk of a rapier is -5 (Martial Arts, page 218).