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=='''Headware'''==
=='''Cyberware'''==
*[[Commlink]]
*[[Control Rig]]
*[[Cranial Bombs]]
*[[Datajack]]
*[[Data Lock]]
*[[Olfactory Booster]]
*[[Taste Booster]]
*[[Tooth Compartment]]
*[[Ultrasound Sensor]]
*[[Voice Modulator]]


=='''Eyeware'''==
Cybernetic modification is commonplace in 2072. Bodyshops offering minor procedures can be found in every strip mall, and recent advances in cybernetics have brought down the price of once-costly procedures, making cyberware even more readily available to the masses. Even the poor might have cybernetic vision, hearing enhancements, or a datajack.
*[[Cybereyes System]]


=='''Earware'''==
In addition to wireless functionality, most cyberware devices are equipped with a direct neural interface (DNI) that allows the user to mentally activate and control their functions. They can also be linked to other cyberware implants.
*[[Cyberears]]
*[[Audio Enhancement]]
*[[Balance Augmenter]]
*[[Damper]]
*[[Ear Recording Unit]]
*[[Select Sound Filter]]
*[[Sound Link]]
*[[Spatial Recognizer]]


=='''Bodyware'''==
*[[Shadowrun Headware|Headware]]
*[[Bone Lacing]]
*[[Shadowrun Eyeware|Eyeware]]
*[[Cosmetic Modification]]
*[[Shadowrun Earware|Earware]]
*[[Dermal Plating]]
*[[Shadowrun Bodyware|Bodyware]]
*[[Fingertip Compartment]]
*[[Shadowrun Cyberlimbs|Cyberlimbs]]
*[[Grapple Gun]]
*[[Shadowrun Cyber Melee Weapons|Cyber Melee Weapons]]
*[[Internal Air Tank]]
*[[Shadowrun Basic Bioware|Basic Bioware]]
*[[Muscle Replacement]]
*[[Shadowrun Cultured Bioware|Cultured Bioware]]
*[[Reaction Enhancers]]
*[[Simrig]]
*[[Skillwires]]
*[[Smuggling Compartment]]
*[[Touch Link]]
*[[Wired Reflexes]]


=='''Cyberlimbs'''==
=='''Essence'''==
*[[Obvious Cyberarm/Leg]]
*[[Synthetic Cyberarm/Leg]]
*[[Cyberlimb Armor]]
*[[Cyberlimb Strength Enhancement]]
*[[Cyberlimb Dexterity Enhancement]]
*[[Cyberarm Gyromount]]
*[[Cyberleg Hydraulic Jacks]]
*[[Large Smuggling Compartment]]


=='''Cyber Weapons'''==
All characters have a starting Essence attribute of 6. Cyberware and bioware implants reduce this rating. No character may start with an Essence greater than 6. Under basic ''Shadowrun'' rules, characters can ''never'' have an Essence of 0 or less. If they do, they die.
*[[Cyberguns]]
*[[Cyber Melee Weapons]]


='''Bioware'''=
=='''Cyberware and Bioware Grades'''==
=='''Basic Bioware'''==
*[[Adrenaline Pump]]
*[[Bone Density Augmentation]]
*[[Cat’s Eyes]]
*[[Digestive Expansion]]
*[[Enhanced Articulation]]
*[[Muscle Augmentation]]
*[[Muscle Toner]]
*[[Orthoskin]]
*[[Pathogenic Defense]]
*[[Platelet Factories]]
*[[Skin Pocket]]
*[[Suprathyroid Gland]]
*[[Symbiotes]]
*[[Synthacardium]]
*[[Tailored Pheromones]]
*[[Toxin Extractor]]
*[[Tracheal Filter]]


=='''Cultured Bioware'''==
Cyberware and bioware is available in four grades: standard, alphaware, betaware, and deltaware. The prices for cyberware and bioware presented in this chapter are for standard ’ware. When purchasing implants of other grades, apply the Essence Cost and Cost adjustments as noted on the Implant Grades table.
*[[Cerebral Booster]]
 
*[[Damage Compensators]]
Note that cyberware accessories must be of the same grade as the implant they are added to.
*[[Mnemonic Enhancer]]
{| style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="3"
*[[Pain Editor]]
| colspan="4" style="text-align: center;"|<u>'''Cyberware Grades'''</u>
*[[Reflex Recorder]]
|-
*[[Sleep Regulator]]
| style="text-align: center;"|<u>'''Grade '''</u>
*[[Synaptic Booster]]
| style="text-align: center;"|<u>'''Essence Cost Multiplier'''</u>
| style="text-align: center;"|<u>'''Availability Modifier'''</u>
| style="text-align: center;"|<u>'''Cost Multiplier'''</u>
|-
| style="text-align: center;"|Used
| style="text-align: center;"|x 1.25
| style="text-align: center;"| -1
| style="text-align: center;"|x 0.75
|-
| style="text-align: center;"|'''Standard'''
| style="text-align: center;"|'''x 1.0'''
| style="text-align: center;"|'''-'''
| style="text-align: center;"|'''x 1.0'''
|-
| style="text-align: center;"|Alphaware
| style="text-align: center;"|x 0.8
| style="text-align: center;"| +1
| style="text-align: center;"|x 1.2
|-
| style="text-align: center;"|Betaware
| style="text-align: center;"|x 0.7
| style="text-align: center;"| +1
| style="text-align: center;"|x 1.5
|-
| style="text-align: center;"|Deltaware
| style="text-align: center;"|x 0.5
| style="text-align: center;"| +3
| style="text-align: center;"|x 2.5
|}

Latest revision as of 00:11, 4 July 2020

Cyberware

[edit]

Cybernetic modification is commonplace in 2072. Bodyshops offering minor procedures can be found in every strip mall, and recent advances in cybernetics have brought down the price of once-costly procedures, making cyberware even more readily available to the masses. Even the poor might have cybernetic vision, hearing enhancements, or a datajack.

In addition to wireless functionality, most cyberware devices are equipped with a direct neural interface (DNI) that allows the user to mentally activate and control their functions. They can also be linked to other cyberware implants.

Essence

[edit]

All characters have a starting Essence attribute of 6. Cyberware and bioware implants reduce this rating. No character may start with an Essence greater than 6. Under basic Shadowrun rules, characters can never have an Essence of 0 or less. If they do, they die.

Cyberware and Bioware Grades

[edit]

Cyberware and bioware is available in four grades: standard, alphaware, betaware, and deltaware. The prices for cyberware and bioware presented in this chapter are for standard ’ware. When purchasing implants of other grades, apply the Essence Cost and Cost adjustments as noted on the Implant Grades table.

Note that cyberware accessories must be of the same grade as the implant they are added to.

Cyberware Grades
Grade Essence Cost Multiplier Availability Modifier Cost Multiplier
Used x 1.25 -1 x 0.75
Standard x 1.0 - x 1.0
Alphaware x 0.8 +1 x 1.2
Betaware x 0.7 +1 x 1.5
Deltaware x 0.5 +3 x 2.5