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Shadowrun Cyberware: Difference between revisions

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'''Important Note''':
*'''Essence Rating''': 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.

Revision as of 14:54, 2 August 2016

Cyberware

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.

Implant Grades
Grade Essence Cost Multiplier Cost Multiplier
Standard x 1.0 x 1
Alphaware x 0.8 x 2
Betaware x 0.7 x 4
Deltaware x 0.5 x 10

Important Note:

  • Essence Rating: 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.