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Shadowrun Cyberware

From Episode D6: Star Wars D6 Wiki
Revision as of 18:56, 24 April 2017 by imported>Thedemonapostle (format)

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.

Essence

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

Cyberware and bioware is available in four grades: standard, alphaware, betaware, and deltaware. Only standard and alphaware may be purchased at character creation. 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.

Implant Grades
Grade Essence Cost Multiplier Cost Multiplier
Used x 1.25 x 0.75
Standard x 1.0 x 1
Alphaware x 0.8 x 2
Betaware x 0.7 x 4
Deltaware x 0.5 x 10