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Cyberware is special cybernetic equipment that can be implanted at any hospital or clinic for a price. Besides costing money, each operation will permanently cost your character a certain amount of Essence. A cyberware-free character has 6.0 Essence and each character must have at least 0.1 Essence, so you have a total of 5.9 Essence to work with when shopping for cyberware.

The effects of spending Essence are quite significant. Essence is simply the Magic attribute expressed in tenths instead of whole numbers. So, for example, when a character's Essence drops from 5.2 to 4.7, that character's Magic rating will also drop from 5 to 4. The fact that the Magic attribute dictates a number of important magic-related things (most notably the maximum Force with which spells can be cast), along with the fact that all changes to Essence are permanent and irreversible, probably makes it clear why mages and shaman should never get cyberware installed.

But what about non-magic users? The only effect that the Magic attribute (and therefore, the Essence value) has on them is its relation to magical healing. In other words, casting Heal Wounds on a character with a high Magic rating will have a greater effect than with a character with a low rating. That said, though, the difference is rather small, and even a totally cybered character will be able to receive decent magic healing. So, it's definitely worthwhile to get as much cyberware installed as your Essence count (and wallet) allows.

Then there's the question of which type to get. My piece-by-piece recommendations are listed for each entry below, but if you're looking for a master list of some sort, then here's what I usually get with each of my characters:

  • CyberEyes
  • Spurs
  • Smartlink
  • Muscle Replacement (1)
  • Dermal Plating (2)
  • Wired Reflexes (2)

This will cost exactly 5.9 Essence (and a whole lot of nuyen) and give the character a very nice balance between speed, power, and defense. Of course, if you want to use variations on this, feel free, but remember a few rules:

  • I'm putting this in ALL CAPS BECAUSE IT'S VERY IMPORTANT AND I HOPE YOU READ IT. I know this is tough to do, but you need to do it anyway: Buy stat- enhancing cyberware BEFORE you upgrade the character's attributes. Cyberware works by adding 1 to each attribute it affects. If the attribute is already at its maximum, nothing will happen, but you'll still be stuck with the cyberware. You know you're getting the attribute bonus when you go to the Skills and Attributes screen and you see a "c" followed by a number after the attribute. For instance, if you see "3 c4" as your Strength rating, that means that the character's real Strength rating is 3, but his or her cyberware has boosted it to 4. If you're buying cyberware but don't see the "c"s on that screen, then you're wasting your time, money, and Essence.
    I didn't notice anything like that in game code /* though did not test this issue directly */. Brief look through the game code shows, that cyberware don't affect attr upgrade, as well as boosts aren't affected by stats. One more thing is, Wired Reflexes don't show any "c" in stats screen. That is, because they don't sum up to particular attributes directly, but to their combination only. Dailyhacking
  • Don't buy Hand Razors. Wait until you have the money for Spurs. Simple.
  • Don't buy a Datajack. If you don't have a Datajack already then you must either be a samurai or a shaman. If you're a samurai, hire a decker to do your Matrix stuff for you. That 0.5 Essence could be better spent on samurai- type stuff. If you're a shaman, what the heck are you doing buying cyberware in the first place?
  • Don't be afraid of the huge cost of Wired Reflexes. Besides the fact that you get a little Essence discount (see its entry for details), another thing that makes this cyberware appealing is that it will DRAMATICALLY affect your attack speed. With a totally wired character, you'll be able to get two shots off in the time it normally takes to fire once. It doesn't take a rocket scientist to see how this could be a huge advantage in battle.

So, that's the lowdown on cyberware. In the entries below, you'll see the name of the upgrade in all caps, followed by the maximum amount of times you can buy the cyberware and how much Essence it will cost you each time. Below the top bar is a price scale, the in-game description of the piece, and my personal notes on it. Note that there is no sell price scale (since cyberware can't be sold), no Buy At entry (all clinics sell exactly the same lineup of stuff—only the prices vary) and no Also Available entry (the clinics are the only place to get cybered).


Cybereyes

Augments vision to counter Invisibility and increase combat effectiveness.

  • Essence Cost: 0.2
  • Maximum: 1

Only buy this if you've bought all the rest of the stuff you want and have a little Essence left over. Still, they're pretty helpful.

Negotiation RatingPrice
Council Island HospitalDr. Bob's Quickstich ClinicLittle Chiba Chop ShopSeattle General HospitalWire-Masters
0-218002000350032003000
317441938339131002907
416881876328230002814
516321814317329002721
615761752306428002628
715201690295527002535
814641628284626002442
914081566273725002349
1013521504262824002256
1112961442251923002163
1212401380241022002070


Datajack

Price
Negotiation Rating Council Island Hospital Dr. Bob's Quickstich Clinic Little Chiba Chop Shop Seattle General Hospital Wire-Masters
0-21500550400600500
31454533388582485
41408516376564470
51362499364546455
61316482352528440
71270465340510425
81224448328492410
91178431316474395
101132414304456380
111086397292438365
121040380280420350

Allows input and output from any cyberdeck and is required to enter the Matrix.

  • Essence Cost: 0.2
  • Maximum: 1

While Matrix runs are very good for making money, you won't beat the game if you specialize in being a decker. Therefore, only hire a decker when you need to make a little money. This way, you can avoid wasting Karma on your core group's Computer skill. For this reason, I advise against getting this piece of cyberware

Dermal Plating

Price
Negotiation Rating Council Island Hospital Dr. Bob's Quickstich Clinic Little Chiba Chop Shop Seattle General Hospital Wire-Masters
0-232003000380028003000
331002907368227132907
430002814356426262814
529002721344625392721
628002628332824522628
727002535321023652535
826002442309222782442
925002349297421912349
1024002256285621042256
1123002163273820172163
1222002070262019302070

Hard plastic and metal fiber plates which are bonded to flesh to form armor.

  • Essence Cost: 0.5
  • Maximum: 3

Very useful, and very cheap, Essence-wise. I definitely recommend buying a few rounds of this when you get the money.


Muscle Replacement

Price
Negotiation Rating Council Island Hospital Dr. Bob's Quickstich Clinic Little Chiba Chop Shop Seattle General Hospital Wire-Masters
0-2150001800012000900010000
314532174381162587199688
414064168761125084389376
513596163141087581579064
613128157521050078768752
712660151901012575958440
81219214628975073148128
91172414066937570337816
101125613504900067527504
111078812942862564717192
121032012380825061906880

Implanted synthetic muscles which increase both Strength and Quickness.

  • Essence Cost: 1.0
  • Maximum: 4

A good upgrade. Not quite as practical as Dermal Plating or Wired reflexes, but very good nonetheless.


Smartlink

Price
Negotiation Rating Council Island Hospital Dr. Bob's Quickstich Clinic Little Chiba Chop Shop Seattle General Hospital Wire-Masters
0-230002500200018001500
329072422193817441454
428142344187616881408
527212266181416321362
626282188175215761316
725352110169015201270
824422032162814641224
923491954156614081178
1022561876150413521132
1121631798144212961086
1220701720138012401040

The feedback circuitry needed to use the combat information provided by a Smartgun.

  • Essence Cost: 0.5
  • Maximum: 1

Yes, you can buy Smart Goggles, but it just won't be the same. Plus, it'll take up an extra inventory slot.

Spurs

Price
Negotiation Rating Council Island Hospital Dr. Bob's Quickstich Clinic Little Chiba Chop Shop Seattle General Hospital Wire-Masters
0-240003600500042004000
338753488484440693875
437503376468839383750
536253264453238073625
635003152437636763500
733753040422035453375
832502928406434143250
931252816390832833125
1030002704375231523000
1128752592359630212875
1227502480344028902750

A set of three carbon fiber blades anchored to the back of the hand.

  • Essence Cost: 0.2/0.1 (See Notes)
  • Maximum: 1

If you are upgrading from Hand Razors, Spurs will cost 0.1 Essence, otherwise, it will cost 0.2 Essence. Spurs can punch through the armor of some of the toughest enemies.


Wired Reflexes

Price
Negotiation Rating Council Island Hospital Dr. Bob's Quickstich Clinic Little Chiba Chop Shop Seattle General Hospital Wire-Masters
0-24000035000300003800020000
33875033907290632712519375
43750032814281262625018750
53625031721271892537518125
63500030628262522450017500
73375019535153152362516875
83250028442243782275016250
93125027349234412187515625
103000026256225042100015000
112875025163215672012514375
122750024070206301925013750

Implanted neural boosters and adrenaline stimulators which increase combat speed.

  • Essence Cost: 2.0/1.0 (See Notes)
  • Maximum: 3

The first and third times you get this installed, it will cost 2.0 Essence. The second time, however, will only cost 1.0 Essence. In any event, this is the best cyberware you can buy, hands down. A hit or two of Wired Reflexes and your pistol shots will look like machine gun fire.


Sources

This page uses content from StrategyWiki. The original article was at Shadowrun (Genesis)/Cyberware. The list of authors can be seen in the page history. As with Shadowrun Wiki, the text of StrategyWiki is available under the GNU Free Documentation License.

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