▰▰▰▱ SHADOWRUNUNOFFICIAL // 2057 / CHARACTER GENESIS
Combat & Gear

Cyberware Index

Every cyberware and bioware item across the local library. Sources: Shadowrun, Second Edition Cybertech pp. 260–261 + Equipment Table p. 286+, Street Samurai Catalog (FASA7104), Cybertechnology (FASA7119), Shadowtech (FASA7106, the bioware stat blocks), Shadowrun Companion (FASA7905).

// READING A CYBERWARE CARD

Each card lists category (Headware, Bodyware, Eyeware, Earware, Limb, Bioware, etc.), Essence cost (or Body Index for bioware), nuyen price, Availability (rolled at chargen-end and during play), and the Street Index (multiplier on street-market prices). The ▸ MECHANICS block on each card describes the actual game effect.

// ESSENCE — THE COST OF CHROME

You start at Essence 6.0. Every piece of cyberware subtracts a fractional amount; drop below 0 and you're dead. Magic Rating = floor(Essence), so cyberware kills magic — a magician with Wired Reflexes 2 (3.0 Essence cost) has Magic Rating 3 instead of 6.

Bioware is tracked by a separate pool, the Body Index (maximum = your natural Body Rating). For a mundane character it costs no Essence at all — which is the point: it's how a street sam stacks enhancements beyond what their Essence budget would otherwise allow, running chrome and bioware side by side in two separate pools.

For magicians and adepts, bioware is the magic-friendlier path. Per Shadowtech (FASA7106, p. 6), bioware implantation normally costs no Essence for anyone — so light, non-neural bioware doesn't erode a mage's Magic the way chrome does. The catch: an Awakened character who undergoes drastic invasive surgery — a total Body Cost over 1.5, or any neural bioware — must check for Magic loss after healing, and anyone can lose Essence if the surgery goes awry. So a neural item like a Synaptic Accelerator, or a heavy stack, is a gamble for a mage; an Orthoskin or a pair of pheromone glands generally is not. Bioware also doesn't trip cyberware scanners — useful for the Awakened and mundanes alike.

At chargen (per SR2 p. 46) you ignore Availability and Street Index when buying — just pay the nuyen and subtract Essence. Those numbers only matter once play begins.

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// FLAGS & CAVEATS
  • Game-stat fields (Essence, nuyen, availability, Street Index) are copied from the books; descriptions and effect bullets are paraphrased in original language.
  • Bioware items use the Body Index system — Body Rating sets the cap, items consume a portion. Stat blocks are from Shadowtech (FASA7106); items priced "per level" show a range, with the per-level breakdown in the MECHANICS bullets.
  • Magicians/adepts: bioware normally costs no Essence — only drastic invasive surgery (total Body Cost over 1.5, or any neural bioware) forces a Magic-loss check after healing (Shadowtech p. 6).
  • Biosystem Overstress (Shadowtech p. 7): pushing an attribute past 2× its natural rating with bioware risks dysfunction. In play the GM may call an Overstress Test — roll the lower of Body or the boosted attribute vs a TN equal to your current Body Index; failure crashes that attribute to half its natural value and inflicts a Moderate Stun wound (attribute returns at 1 pt/hour rest).
  • Many cyberware items have rated versions (Skillwires R1-6, Wired Reflexes Lv 1-3, Dermal Plating Lv 1-3, etc.). Each rating tier has its own Essence and nuyen cost.
  • For weapons, programs, vehicles, and non-implant gear: see SR2 Equipment Table (p. 280+) — those aren't in this catalogue.