Cyberware N buys you an N-dot piece of cyberware and a collection of smaller pieces adding up to size N. Take the max rating R of your cyberware (It will likely be equal to the background level). Your personal essance pool is now (7-R)E+F(stuff) instead of 7E+F(stuff). All points lost from the Personal pool are moved to the peripheral pool — even for mundanes. Don't forget Taint effects. Example: You, a mundane with Willpower 3, buy Cyberware 5. Your 5-dot item is Wired Reflexes. You also take a Skillwire Processor (3 dot), Cybereyes (1 dot) and a Smartgun Link (1 dot). Your personal Essence pool is now 2xEssence+Willpower = 5, and your peripheral pool is 5xEssence = 5.

Common Cyber:

Headware

Datajack (1 dot)

Activation cost 1, duration scene, type simple This gives you the minimum necessary to get into the Matrix. Without a cyberdeck you have a performance rating of 0.

Chipjack (2 dot)

Activation cost Special, duration scene, type simple, May use one datachips, simsense, or skillchip at a time. Activation cost is 1 for data or sim, and is the level of the Skillchip for skillchips. Skillchips skills can only add to social and mental stats without skillwires. Chipped skills replace inate skills, they do not add. Includes a Datajack.

Enhanced Chipjack (3 dot)

As Chipjack, but may access up to 4 chips at one time.

Skillwires (N dots)

Activation cost None, but requires chipjack activation to do anything useful. Lets you use up to 2(N-1) levels of chipped skills, no skill can be higher then N.

Cybereye (1 dot)

This gives you a cybernetic eye neither better nor worse than a normal human eye. Any other eye enhancements have their activation costs reduced to 0. Also, all flare attacks against eye have +1 difficulty, and it comes with an optional clock. It is not cool to have a blinking 12:00 in the corner of your vision.

Thermographic Vision (1 dot)

Activation cost 1, duration scene, type simple. When activated, the character can see into the infrared. This halves low-light penalties. (Round to the greater penalty)

Low-Light Vision (1 dot)

Activation cost 1, duration scene, type simple When activated, the character can see better in dim light. This halves low-light penalties (Round to the lesser penalty)

Magnification(1 dot)

Activation cost 1/, duration scene, type simple When activated, the character can see better at long range. Each mote spent reduces range and distance penalties to combat or perception rolls, up to a maximum of removing half the penalty.

Eye Camera(1 dot)

Activation cost 0, duration momentary, type reflexive, requires cybereye. May take pictures or video at will, needs cyber memory, a datachip in a chipjack with space, or a datajack connected to a computer to save pictures.

Deluxe Cybereye(3 dot)

A cybereye with Thermographic vision, low light vision, magnification, and an eye camera.

Cyberears(1 dot)

Activation cost 1, duration scene, type simple Add +2 dice to all Perception rolls involving hearing.

Crainial Cyberdeck (N dot)

duration scene, type simple A Performance N-1 cyberdeck. Datajack and memory hightly recomended.

Headweare Memory (N dot)

Stores N2 units of info.

Phone (1 dot)

Activation cost 1, duration scene, type simple A cellphone, and related peripherals (normal and subvocal mikes, etc.).

Radio(2 Dot)

Activation cost 2, duration scene, type simple A multi-frequency radio. Stores one set of encryption(changable via induction) . Can use a chipjack to hold more encryption info.

Comm system (3 dot)

Activation cost 3, duration scene, type simple A cell phone, a radio, a full crypto system and multiplexor.

Bodyware

Smartlink (1 dot)

Installation cost 1, activation cost 1, duration scene, type reflexive When activated, one smartlink-enabled gun in your hands can be used with +2 Acc, also counts as a scope. This charm is cheaper than it should be to mimic the ridiculous proliferation of smartlinks in Shadowrun

Wired Reflexes(N)

activation cost 4m, duration scene, type reflexive Bonus of +2(N-1) initiative, May ignore (N-1) in multiple action penalties, Persistent Reflexive dodge (N-1). Roll wits-(N-1)(min 1) to not react (fight/flight) when startled or surpised. Soak (N-1)B each combat round after the first Stamina+resistance round.

Boosted Reflexes(N)

activation cost 3m, duration scene, type reflexive Bonus of +N initiative, May ignore N in multiple action penalties N times per round, One extra dodge at N per round. Roll wits-N(min 1) to not react (fight/flight) when startled or surpised. Always on.

Muscle Replacenemt (N)

Always on Bonus of +N to all Strength and stamina rolls(not soak). +N to all perception rolls to notice Muscle replacement. Max bonus is unaugmented strength

MuscleAugmentation(N)

always on Bonus of +(N-1) to all Strength rolls, +(N-1) to athletics rolls, +(N-1) to Dex for purposes of derived movement values. max bonus = unaugmented strength

Dermal armour (N)

always on Bonus +NB/+NL soak. +N to all perception rolls to notice Dermal Armour. Max N=min (unaugmented strength, unaugmented stamina)

OrthoSkin (N)

always on May roll N dice when taking lethal damage. Each success changes one lethal level to a bashing level. Max N = unaugmented stamina

Claws(2 dot)

Activation cost 2, duration scene, type reflexive Str+1L damage, retractable

BoneLacing (N)

Bonus +N stamina, adds to soak totals, leathal soak is min(N, (Natural Stamina+N)/2) Max N = unaugmented stamina

Vehicle control Rig. (N)

As wired reflexed, only when driving rigged vehicles, excpet no bad side effects(not twitchy, no damage)