Cyber and Bioware
Cyberware is expensive, and not available to most people. If the character
needs cyberware, he must pay a high price for it. To gain cyberware,
CPs must be used for the right to take it. This CP cost reflects
the unavailability and surgical costs of installing the
cyberware. After that initial cost, most cyberware is available for
given cp price. Note that some cyberware could be illegal in some
countries and no entry to them is allowed while cyberware is still
General rules of Cyberware in Syndicate
- Cyberware is expensive. Very expensive. If a person
has cyberware, it means that he has a rich sponsor, or at
least had. Or he is having some experimental stuff made up
by the local street doc, and there should be several known
or hidden disadvantages on it.
- Cyberware is illegal in most places. If you are wired,
you'd better have a good reason for it, and some documents
about it, or you might have some problems with local police.
Most corporations have bribed the police or otherwise have permits
to have anything they want on their payroll.
- Cyberware does not automatically make it's wearer
insane. He might be a bit crazy, but it is not enforced like
in some other systems.
But note that cyberware is so expensive in cp that most players
take some disadvantages to get more cp.
- There are no fixed prices for cyberware. During
character creation, character points (cp) are used to
buy it. After that, characters must find other ways to get it.
As some guideline, 10000e per CP is a good start, plus
10000-50000e in medical expenses.
- Most high-level cyberware is experimental and classified
corporate technology. Other corporations might pay a big pile
of cash for new technology.
- Cyberware requires some maintenance and repairs are a
bit tricky, so good contacts are essential. Most filteration
systems and artificial organs use nanotechnology.
You do not need cyberware to be on the top. Experience is everything,
not just some fancy chrome which can be replaced with appropriate
Bioware is even more expensive, rare and experimental than cyberware.
It has some major advantages over cyberware, like being more natural to
body and not shown in metal detectors nor affected by EMP, but is very
expensive and harder to fix if damaged very extensively. Minor damage is
healed as with normal body, but quicker and more effective because of
more effective body cells.
All modifications are given as cybernetic versions. Bioware versions
are basically available from any modification or system, but final
judgement is done by the GM. Some systems are automatically bioware,
some can never be bioware and some are either. Use double price if
cyberware system is replaced with complete bioware, in normal cases.
Some Cyberware does not have very dramatic effects. For most of the time,
cybermodifications (cybermods for short) in Syndicate are cyberware with
little effect, and thus cost less than other systems.
It costs 2 cp to allow the character to have cyber modifications,
in addition to the cost of the cyber system itself.
- Access Ware (0.5 cp)
- Implanted computer system to modify and access data in
head memory, and to send information. Without this, the
character can only store, record and download data, but
cannot manipulate it.
- Instinct Shield (0.5 cp)
- So-called Zombie Chip, Instinct Shield protects
wearer from mental manipulation giving effective willpower
of +5 against any such attack. Additionally, the
character has better resistance against unconsciousness
because of enhanced blood circulation systems, and
superb balance (+2). Negative
result is that normal emotions of the character are
almost completely nullified.
- Memory (standard 0.5 cp, extended 0.75 cp)
- Enough memory to store every common data, hundreds of pictures,
days of music or pile of books. However, cannot store
large amounts of very complex data. The storage area can be extended
by compressing the data, but accessing speed is the lowered.
Extended Memory is just
much bigger. Socket is inserted to some location, usually under hair
in the neck.
- Mind Link (0.5 cp)
- Allows mental operation of all cyber systems - no
switches or specific muscle impulses are needed.
- Radio (0.25 cp receiver, 0.5 receiver/transmitter)
- The character can listen to radio frequences, and any simple
scrambles/decryptor systems can be fitted without any additional
modifications. The more expensive version includes the sender
side, too. Note: implanted radio systems are known to have problems
with the brain and other cyber systenms, so this modification is not
recommended for those eager to live forever - but who does
- Voice Scambler (standard 0.25 cp, enhanced 0.5 cp)
- Turns voice to unrecognizable. Enhanced version can imitiate
voice patterns recorded.
Cyber Eye Systems
If a cyber eye is selected, it replaces either one or both eyes,
as the player wishes. Cyber eye may look like a normal eye or could be
made of some more exotic material (mirror lenses). Lenses are
stronger and easier to repair, but have some cosmetic problems.
If the eye has some functions that are not always working, mind
link is required to operate them without external switch or
predetermined muscular movement.
Cyber eyes cost 0.25 cp for one or two eyes, as preferred. This
is in addition to cost of any special systems
- Camera (0.25 cp)
- Can take single or motion pictures of seen things.
Includes memory for 50 pictures if no internal memory is
present. Socket is fitted for picture retrieval if
needed. To see stored pictures without downloading them,
the display and access ware is required.
- Display (0.25 cp)
- A display for information. Allows a direct smartgun link,
information display (from memory) and graphical data.
Character may be fitted with a socket in suitable place
- Light Filter (0.25 cp)
- Diminishes bright lights and reduces glare. Especially good idea
with a light intensifier system.
- Light Intensifier (LI) (0.25 cp)
- The eye has enhanced functionality in the dark, but may result
in longer blindness if exposed to brighter light than
normally. Without mind link or a similar method,
this light intensifying is automatic.
- Magnification (0.25 cp)
- Electronic magnification when needed. Includes range
finder if fitted with some kind of laser technologies
and display. To use magnification, mind link or
similar method required.
- Thermographic Vision (0.25 cp)
- Simply known as the thermo, this system allows
user to see thermographic waves. To use this system,
mind link or similar method is required.
- UV Filter (0.25 cp)
- Sensitive to UV frequences, these are mainly used with
active systems like UV flashlight, laser sight or various
security systems. Otherwise like thermographic.
Cyber Ear Systems
- Noise Filter (0.25 cp)
- All sudden loud noises are suppressed so that the character
does not lose his hearing. Also helps to filter specific
voices from background noise, but a mind link is
required for that.
- Recorder (0.25 cp)
- Allows the character to record sound. Duration limited to
half an hour unless internal memory is present. Can be
synchronized with camera. Mind link or similar
method is required to activate the recording.
- Ultrafrequence Hearing (0.25 cp)
- Character hears sounds from wider spectrum than
- Air Filter (0.5 cp)
- Filters the aír in lungs from most harmful gases and
- Blood Filter (0.5 cp)
- Filters blood from harmful toxins and venoms.
- Drug Injectors (0.25 cp)
- The character has built-in drug compartments in his body
which can hold 10 charges of drugs, which can be
injected to nervous system. Activated with a mind
link or some kind of switch.
- EMP-Shielding (0.5 cp)
- All cyberware in the character is protected with stronger
EMP-shielding than normally.
- Gills (0.5 cp)
- The character can breathe underwater via gills in some suitable
place. If they are under clothes, they must be revealed, of
- Rapier (0.25 cp)
- Character has a retractable, long (20 cm) blade fitted
to his arm, which can be used as effective melee weapons.
Activated with mind link or some kind of switch or
- Razors (0.25 cp)
- Character has ultra-sharp retractable blades fitted
under his fingernails. Activated with mind link or
some kind of switch or muscular movement.
While cyber modifications are usually very small and cosmetic, cyber
systems are most of the time very big modifications and completely alter
the body of the character. It costs 3 CPs to have a possibility to
have cyber systems. This cost includes access to cyber modifications.
General Notes about Cyber Limbs
- Normal artificial part has strength and quickness equal to
other body. No endurance is used, artificial parts never tire
(but may run out of power).
- Artificial body parts may include compartments for stuff,
but they generally weaken the structure. If compartment is
needed to be activated mentally, mind link is required.
- Artificial parts can be as strong as needed, but they cause
increased pressure on other body parts. In general, if the character
rips something with his strength +6 arm, it is his arm from his
body. Cyber torso is recommended for real use.
- As standard, artificial part is as fragile as original.
Extra armor should be bought. But of course, fixing is
- Artificial part may look metallic or be coated with
- This system is very open-ended and allows creation of
different cyber monsters. Use standard character creation system
in addition to this to create desired result. For example, if
you need a slow, heavily plated cyber man, reduce agility to
-1, take physical disadvantage slow and then take cyberware.
Note that there are no bioware versions of most of the systems here.
- Artificial Body (12 cp and permission from GM)
- Replaces the body completely with an artificial one. Character
has no living parts in body anymore, except for brains that
are preserved in some container. No synthetic muscles are
usable anymore, character simply has no endurance. Character
is automatically immune to most enviromental hazards and has
cyber eyes and mind link with most systems. Basic armor is
0/2. This can be used as base for Robocop 2 stylish
- Artificial Organs (2 cp)
- The heart, lungs and other organs are replaced with
artificial ones. Character does not die for internal
bleeding. Includes air filtration, but poisoned blood might
still be dangerous for the brains.
- Cyber Head (1 cp)
- The skull is replaced with an artificial one. Includes improved
brain protection and thus the character is less likely to
blackout. Gives an initial armor value of 0/2.
- Cyber Limb (one 1 cp, any number 2 cp)
- One of the character's limbs is replaced with
artificial. This limb has similar statistics than normal
limb, but does not bleed or cause pain (unless ripped
off), and has an initial armor value of 0/2.
- Cyber Torso (3 cp)
- Character has his torso replaced with an artificial one. Gives
better overall constitution and structure, with an initial
armor value of 0/2. Includes artificial organs.
- Pressure Stabilization (1 cp)
- The body of the character can stand more severe pressure
changes than a normal man. He can dive into 200 meters without severe
- Synthetic Body (10 cp and permission from GM)
- Instead of complete artificial body, the character is a
synthetic hybrid of metal and muscle. All normal healing
systems are replaced with advanced bioware systems, and
character automatically has air and blood filteration,
artificial organs and practically all parts 'made of
cyberware'. The character is more like an android now, except
that brains are still preserved, and all systems are 'natural'
unless coated with metal.
- Boosted Reflexes (2 cp)
- Enhanced reflexes give active superb (+2) quickness, when
needed (quickness is subpart of character attribute agility)
- Extra Power (see below)
- Cyber parts are fitted with strong servo motors. Allows
unlimited strength. Cost is 2 per +1 minus 1, so +5 strength
costs 9 cp.
- Plating (2 cp)
- Selected cyber parts are fitted with durable
plastic-metal plating, giving armor value of 2/3.
This armor can be in all cyber body parts.
Armor is nice, but there is always someone with the Bigger Gun.
- Reflex Wiring (3 cp for basic, 5 cp for enhanced, +1 for dynamic system)
- The character is fitted with nervous wiring which allows running
reflex and agility based manouvers and skills. These programs,
'skillchips' can be either fitted to sockets in spine, or used
from internal memory. These programs require adaptation from the
wired character, from few minutes to hours, but after that, they
can give skill level 'skilled' or even 'expert' in that specific
thing. For example, skill to pilot a helicopter can be dynamically
In addition, the character can take full advantage of smartgun or
smartlink systems, using two-way operations, with weapon or vehicle
controlling the actions of the character, like compensating for
While running the skillware, the character's actions are done by the
system, giving skill and attribute levels according to reflex wiring
level. Basic level gives +2 quickness, reaction and awareness, with
skill level up to 2, with usually 1. Enhanced level gives +3
quickness and awareness, +4 reaction and usually level 2 skills.
The exact skill level is dependent on software and situation,
Skillware programs are expensive and not very easy to come by, and
they are also dangerous, as physical control is given to computer
In addition, reflex wiring allows the character to do unnatural
lightning fast reactions to specific situations. In most cases, these
reactions are good, but they can backfire now and then.
The character will have +4 reactions as defined above, but
he has no control over what his first
reaction will be. His action is determined by wiring,
and may result disastrously. Wiring may be set on or off with
mind link or external switch.
When the reaction wiring or skillware needs updating, like
removing some special cases
from reaction stimulants, it either requires special hardware
(standard model is flash-programmed) or can be edited on-air with
access ware or with external terminal plugged to character
Example: character is wired to draw a gun whenever someone
else does draw a gun or something very suspicious: Of cause
this logic can fail, but it is good most of the time.
The GM may apply half the CP cost for skillware system than from
normal skills, unless he wants to restrict them otherwise.
- Synthetic Muscles (see below)
- Character has replaced his own muscles with laboratory
Increases strength and endurance for up to superhuman.
Costs 1 cp for good (+1), 3 cp for superb
(+2) and 5 cp for superhuman (+3), individually for
both strength and endurance. The difference between endurance
and strength cannot be higher than 1 level.
- Synthetic Skin (1 cp)
- Needed locations of the body are covered with
kevlar-plastic flesh which protects against cuts and
firearms. In addition, most vital and broad locations
are protected with plates under skin, giving an
effective armor value of 1/0.
- Titan Structure (5 cp)
- Selected artificial parts are made of very durable
metal, giving an effective armor of 4/4.
- Wired Reflexes (flash-programmed 3 cp, dynamically programmable 4 cp)
Cyberware and Damage
Rules how different cyberware affects normal damage system.
- Cyberparts do not bleed, nor cause pain (and thus possible
unconsciousness). They must be repaired mechanically.
- Cyber head and Instinct Shield both have
better circulation in bran area and character does not
black-out as easily as normally. Apply +2 to endurance.
- Artificial Organs nullify internal bleeding and
reduce standard bleeding from a torso hit.
- Synthetic Body makes the character totally immune to
blackout and both normal and internal bleeding. He can still
be killed by a direct hit to the brain.
is treated as normal human tissue, but repairs itself
faster than normal cells. Halve all healing times.
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- Syndicate: The Corporate Future (c) Kalle Marjola 1997,2000.
All rights reserved.