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Posted

 

A lot of this is basic cyberpunk/transhumanism stuff, shamelessly taken from such related sources.

 

Access Jacks

Description: Usually located in the base of the skull or neck, this implant is an external socket with a direct neural interface. It allows the character to establish a direct wired connection using a fiberoptic cable to external devices or other characters, which can be useful in places where wireless links are unreliable or complete privacy is required. Two characters linked via access jack can “speak” mind-to-mind and transfer information between their mesh inserts and other implants.

 

Cyberbrain

Description: Cybernetic brains are where the ego (or controlling AI) resides. Modeled on biological brains, cyberbrains have a holistic architecture and serve as the command node and central processing point for sensory input and decision-making. Only one ego or AI may “inhabit” a cyberbrain at a time; to accommodate extras, Mesh Inserts or a Ghostrider Module must be used. They also have a built-in Puppet Sock which may be remote-controlled, though this option may be removed by those who value their security. Cyberbrains are vulnerable to Brainhacking and other forms of electronic infiltration/attack. Cyberbrains come equipped with two or more pairs of External Access Jacks, usually located at the base of the skull, which allow for direct wired connections.

 

(We basically already have these in the form of Positronic brains/MMI's)

 

Mesh Inserts

Description: This network of cybernetic brain implants is essential equipment for anyone who wants to stay connected and make full use of the wireless mesh. The interconnected components of this system include:

 

--Cranial Computer: This computer serves as the hub for the character’s personal area network and is home to their Muse (PAI). It has all of the functions of a smartphone and PDA, acting as a media player, meshbrowser, alarm clock/calendar, positioning and map system, address book, advanced calculator, file storage system, search engine, social networking client, messaging program, and note pad. It manages the user’s augmented reality input and can run any Software the character desires. It also processes XP data, allowing the user to experience other people’s recorded memories, and also allowing the user to share their own XP sensory input with others in real-time. Facial/image recognition and encryption software are included by default.

--Radio Transceiver: This transceiver connects the user to the mesh and other characters/devices within range. It has an effective range of 20 kilometers in deep space or other locations far from radio interference and 1 kilometer in crowded habitats.

--Medical Sensors: This array of implants monitors the user’s medical status, including heart rate, respiration, blood pressure, temperature, neural activity, and much more. A sophisticated medical diagnostic system interprets the data and warns the user of any concerns or dangers.

 

Ghostrider Module

Description: This implant allows the character to carry another Infomorph inside their head. This infomorph could be another muse, an AI, a backed-up ego, or a fork. The module is linked to the character’s mesh inserts, so the ghost-rider can access the mesh. The character may limit the ghostrider’s access, or may allow them direct access to their sensory information, thoughts, communications, and other implants.

 

Puppet Sock

Description: This implanted computer allows the biomorph’s body (the “puppet”) to be controlled by another character (the “puppeteer”). While active, the puppet has no control over their body and is simply along for the ride (at the gamemaster’s discretion, puppets who are tormented by repeated or extensive loss of control may suffer mental stress). The puppeteer may directly “jam” the puppet or remote control it in the same way that robots and pods are Teleoperated. The puppeteer must either be ghost-riding the puppet or have a direct communications link (via mesh, radio, laser, etc.).

 

Oxygen Reserve

Description: The morph has a miniature oxygen tank and rebreather installed in its torso. This implant provides the equivalent of the life support system in a Light Vacsuit, allowing the character to breathe comfortably for up to 3 hours. It feeds oxygen directly to the morph’s blood stream, avoiding problems with pressure changes. Implanted sensors automatically cause the character to use the stored oxygen if they detect poisonous or insufficient atmosphere. Without vacuum sealing, the character can only survive in vacuum for 5 minutes, but remains conscious and active for the entire time, giving them far more time to find shelter or a vacsuit than characters without this implant. For every hour the character is in a breathable atmosphere, this implant recovers one hour of oxygen storage. The implant can be fully recharged within 15 minutes if the character is in a high-pressure mostly oxygen atmosphere.

 

Hardened Skeleton

Description: The morph’s skeleton has been laced with strengthening materials; Bones are significantly harder to break.

 

Reflex Boosters

Description: The morph’s spinal column and nervous system is rewired with superconducting materials, boosting transmission speed.

So it'd act something like hyperzine, but permanently.

 

Dead Switch

This Cortical Stack accessory is designed to keep the stack from falling into the wrong hands. If the morph is killed, the dead switch wipes and melts the cortical stack completely, so that the Ego cannot be recovered. This option is generally only used by covert operatives with recent Backups.

 

Electrical Sense

Description: The character can sense electric fields. Within 5 meters, the character can instantly tell if an electrical device is on or off and can see the precise location of electrical wiring behind a wall or inside a device.

Basically, a T-Ray scanner implant.

 

Dazzler

Description: The dazzler is a tiny laser system set on a rotating ball. When activated, it consistently spins and emits laser pulses in all directions. These laser pulses are not dangerous, but they detect the lenses of camera systems (including specs, viewers, and bot/synthmorph sensors) and repeatedly zap them with laser pulses of varying strength to overload and dazzle them. For as long as a dazzler is active, any camera system (visual, infrared, and ultraviolet) within line of sight and within 200 meters is blinded.

 

Densiplast Gloves

Description: These gloves extra-harden when activated, for extra punch.

 

Disabler

Description: This handy device emits an overloading surge that completely incapacitates and disables a synthetic morph or pod (anything with a cyberbrain) when it is plugged into an access jack and activated. The affected cyberbrain will be unable to function until the signal is deactivated, effectively shutting down the ego (or AI). In order to plug a disabler into an unwilling target, the target must first be grappled in melee combat. This device does not work on larger synthetic morphs (like vehicles) or on cyberbrainless robots.

 

Fiber Eye

Description: This is a flexible and electronically controllable length of fiberoptic cable and viewer, which can be worked through cracks, under doors, and around corners to peep unobtrusively.

 

Homing Ammo

Description: When fired with a Smartlink system, the bullet identifies the target and uses nanosensors to lock on, correcting the bullet’s trajectory with surface alterations and tiny vectored nozzles.

 

Jammer Ammo

Description: Jammers stick to the target and pulse out jamming electromagnetic signals, jamming the target’s wireless communications.

 

Laser Pulser

Description: Laser weapons use focused beams of light to inflict damage on the target by burning into it and causing it’s outer surface to vaporize and expand, creating an explosive effect. The laser beam is pulsed in order to bite into the target before the beam is diffused. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however. Laser pulses are invisible in the normal visual spectrum (but are visible to characters with enhanced vision).

 

One advantage to the pulser is that it can be placed in less-lethal mode. In this case, it first fires a pulse at the target to create a ball of plasma, quickly fired by a second pulse that strikes the plasma and creates a flash-bang shockwave to stun and disorient the target. This blast has an area of effect with a 1-meter radius. Anyone caught in the blast must make a SOM x 2 Test (SOM x 3 for synthmorphs or biomorphs with any form of pain tolerance). Failure means the target is temporarily stunned and disoriented and loses their next action. A critical failure means the target is knocked down and paralyzed for 1 Action Turn per 10 points of MoF.

 

Microwave Agonizer

Description: The agonizer fires millimeterwave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting –20 to the target’s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a –10 modifier and roll WIL x 2). Synthetic Morphs and Biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the “roast” setting) has the same effect of the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer is small-sized and fires in semi-auto mode.

 

Monowire Garrot

Description: This assassin’s weapon features a dangerous monomolecular wire wrapped around a contained spool with two handles. One handle grips the spool, while the other extends the wire so that it may be used to wrap around targets (typically necks or limbs) and slice through them when pulled. Monofilament tensile strength is weak, however, usually breaking after one use.

 

Particle Beam Bolter

Description: This weapon shoots a bolt of accelerated particles at near light speed that transfer massive amounts of kinetic energy to the target, superheating and creating an explosion when striking. The bolter’s beam is not diffused by the cloud that occurs when it strikes, and so it has greater penetration than the Laser Pulser. Likewise, the bolter is not affected by smoke, fog, or rain. The bolter’s beam is invisible (but visible in infrared). Bolters must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a Complex Action to switch. Bolters fire in semi-auto mode and are rifle-sized two-handed weapons.

 

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Posted

 

While all this cybernetic stuff sounds awesome, I think it is probably not feasible to code at the moment. It also seems very over-powered unless the stuff is ridiculously expensive to produce and takes a complicated surgery to install.

 

But if someone wished to take up this large of a project, I fully support most of this- with balancing of course.

 

Posted

 

tl;dr

 

No, this is a mess. These names are too complicated and it's hard to imagine what they'd look like in SS13. And descriptions are confusing.

 

Of course I'd like some implants or H+ things (mainly from Deus Ex franchise), like combat mechanical arms (deal bonus damage, are more resistant), that Access (Uplink?) comms thing (non-genetic telepathy!). Some other things like the Dead Switch (Killswitch in Deus Ex) are already here via chemical/explosive implants.

 

Dazzler sounds very interesting. But as someone else said, I'd like to keep weapons to minimum. I want enough unique implants to feel like it's 26th Century, but weapons shouldn't really be available on a station like Cyberiad.

It's not a top secret military station.

 

But for Death Squad? Yeah, why not?

 

Oh, and thanks for making a suggestion thread. How about some nanites?

 

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