Post by King of Slackers on May 2, 2007 12:10:15 GMT -5
From proshetic limbs to internal weapon mounts, cybernetics has evolved into a huge part of everyday life and culture. However, it can have it's drawbacks. Cybernetic creatures take half more damage from electrical attacks, which can cause the implants to short-circuit and possibly fail. Too many attachements can also ruin a creature's organic parts, damaging delicate nervous system structures or other organs. Attachements can also be destroyed if put under too much stress or directly attacked, potentially crippling the cyborg.
Cybernetic implants generally have specific places of the body into which they are installed, though some do not have any real specific area of installation. Too many implants in one limb of the body can become a serious liability, so one must be carefull and smart about what and where they put their parts.
Cybernetics can easily apply to Kaiju-sized characters, and ususally do. Dozens of times in the past, some alien race or mad scientist has released a titanic cybernetic terror upon the planet.
In the case of Kaiju Cyborgs, though, their number of implants is only limited by what would be appropiate for their Class level. Kaiju-sized Cyborgs also get the added benefit of being able to integrate Mecha-sized weapons and equipment into their bodies.
Artificial Organs and Prosthetic Limbs are the most common types of cybernetic implant. They're ususally as resiliant as it's original organic counterpart. These types of implants do not count towards a character's total number of Special Properties, since they replace an already vital part of the character in question. Instead, it is made mention in their description that they have an artificial limb, organ, et cetra. These implants can also be upgraded, making them more resiliant and able to withstand jarring and damage their original counterparts may not.
Enhancements
Enhancements are the real kickers of cybernetics. Unlike standared replacements, enhancements actually bestow a new ability upon their recipients. Unless otherwise noted, an enhancement doesn't add any measurable quanity to a character's weight. These kinds of implants do use up a slot on a character's Specials.
Anti-Shock Implants are tiny, and embedded near the recipient's brain stem. It protects itself and other cybernetic hardware against electricity damage.
External Weapon Mounts replaces the recipient's prosthetic hand with a melee or ranged weapon. The recipient ususally has a prosthetic arm already.
Identity Chips provide identification without requiring visual recognition, and can even function as a credit card.
Injector Units are ususally attached to the recipient's forearms or thighs, and are made up of three medical hypo-syringes. Each hypo can hold one does of the following chemicals: antitox, boost, neutrad, sporekill, or biocort. The recipient can contract their muscles to specifically use the hypos. Drained hypos can be removed and replaced.
Nightvision Optics replaces the recipient's eyes with ocular implants that enable them to see better in the dark. All the recipient's eyes must be replaced for the implants to work.
Stabilizers release chemical coagulants into a dying recipient's bloodstream to prevent excess blood loss, effectively stabilizing them. Usually installed near the recipient's heart.
Subcutaneous Body Armor consists of small plates of flexible armor implanted under the recipient's skin. Comes in three different densities: Light, Medium, and Heavy.
Subcutaneous Cell Phones are rather handy. The recipient has a small transciever installed underneath the skin in their throat. The transciever is connected to a tiny speaker located in the recipient's ear.
Telescopic Optics replace the recipient's eyes with implants that simulate the effects of binoculars, allowing the recipient to percieve distant objects more easily. All the recipient's eyes must be replaced for the implants to function, and they multiply the maximum viewing distance by three.
Voice Stress Analyzers allow the recipient's to determine the emotional states of others if they are trying to behave otherwise. The sensors are attached to the recipient's optic nerves and inner ear, and can measure minute physical indicators from living beings, such as increased pulse galvanic skin response.
Anti-Flare Implants replace the recipient's corneas with artificial ones equipped with flare suppressors that react instantly to bright light.
Anti-Stun Implants, embedded near the spine, shields the recipient's nervous system against stunning attacks.
Body Repair Weave is a delicate weave of subdermal biowiring that stimulates and repairs damaged tissue, doubling the recipient's natural healing rate.
Data Archives are small microcomputers implanted in the recipient's skull, and contain skill-related information, stored on interchangable biochips. Only four such cips can be installed at any time, and ususally require a specialist to change them.
Fortified Skeleton adds high-impact polymers to the recipient's skeleton, cinreasing their ability to shrug off physical damage.
Initiative Implants consist of a series of wires threaded around the recipient's spinal cord and attached to their nervous system. The implant stimulates faster response times.
Internal Weapon Mounts are melee or ranged weapons embedded in the recipient's body, ususally in a prosthetic arm or hand, though not always so. The weapon extends from the prosthesis when in use.
Laser Optics replaces the recipient's eyes with ocular implants capable of firing thin laser beams. A creature equipped with multiple laser eyes must fire them all simultaneously at the same target.
Luminous Skin is usually for decorative purposes using special grafts to create displays across the skin, but can also provide usefull tools such as a built-in chronometer. The recipient can completey turn off the luminosity, and at it's maximum provides roughly as much light as a torch.
Microcomputer is lietrally a computer installed in the recipient's skull. Usually has a data port near the base of the skull which allows for the insertion of a standared interface cable.
Mindscreen Implants allow the recipient to resist mental attacks better than normal. Installed in the brain.
Prosthetic Enhancers attach to a prosthetic limb and increases it's strength. When attached to a leg, it doubles the recipient's landspeed. When attached to an arm, it doubles the arm's lifting capability. Unlike other enhancements, these install directly into the prosthetic and do not count in a character's Special slot. Instead, it is made mention in their description that they have enhanced prosthetics.
Rage Implants are installed in the brain and dramatically increases the amount of adrenaline and testosterone in the recipient's body when activated, temporarily boosting their strength and durability four times over. However, they tend to lose the ability to focus coherently, and thus can't perform anything that requires a great deal of thinking or fine motor skills. The rage ususally lasts for five minutes, though the recipient can end the rage at will. Afterwards, the recipient is fatigued for a significant amount of time.
Targeting Optics replace the recipient's eyes with ocular implants that use a projected targeting reticle to improve the recipient's aim. All of the recipient's eyes must be replaced for the implants to function.
Invisiware allows the recipient to temporarily turn invisible. Using crystaline refractors grafted to the skin and powered by rechargable solar batteries protruding from various points along the recipient's body (usually the spine), the implant bends light around the recipient. However, the unit can only be active for one minute at a time, and then takes one hour to recharge the solar batteries.
Cosmetic Implants in 2154 are beyond anything plastic surgery of the past can accomplish. This is full-blown body appearance modification, allowing the recipiant to look like nearly any humanoid of approximately the same shape. It's possible to look like another species, or a humanoid with anumal traits, change ethnicity or simply mold features to achieve greater beauty (or greater ugliness, if preffered). Cosmetic implants do not actually confer the abilities of another species; merely the looks. Cosmetic implants do not count towards a character's special slots, but instead are mentioned in their description as to why they look so radically different than a regular person.
Artificial Muscle Fiber replaces the recipient's muscles with a fiber that can increase their strength and durability twice, four times, or even six times over.
Artificial Twitch Fibers enhance the recipient's reaction time, agility, and fine motor control twice, four times, or six times over.
Cyberports allow for the easy interchangibility of cybernetic limbs on the spot, with no surgery required. For example, a character with a cyberport for their arm has no real arm, but instead can plug in any appropriate cybernetic limb into the arm socket.
Flight Systems are solar powered cybernetic jets built into one's back, feet and calves, and allow for subsonic flight speeds. Though they have an unlimited operational time when exposed to direct sunlight, at night they only have a 10 minute operating time. When exposed to a source of solar power again, they take one hour to recharge.
Reflex Wires are artificial nerves that replace the majority of the recipient's nervous system. They quarduple the recipient's quickness and efficiency, allow them to land blows and maneuver quicker and faster, and increase their base landspeed twice over.
Antigrav System is a cybernetic unit of great energy efficiency that draws power from the recipient's own body and directed by the recipient's own biomass. Antigrav systems allow for base Machspeed flight and can allow the recipient to escape a planet's gravitational pull.
Cybernetic implants generally have specific places of the body into which they are installed, though some do not have any real specific area of installation. Too many implants in one limb of the body can become a serious liability, so one must be carefull and smart about what and where they put their parts.
Cybernetics can easily apply to Kaiju-sized characters, and ususally do. Dozens of times in the past, some alien race or mad scientist has released a titanic cybernetic terror upon the planet.
In the case of Kaiju Cyborgs, though, their number of implants is only limited by what would be appropiate for their Class level. Kaiju-sized Cyborgs also get the added benefit of being able to integrate Mecha-sized weapons and equipment into their bodies.
Artificial Organs and Prosthetic Limbs are the most common types of cybernetic implant. They're ususally as resiliant as it's original organic counterpart. These types of implants do not count towards a character's total number of Special Properties, since they replace an already vital part of the character in question. Instead, it is made mention in their description that they have an artificial limb, organ, et cetra. These implants can also be upgraded, making them more resiliant and able to withstand jarring and damage their original counterparts may not.
Enhancements
Enhancements are the real kickers of cybernetics. Unlike standared replacements, enhancements actually bestow a new ability upon their recipients. Unless otherwise noted, an enhancement doesn't add any measurable quanity to a character's weight. These kinds of implants do use up a slot on a character's Specials.
Anti-Shock Implants are tiny, and embedded near the recipient's brain stem. It protects itself and other cybernetic hardware against electricity damage.
External Weapon Mounts replaces the recipient's prosthetic hand with a melee or ranged weapon. The recipient ususally has a prosthetic arm already.
Identity Chips provide identification without requiring visual recognition, and can even function as a credit card.
Injector Units are ususally attached to the recipient's forearms or thighs, and are made up of three medical hypo-syringes. Each hypo can hold one does of the following chemicals: antitox, boost, neutrad, sporekill, or biocort. The recipient can contract their muscles to specifically use the hypos. Drained hypos can be removed and replaced.
Nightvision Optics replaces the recipient's eyes with ocular implants that enable them to see better in the dark. All the recipient's eyes must be replaced for the implants to work.
Stabilizers release chemical coagulants into a dying recipient's bloodstream to prevent excess blood loss, effectively stabilizing them. Usually installed near the recipient's heart.
Subcutaneous Body Armor consists of small plates of flexible armor implanted under the recipient's skin. Comes in three different densities: Light, Medium, and Heavy.
Subcutaneous Cell Phones are rather handy. The recipient has a small transciever installed underneath the skin in their throat. The transciever is connected to a tiny speaker located in the recipient's ear.
Telescopic Optics replace the recipient's eyes with implants that simulate the effects of binoculars, allowing the recipient to percieve distant objects more easily. All the recipient's eyes must be replaced for the implants to function, and they multiply the maximum viewing distance by three.
Voice Stress Analyzers allow the recipient's to determine the emotional states of others if they are trying to behave otherwise. The sensors are attached to the recipient's optic nerves and inner ear, and can measure minute physical indicators from living beings, such as increased pulse galvanic skin response.
Anti-Flare Implants replace the recipient's corneas with artificial ones equipped with flare suppressors that react instantly to bright light.
Anti-Stun Implants, embedded near the spine, shields the recipient's nervous system against stunning attacks.
Body Repair Weave is a delicate weave of subdermal biowiring that stimulates and repairs damaged tissue, doubling the recipient's natural healing rate.
Data Archives are small microcomputers implanted in the recipient's skull, and contain skill-related information, stored on interchangable biochips. Only four such cips can be installed at any time, and ususally require a specialist to change them.
Fortified Skeleton adds high-impact polymers to the recipient's skeleton, cinreasing their ability to shrug off physical damage.
Initiative Implants consist of a series of wires threaded around the recipient's spinal cord and attached to their nervous system. The implant stimulates faster response times.
Internal Weapon Mounts are melee or ranged weapons embedded in the recipient's body, ususally in a prosthetic arm or hand, though not always so. The weapon extends from the prosthesis when in use.
Laser Optics replaces the recipient's eyes with ocular implants capable of firing thin laser beams. A creature equipped with multiple laser eyes must fire them all simultaneously at the same target.
Luminous Skin is usually for decorative purposes using special grafts to create displays across the skin, but can also provide usefull tools such as a built-in chronometer. The recipient can completey turn off the luminosity, and at it's maximum provides roughly as much light as a torch.
Microcomputer is lietrally a computer installed in the recipient's skull. Usually has a data port near the base of the skull which allows for the insertion of a standared interface cable.
Mindscreen Implants allow the recipient to resist mental attacks better than normal. Installed in the brain.
Prosthetic Enhancers attach to a prosthetic limb and increases it's strength. When attached to a leg, it doubles the recipient's landspeed. When attached to an arm, it doubles the arm's lifting capability. Unlike other enhancements, these install directly into the prosthetic and do not count in a character's Special slot. Instead, it is made mention in their description that they have enhanced prosthetics.
Rage Implants are installed in the brain and dramatically increases the amount of adrenaline and testosterone in the recipient's body when activated, temporarily boosting their strength and durability four times over. However, they tend to lose the ability to focus coherently, and thus can't perform anything that requires a great deal of thinking or fine motor skills. The rage ususally lasts for five minutes, though the recipient can end the rage at will. Afterwards, the recipient is fatigued for a significant amount of time.
Targeting Optics replace the recipient's eyes with ocular implants that use a projected targeting reticle to improve the recipient's aim. All of the recipient's eyes must be replaced for the implants to function.
Invisiware allows the recipient to temporarily turn invisible. Using crystaline refractors grafted to the skin and powered by rechargable solar batteries protruding from various points along the recipient's body (usually the spine), the implant bends light around the recipient. However, the unit can only be active for one minute at a time, and then takes one hour to recharge the solar batteries.
Cosmetic Implants in 2154 are beyond anything plastic surgery of the past can accomplish. This is full-blown body appearance modification, allowing the recipiant to look like nearly any humanoid of approximately the same shape. It's possible to look like another species, or a humanoid with anumal traits, change ethnicity or simply mold features to achieve greater beauty (or greater ugliness, if preffered). Cosmetic implants do not actually confer the abilities of another species; merely the looks. Cosmetic implants do not count towards a character's special slots, but instead are mentioned in their description as to why they look so radically different than a regular person.
Artificial Muscle Fiber replaces the recipient's muscles with a fiber that can increase their strength and durability twice, four times, or even six times over.
Artificial Twitch Fibers enhance the recipient's reaction time, agility, and fine motor control twice, four times, or six times over.
Cyberports allow for the easy interchangibility of cybernetic limbs on the spot, with no surgery required. For example, a character with a cyberport for their arm has no real arm, but instead can plug in any appropriate cybernetic limb into the arm socket.
Flight Systems are solar powered cybernetic jets built into one's back, feet and calves, and allow for subsonic flight speeds. Though they have an unlimited operational time when exposed to direct sunlight, at night they only have a 10 minute operating time. When exposed to a source of solar power again, they take one hour to recharge.
Reflex Wires are artificial nerves that replace the majority of the recipient's nervous system. They quarduple the recipient's quickness and efficiency, allow them to land blows and maneuver quicker and faster, and increase their base landspeed twice over.
Antigrav System is a cybernetic unit of great energy efficiency that draws power from the recipient's own body and directed by the recipient's own biomass. Antigrav systems allow for base Machspeed flight and can allow the recipient to escape a planet's gravitational pull.