Cybernetics

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Cybernetics and Bionetics
Cybernetics is the inevitable mix between man and machine. The existence of Cybernetic Organisms (Cyborgs) can be traced back to the late 20th century. Replacing a defective part of an organism with a machine was the first step in Cybernetic advancement, however, governments and corporations soon discovered that they could improve their employees productivity by adding cybernetics, even when it was not needed. Soon Law Enforcement, Corporate Security, and Military Organizations began to develop special units with heavy cybernetics and bionetics. By the late 21st century 25% of these organizations personnel were fitted with some sort of biomechanical augmentation.

Replacement parts are not the only developments in the fields of cybernetics and bionetics. With the aid of genetic and mechanical engineering, an organism can be entirely redesigned to be as efficient as their robotic or android counterparts. By 2159 every organic body function had either been designed to be replaced or augmented, including the brain.

Cybernetics vs. Bionetics
Cybernetics is the science of engineering a mechanical augment/replacement for an organic body part. Bionetics is the science of engineering an organic augment/replacement for an organic body part. There is really only a semantic Diference between Cybernetics and Bionetics; both seek to improve an organism through the augmentation of body systems.

Bionetics
Headware Eye Replacement ($2000)
Bonus: The eye has 20/20 vision
Negative: None
Procedure: A genetically engineered eye replaces the character's own biological eye.
Size: 1 Crit

Cornea Enhancement ($1000)
Bonus: Drastic changes in ambient light cause the cornea to darken cutting down on the work that the iris must do to protect the retina. Character is immune to flash blinding.
Negative: None
Procedure: 1 day, outpatient. The character's cornea is replaced with a genetically engineered cornea that has light sensitive properties.
Size: 0 Crits

Iris Enlargement ($1000)
Bonus: Character suffers no penalty in low light (dusk) conditions.
Negative: Character's iris takes up the entire front of the character's eye.
Procedure: 1 day, outpatient. The character's iris is replaced with a larger more efficient genetically engineered iris. This allows the character to see better in low light conditions.
Size: 0 Crits

Lens Enhancement ($500)
Bonus: Character gains a –1 Dif to any skill requiring telescopic or microscopic sight.
Negative: None
Procedure: 1 day, outpatient. Character's lens is replaced with a genetically engineered lens that allows for better close-up and distance focusing.
Size: 0 Crits

Low Light Retina Enhancement ($1000)
Bonus: Character suffers no penalty in near dark (starlit night) conditions.
Negative: None
Procedure: 3 days. Additional rods are added to the character's retina, giving the character improved night vision.
Size: 0 Crits

Thermographic Retina Enhancement ($1500)
Bonus: Character can see heat signatures.
Negative: None
Procedure: 3 days. Heat sensitive genetically engineered cells are added to the character's retina that allows the character to see heat signatures and patterns.
Size: 0 Crits

Spectrum Enhancement ($2000)
Bonus: Character's vision extends into the Ultra-Violet and Infrared spectrum. Character can see in full dark as if it were day.
Negative: None
Procedure: 3 days. Heat sensitive genetically engineered cells are added to the character's retina which allow the character to see light in the Ultra Violet and Infra-red spectrums as well as normal light.
Size: 0 Crits

Cochlea Enhancement ($5000)
Bonus: Character's sense of hearing is increased allowing the character to hear sounds from .01Hz to 40,000 Hz.
Negative: None
Procedure: 1 day, outpatient. The character's cochlea is replaced with a genetically engineered cochlea.
Size: 0 Crits

Olfactory Enhancement ($1500)
Bonus: -1 Dif level on all scent and taste based rolls.
Negative: None
Procedure: 1 day, outpatient. The Character's olfactory cells are supplemented with genetically engineered olfactory cells that amplify the character's sense of smell and taste.
Size: 0 Crits

Cortex DataBus InterLink ($20000)
Bonus: +10 MS, MR, MD
Negative: Removes Two Track Mind advantage.
Procedure: 14 days. During this procedure micro-surgeons link the left and right hemispheres of the character's cerebral cortex with HyperNeurons and a Molecutronic DataBus. Implantation of this device also allows the character to have additional molecutronic subprocessors added.
Size: 1 Crit

Cortex Co-processor ($90000)
Bonus: +10 MS, MM, MR, MD; Gives character a –1 Dif on all scientific/engineering skill rolls.
Negative: None
Procedure: This procedure entails micro-surgeons connecting a Molecutronic Co-processor to the Cortex DataBus InterLink. Once implanted, the Cortex Co-processor helps perform all mathematical/scientific tasks. The Cortex Co-processor performs all mathematical functions, automatically giving the character the Advanced Mathematics skill at 100%.
Size: 1 Crit

Thalamatic Subprocessor ($20000)
Bonus: +10 MR, MD
Negative: None
Procedure: 14 days. During this procedure micro-surgeons implant a molecutronic subprocessor near the Thalamus. The Thalamatic Subprocessor intercepts sensory information before it reaches the thalamus. The Thalamatic Subprocessor's job is to handle great portions of the sensory data, processing the data as if the cerebral cortex had actually received the data, freeing up cerebral cortex resources for other processing.
Size: 1 Crit

HyperHippocampus DataBus ($30000)
Bonus: +20 MS, MM; +5 MD
Negative: None
Procedure: 14 days. During this procedure micro-surgeons implant a molecutronic DataBus and subprocessor between the cerebral cortex and the Hippocampus. The HyperHippocampus DataBus has a built in processor that allows for optimized data storage in the Hippocampus as well as up to x1/5 data compression (character's cannot access any compressed data before it is decompressed). Storage Capacity is equal to the character's MM in Seconds.
Size: 1 Crit

Cerebellum Subprocessor ($15000)
Bonus: +10 PD
Negative: None
Procedure: 14 days. This procedure entails microsurgeons implanting a molecutronic subprocessor at the base of the Cerebellum. Once implanted it aids the cerebellum in coordinating voluntary motor skills.
Size: 1 Crit

Neural Subprocessor ($5000)
Bonus: Allows up to 10 seconds SoftSkills to be used as if the character actually knew these skills.
Negative: None
Procedure: A small mass of Molecutronic DataCells and a Molecutronic Subprocessor are implanted below the cerebral cortex. This procedure can be performed up to 3 times.
Size: 1 Crit
 

BodywareMuscle Enhancement ($5000)
Bonus: +10 PM
Negatives: None (dependent upon Tech Level)
Procedure: 10 Days. This procedure entails a series of injections that cause increased muscle growth. This procedure can be performed up to 5 times.
Size: 9 Crits

Hyper Adrenal Gland ($14000)
Bonus: +10 PM, PE, PR (when active)
Negatives: Every ten times the Adrenal Gland is activated the character must make a PE save or suffer a heart attack.
Procedure: 1 day. A genetically enhanced adrenal gland is implanted beside the character's original adrenal gland. During high stress situations where adrenaline is released into the bloodstream this gland secretes highly concentrated adrenaline into the bloodstream. The duration of the effect is 30 rounds.
Size: 2 Crits

Hyper Thymus Gland ($5000)
Bonus: -1 Dif save vs. pathogens
Negative: None
Procedure: 7 days. A genetically enhanced thymus gland is implanted beside the character's original thymus gland. Once implanted it begins to assist the thymus gland to process lymphocytes.
Size: 2 Crits

Hyper Pancreas Gland ($5000)
Bonus: Character needs to eat only half that of normal.
Negative: None
Procedure: 7 days. A genetically enhanced pancreas gland is implanted beside the character's original pancreas gland. Once implanted it begins to assist the pancreas gland in processing the enzymes necessary to digest complex proteins, carbohydrates, and fats.
Size: 2 Crits

Nephron Enhancement ($5000)
Bonus: -1Dif saves vs. toxins
Negative: None
Procedure: 1 day. Genetically enhanced nephrons are implanted in the character's kidneys. Once implanted they improve the kidney's ability to remove poisons and toxins.
Size: 0 Crits

Cardiac Augmentum ($10000)
Bonus: +5 PE; Character has a second heart in case the character's original stops working or is damaged.
Negative: None
Procedure: 14 days. A genetically enhanced heart is implanted in the right chest.
Size: 6 Crits

NeuroSynapse Reduction ($10000)
Bonus: +5 PR
Negative: None
Procedure: 14 days, outpatient. The character's nervous system is enhanced by decreasing the distance between the character's neurons. This effectively speeds up the character's reaction. The procedure entails injections of microsurgeons which cause the character's neurons to grow closer together. This procedure can be performed up to 3 times.
Size: 0 Crits

HyperNeuron Augmentum ($14000)
Bonus: +5 PR, PD
Negative: None
Procedure: 14 days, outpatient. The character's nervous system is enhanced by replacing the body's original neurons with genetically engineered HyperNeurons. Once implanted the character's reflexes and manual dexterity is increased. The procedure entails injections of microsurgeons which replace the old neurons with HyperNeurons.
Size: 0 Crits

Cosmetic Surgery ($5000)
Bonus: +5 PA
Negative: none
Procedure: 14 days outpatient. Nip & tuck. The character can look just about like whatever he/she wants. This procedure can be performed multiple times.
 

Cybernetics

HeadwareDataTerm Plug ($2500)
Bonus: Allows characters to link directly to any computer equipment that has an Input/Output Jack.
Negative: none
Requirments: Cortex Databus Interlink
Procedure: 7 days, outpatient. A thin fiber-optic cable and plug are attached to the character's Cortex DataBus InterLink.
Size: 1 Crits

SmarTarget Device ($500)
Bonus: Allows characters to link in directly to any weapon equipped with a SmarTarget System.
Negative: none
Procedure: 7 days, outpatient. A thin fiber-optic cable and plug are attached to the character's CyberEye.
Size: 0 Crits

Malleus/Incas Intercept Device ($750)
Bonus: -1 Dif vs. Hearing Perception Test . Character's sense of hearing is increased to allow protected hearing in 100db blocks between 0 -10,000dbs.
Negative: All sounds seem to be the same volume.
Procedure: 1 day, outpatient. The Malleus/Incas intercept device is a small organic device that separates the character's Malleus and Incas bones. The vibrations registered by the Malleus are either amplified or decreased to fall between 20db and 120db.
Size: 0 Crits

CyberEye ($1250)
Bonus: Has 4 standard CyberEye Equipment Slots. Can be disguised as a normal eye, or can be colorized to look like anything the character desires.
Negative: none
Procedure: 7 days. The character's eye is replaced with a cybernetic eye.
Size: 1 Crits

SuperEye ($5000)
Bonus: Has 8 standard CyberEye Equipment Slots.
Negative: The eye is so large that it protrudes from the character's head. Cannot be disguised to look like a normal eye.
Size: 2 Crits

CyberEye Imaging GearAmbient Vision ($500)
Bonus: Character sees in the same visual spectrum as a human.
Negative: None
Size: 1 CyberEye Equipment Slot.

Low Light ($500)
Bonus: Character suffers no penalty in near dark (starlit night) conditions.
Negative: None
Size: 1 CyberEye Equipment Slot.

Thermographic ($750)
Bonus: Character can see heat signatures.
Negative: None
Size: 1 CyberEye Equipment Slot.
Spectrum Enhancement ($1000)
Bonus: Character's vision extends into the Ultra-Violet and Infra-red spectrum. Character can see in full dark as if it were daytime.
Negative: None
Size: 1 CyberEye Equipment Slot.

Spectrum Analyzer ($1000)
Bonus: Allows the character to identify an objects make-up by the light that it reflects.
Negative: None
Size: 2 CyberEye Equipment Slots.
SmarTargeting Eye ($1000)
Bonus: Allows –1 Dif to any ranged attacks when used in conjunction with a weapon that supports the SmarTarget system.
Negative: None
Size: 1 CyberEye Equipment Slot.

Telescopic ($500)
Bonus: Extends visual range up to 8x. Gives character 160:20 vision. Gives –1 Dif to any ranged weapon attacks.
Negative: None
Size: 2 CyberEye Equipment Slot.
Microscopic ($500)
Bonus: Allows character to see very small objects (up to 8X magnification). –1 Dif to any skill requiring microscopic vision (i.e. watchmaking, jewelry, electronics tech, etc.)
Negative: None
Size: 2 CyberEye Equipment Slot.

VideoTranseiver ($5000)
Bonus: Allows character to receive and transmit video signals in the range of 50 KHZ to 100 GHZ.
Negative: None
Size: 3 CyberEye Equipment Slot.
 

CyberEar ($750)
Bonus: Has 4 standard CyberEar Equipment Slots.
Negative: None
Procedure: 7 days. Character's Inner Ear is replaced with a cybernetic construct.
Size: 1 Crit

SuperEar ($5000)
Bonus: Has 8 standard CyberEar Equipment Slots.
Negative: Character's Ear is obviously cybernetic. Often there are actual protrusions from the character's ears.
Procedure: 7 days. Character's Outer and Inner Ear is replaced with a cybernetic construct.
Size: 2 Crits

CyberEar Audio EquipmentNormal Range Detection ($500)
Bonus: Allows character to hear sounds between 40 HZ and 20000 HZ. (Normal Human Range)
Negative: None
Size: 1 CyberEar Equipment Slot.

Low Range Detection ($750)
Bonus: Allows character to hear sounds between .001 HZ and 40 HZ.
Negative: None
Size: 1 CyberEar Equipment Slot.

High Range Detection ($750)
Bonus: Allows character to hear sounds between 20000 HZ and 50000 HZ.
Negative: None
Size: 1 CyberEar Equipment Slot

MegaFreq Transceiver ($5000)
Bonus: Allows character to hear and decipher sounds between 50 KHZ and 100 GHZ. This allows characters to hear and transmit radio waves.
Negative: Does not decipher encrypted signals.
Size: 2 CyberEar Equipment Slots.

Sound Dampening Device ($750)
Bonus: Protects character's CyberEars from drastic changes in ambient sound. Protects the character's CyberEars from Explosions etc.
Size: 1 CyberEar Equipment Slots.

SWATARS (Sound Wave Acquisition Targeting And Ranging System) ($5000)
Bonus: Allows character to use ambient sound to "see" his surroundings.
Negative: None
Size: 3 CyberEar Equipment Slots.
 

Coccyxial Processor ($7500)
Bonus: +5 PD; if the character's body stops receiving involuntary behavioral signals from the brain the Coccyxial Processor takes over, ensuring that the bodies normal functions continue.
Negative: None
Procedure: 3 hours. An organic (molecutronic) subprocessor is implanted at the base of the spine. There it monitors the character's normal body functions. If at any time the character's brain ceases to send the necessary involuntary brain signals to the heart, lungs, etc. then the Coccyxial Processor takes over the job. This device also increases manual dexterity, and allows for additional subprocessors to be added.
Size: 3 Crits
 

Bodyware Skeletal Augmentum Alpha ($70000)
Bonus: Increase Physical Hits by 25%
Negative: Character will set off metal detectors, increase weight by 200%.
Procedure: 60 days, inpatient. The character's bones are removed, laced with alloyed metals, and then put back.
Size: 0 Crits

Skeletal Augmentum Beta ($290000)
Bonus: Increase Physical Hits by 100%
Negative: Increase weight by 10%.
Procedure: 60 days, inpatient. The character's bones are removed, laced with high density polymers, and put back..
Size: 0 Crits

Skeletal Augmentum Delta ($609000)
Bonus: Increase Physical Hits by 200%
Negative: Character will set off metal detectors, increase weight by 400%.
Procedure: 60 days, inpatient. The character's bones are removed, laced with high density alloyed metals, and put back.
Size: 0 Crits

Skeletal Augmentum Omega ($1600000)
Bonus: Increase Physical Hits by 550%
Negative: Character will set off metal detectors, increase weight by 20%.
Procedure: 60 days, inpatient. The character's bones are removed, laced with superdensity alloyed metals, and put back.
Size: 0 Crits

Dermal Augmentum Alpha ($15000)
Bonus: Increase Physical Hits by 5%
Negative: Character will set off metal detectors, increase weight by 40%.
Procedure: 14 days, inpatient. Alloyed metals are injected subcutaneously into the character's skin.
Size: 0 Crits

Dermal Augmentum Beta ($60000)
Bonus: Increase Physical Hits by 20%
Negative: Increase weight by 2%.
Procedure: 14 days, inpatient. High density polymers are injected subcutaneously into the character's skin.
Size: 0 Crits

Dermal Augmentum Delta ($125000)
Bonus: Increase Physical Hits by 40%
Negative: Character will set off metal detectors, increase weight by 80%.
Procedure: 14 days, inpatient. High density alloyed metals are injected subcutaneously into the character's skin.
Size: 0 Crits

Dermal Augmentum Omega ($350000)
Bonus: Increase Physical Hits by 110%
Negative: Character will set off metal detectors, increase weight by 4%.
Procedure: 14 days, inpatient. Superdensity alloyed metals are injected subcutaneously into the character's skin.
Size: 0 Crits

Retractable Cyberclaws ($1500)
Bonus: A concealed mk2 meelee weapon.
Negative: Illegal in some cities, states, and countries. Character will set off metal detectors.
Prodedure: 5 days. Thin, telescopic claw assemblies are implanted in a sheath underneath the character's fingernails.
Size: 1 Crits

Retractable CyberSpikes ($2000)
Bonus: A concealed mk3 meelee weapon.
Negative: Illegal in some cities, states, and countries. Character will set off metal detectors.
Prodedure: 15 days. A thin alloyed blade is implanted in a sheath along a character's long bone.
Size: 2 Crits

Retractable Catclaws ($1500)
Bonus: A concealed mk1 meelee weapon, -1 Dif level to climbing
Negative: Illegal in some cities, states, and countries. Character will set off metal detectors.
Prodedure: 10 days. A thin, telescopic claw assembly is implanted in a sheath in the pad of the character's fingers.
Size: 1 Crits

Finger Darts ($1500)
Bonus: A concealed mk1 weapon
Negative: Illegal in some cities, states, and countries. Character will set off metal detectors.
Prodedure: 10 days. A small projectile weapon assembly is installed in the finger and forearm. The thin, alloyed needle ammunition and compressed nitrogen container are mounted in the forarm, while a small barrel assembly is mounted in one or more fingers. The barrel assembly holds 1 dart. After firing the dart, the feed assembly moves another dart along a feed path from the clip to the barrel. The feed process takes 5 seconds. Reloading the ammunition cartridge is accomplished through a reload assembly in the forearm.
Size: 4 Crits

Cyber-Synapse Replacement System
Bonus: The character's nervous system is replaced with a more efficient cyber system.
Negative: Characters will set off metal detectors.
Procedure: 60 days inpatient. Manual surgery removes and replaces the major nerve bundles from the medula oblongata down. Nanotech surgery links the CSSR with the existing nerve endings.

 

Wiring Harness

PR/PD

Weight

Cost

Copper

85

80.9

$112,627

Silver

90

10.5

$150,169

Gold

95

19.3

$200,226

Platinum

100

21.4

$266,968

Jadean Prime

105

20.3

$355,957

Mercedes XL

110

22.1

$474,609

Laotech

115

21.9

$632,813

Genom Supra

120

18.7

$843,750

Esladorian Gold

125

14.4

$1,125,000

Esladorian Platinum

130

19.7

$1,500,000

Esladorian Mythril

135

22.8

$2,000,000

140

21.0

$3,040,000

145

20.0

$4,620,800

Casimyrian True-Life

150

16.7

$7,023,616

155

16.5

$10,675,896

160

16.3

$16,227,362

165

16.0

$24,665,591

Virtual Humanitek

170

15.5

$37,491,698

175

15.0

$56,987,381

180

14.5

$86,620,819

185

14.0

$131,663,645

Faight BTL

190

12.3

$200,128,741

Cost (Cost Factor * (PS / 100)

Mass (Mass Factor * (PS / 1000)

  

Cyber-Musculature Replacement System
Bonus: The character's nervous system is replaced with a more efficient cyber system.
Negative: Characters will set off metal detectors.
Procedure: 60 days inpatient. Manual surgery removes and replaces the muscle groups. Nanotech surgery links the CMRS with the existing nerve endings.
  Mass Cost
Material Factor PM Factor3 Structural3
Nylon-Kevlar 11 100 23.2K 725
Servos/Hydraulics 786 120 5.6K 350
Acrylic-Kevlar Muscles 11 130 24K 740
Titanium Servos 451 150 9.6K 605
Ferro-Carb-Kevlar 345 180 36K 1131
Synthogen-Crysteel 71 200 40.8K 1267

Cost (Cost Factor * (PS / 100)
Mass (Mass Factor * (PS/ 330)
Physical Hits Bonus (Structural * (PS/330)

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