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CT Only: Cybernetic implants

jaz0nj4ckal

SOC-12
Folks,
I want to add cybernetics to my classic traveler game; however, I am looking for ideas as to how to handle them.

Currently – I have cybernetics increase Stats or grant a skill.

If you use cybernetics in your game – how do you handle them?
 
Generally, when running the OTU, I have them merely replicate function, not serve as enhancements. See, there's this proviso that many worlds don't consider you meat unless you're 75% meat. And if you're not meat, you're property.

So in general, obvious stuff simply doesn't happen. Skinweak takes weeks of intensely painful nanites. Counts as anything from jack to cloth, depending upon TL.

Want more endurance? Cybernetics to do so means replacing heart and lungs.

Inobvious cyberlimbs might be able to hide a built-in pistol or knife; obvious ones get "we don't serve your kind in here."

Mostly due to successful efforts by the Society for the Sovereignty of Man over Machine.

And the radical arm of SSMM? They're likely to EMP you, just to prove you aren't a living being.
 
I hate the whole transhuman/cyberpunk concepts of cyborging for amusement, etc shtick*, and in my Traveller universe that has been banned (due to the whole "superior human/machine combo vs antique unmodified apes" conflict) - such small wars would have been common in the early years of Terran space exploration, and thus a prejudice against prosthetics that are not medically-necessary and/or which exceed the capability of what they replace would have become common, and entered legal canon long before the Interstellar Wars period.

From the other side, Vilani would never have accepted the concept of anything other than equal-capability medical prosthetics from the start, due to their conservative and tradition-bound culture.

Zhodani would see enhanced cybernetics as a rejection of the superiority of the mind, and thus a desire to create and/or use such would be considered anti-societial behavior to be "corrected".




* Current developments in Terran cloning/tissue-culture-growth mean that medical prosthetics may well be a historical curiosity in the next 50-100 years (all required organs/body parts being rapidly-clonable from the patient's own DNA), leaving only "optional" cybernetics to be considered.
 
JTAS 22 has a section on computer implants (essentially a WiFi link) for C-Trav.

Boiling it down so I don't get zapped for copyright, if the user links into a computer running a specific task (eg: a Gunnery computer) then the users skill is 2 higher. If the user doesn't have the skill at all - they get skill 0. For general situations, they get a +1 to skills if they can 'look up' the info (such as engineering/medicine) but not for 'action' skills (brawl/blade/gun).

Digest 13 has prosthetics/bionics under the Medical Digest section, but that is for Meg-Trav but the rules could be translated I suppose. It does cover synthetic limbs/organs however.

The other catch is that most written examples of C-Trav med-tech is extremely dated by even todays standards (just like the computers). So maybe lift something from a fractionally more modern game like Cyberpunk and translate the rules.
 
imtu the 3i make stuff like that illegal so the nobility can keep it for themselves.

if 75% is the legal barrier (for commoners) maybe make it
- 2 slots head
- 2 slots body
- 1 slot each arm and leg
for a total of 8 slots then a non-noble character could fill 2 slots legally (or more illegally)

maybe
- arm/leg slot: +1 str or +1 dex (max +2 for each)
- body slot: +1 end
- head slot: vision/breathing/hearing/edu

(or
TL10 +1 per slot
TL12 +2 per slot
TL15 +3 per slot)

any aging crisis fail prevents any more improvement on that stat

#

imtu

physical stats below 7 mean medical conditions including genetic ones which can be fixed medically depending on TL so getting money for that might come first
 
Mongoose Traveller Central Supply Catalog has a nice low-impact cyber section, I would tend to crib off that.
 
One other thought -

Given that limbs and organs can be regrown by TL12...
... and it's looking like IRL, TL9...

Prosthetics are for those who either
  • can't afford regrowth
  • are waiting for regrowth
  • want the augmentation, or
  • want to impress people with just how nutty they are.
 
Prosthetics are for those who either
  • can't afford regrowth
  • are waiting for regrowth
  • want the augmentation, or
  • want to impress people with just how nutty they are.

Going by DGP, a prosthetic is cheaper than regrowth/cloning, which is cheaper than bionics. But the prosthetic is generally inferior to the original while the bionic is superior. The real kicker is time - a generic prosthetic can be slapped on in a hour or so of surgery, while regrow/clone takes a time, and in the case of critical wounds you can't really wait while a new heart is grown. The military is likey to use cybernetics quite a bit for this reason - get the trooper up and running now, not in a few weeks.

Another way to stop players going robo-cop (other than the standard 'cyber psychosis') is to throw in something like Neuropozine from DX:HR. If you dont take the anti-rejection drug your cybernetics will have problems.
 
(due to the whole "superior human/machine combo vs antique unmodified apes" conflict)

This is what I am trying to avoid - super human, etc.

Currently I have the implants max STAT value is 12, and only give (a) additional 1 skill or (b) +1 to a known skill; however, the implant can be deactivated with EMP or other means...

I am not really digging it, but I was playing with family over the holiday, and a younger player wanted it, so I designed a small little "black Ops" operation around getting an implant for them.... at the end of the day it made it fun for the younger player.

thanks.
 
Other potential takes-

* 1:1 bio replacements/repairs are just a toolkit in the higher TL Doctor's bag- augments or gene engineering are on another level

* an augment that is bio and largely undetectable until use could be construed as being functionally equivalent to a 'concealed' weapon, whereas mech augments might be more acceptable as they are effectively 'open carry' and clear to citizens and law enforcement

* augments could also be in the same category as psionics, enhanced powers that are rabidly persecuted and legislated against

* another consequence one could build in is social standing- this could go either way as one type of augment or another might be fashionable during a given year, or mech augments in general could be considered 'lower class' and cost social standing (unless it was 'earned' in a MCG kind of event and even then considered questionable if it is not replaced by a bio unit after service)

* Faustian bargains, an augment adds but also risks taking away- aging rolls every year, a bio strength doubler that risks permanent endurance damage due to glandular energy production overload, neural implants in general risking permanent intelligence damage, etc.

* the more reliable/safe the augment is as TL goes up, the more expensive- 10x or more
 
Folks,
I want to add cybernetics to my classic traveler game; however, I am looking for ideas as to how to handle them.
...
From a previous post, this is how I dealt with cybernetics.

I'll summarise the sort of things I've done to retcon this into MTU.
...
  • Nanotech is fundamentally a materials technology. People can make nano-robots but a hand-held gizmo consisting of a power source, a cavity magnetron and a wave guide will crispy-fry smart dust type devices quickly and cheaply. RF shielding this sort of nano-bots is not a trivial exercise due to the small size, so it isn't that stealthy in the face of good ECCM. Ergo, it's tech that a spook service might be able to deploy, but then again it might not.
...
  • Brain implants just don't work all that well. They can be used for medical reasons, but the immune system tends to grow cysts around electrodes in the brain, meaning that the devices have to be replaced every (say) 5-10 years. In the end, the market of folks willing to undergo periodic brain surgery for cool cybernetic mods is fairly limited. High tech (say 12+) improves this issue but never completely makes it go away. Thus, it works quite well for medical applications but never becomes the fashion accessory that it is in a typical cyberpunk 'verse.
Now, if you wanted to do a transhumanism theme in your 'verse, you could look at some of the cyberpunk games for inspiration on ideas for implants.
Some possibilities might include:
  • Six-million-dollar-man style bionic arms and legs - with or without enhanced strength.
  • Bionic eyes and ears with enhanced perception. Perhaps a bionic eye might also have a thermal imager or low light capability, or some interface to a gunsight that can project targeting information on the users field of view.
  • Wolverine (or more subtly Molly Millions) style extensible blades.
  • An artificial heart that gives enhanced endurance.
  • Some sort of filtration mechanism that allows the user to breathe tainted atmospheres.
 
Mostly due to successful efforts by the Society for the Sovereignty of Man over Machine.

And the radical arm of SSMM? They're likely to EMP you, just to prove you aren't a living being.
That would be such a great RPG setting detail!
 
And the radical arm of SSMM? They're likely to EMP you, just to prove you aren't a living being.

And being accused for murder after killing your pacemarker (or internal auto defibrilator) in doing it (I guess they are not against those medical gadgets) :devil:.
 
And being accused for murder after killing your pacemarker (or internal auto defibrilator) in doing it (I guess they are not against those medical gadgets) :devil:.

I am not sure that they have those devices at post-cloning TLs.
More of an anti-Post-Humanism movement.
 
I am not sure that they have those devices at post-cloning TLs.
More of an anti-Post-Humanism movement.

Not everyone comes from post-cloning TL worlds in OTU...

-----------------

About the bionics issue, most of what is told in many science-fiction RPGs reminds me of The BIonic Woman TV serial.

When it was on Catalan TV (back in 1985), even while I was just under 20, I thought it quite absurd in most cases:

  • her ear gave her better hearing: I can even believe that, though it will not be just at will, and could lead to sensorial overloading...
  • Her arm gave her unnatural strength: I cannot belive it, as even if the arm is so strong, trying to lift too much weight would probably injury your back, instead of you being able too. Similarly, if you try to apply your strength against a Wall or metal door, or against anything that outwoights you by much, the mass differences will put you in the losing side. She could crush things with her grasp, though (even the hand of someone trying to shake hers, if not careful).
  • Her leg allowed her to run at very high speeds or to make incredible jumps: more or less the same problem as in the arm here, Her back would be injuried quite easily for it, or he could not control her sprint and would be quite likely to stromp against anything or to strumble with anything.

So, if you want to have some realism to you game, the effects of those implants will be limited:

If you have a bionic hand, it can increase your dexterity for manual works, but not for other things that require more coordination (where it can even be a hándicap)

If you have a bionic arm that gives you more strength, you could only use it for what only needs your arm, or you'l lrisk to injury yourself

Brain jacks are likely to overload your senses, or to produce insanity due to multiple contradictory data (aside from making you vulnerable to hackers. Imagine what can they do with your brain if they reach it)

etc...

That's why they are not widely used IMTU. In fact, they are rarely used there, only for very specific reasons (rare enough as to be treated in a case by case basis). Needless to say, YMMV in YTU...
 
That would be such a great RPG setting detail!

Keep in mind: SSMM in canon opposes all cybernetics, and wants citizenship stripped at 10%; 25% is what Margaret's domain adopts, and canon notes that SSMM is strongest in the Solomani Rim in the 1107 time frame...

The radical arm considering it not-murder to terminate cyborgs is a VERY logical "read between the lines"...

I need to doublecheck the TD articles on cybernetics, too.
 
imtu

physical stats below 7 mean medical conditions including genetic ones which can be fixed medically depending on TL so getting money for that might come first

Physical stats having penalties seemed to only apply on what weapon you were using.

Lack of strength to effectively use the sword or dexterity to hold the rifle steady.

Sheesh. Cutlass, broadsword and body pistols have penalties for 7 or less!
 
...
Brain jacks are likely to overload your senses, or to produce insanity due to multiple contradictory data (aside from making you vulnerable to hackers. Imagine what can they do with your brain if they reach it)
...
For a good story about this sort of thing, see the first season of Ghost In The Shell: Stand Alone Complex.
 
From a previous post, this is how I dealt with cybernetics.

I'll summarise the sort of things I've done to retcon this into MTU.
...
  • Brain implants just don't work all that well. They can be used for medical reasons, but the immune system tends to grow cysts around electrodes in the brain, meaning that the devices have to be replaced every (say) 5-10 years. In the end, the market of folks willing to undergo periodic brain surgery for cool cybernetic mods is fairly limited. High tech (say 12+) improves this issue but never completely makes it go away. Thus, it works quite well for medical applications but never becomes the fashion accessory that it is in a typical cyberpunk 'verse.

The JTAS article on computer brain implants gives them as TL14+.


Now, if you wanted to do a transhumanism theme in your 'verse, you could look at some of the cyberpunk games for inspiration on ideas for implants.
Some possibilities might include:
  • Six-million-dollar-man style bionic arms and legs - with or without enhanced strength.
  • Bionic eyes and ears with enhanced perception. Perhaps a bionic eye might also have a thermal imager or low light capability, or some interface to a gunsight that can project targeting information on the users field of view.
  • Wolverine (or more subtly Molly Millions) style extensible blades.
  • An artificial heart that gives enhanced endurance.
  • Some sort of filtration mechanism that allows the user to breathe tainted atmospheres.

However, you must also take into account the fact that the bone marrow in the large bones in the body (such as femur, etc) is where the red and white blood cells are made - in our world multiple amputees tend to have poor immune systems and a vulnerability to anemia because the remaining bones (ribs, vertebrae, etc) struggle to produce enough of those cells to meet the remaining body's needs.

The classic "$6million man" would have needed his spine, pelvis, clavicle, etc replaced or reinforced in order to use the added strength of the legs & arm - meaning that most of the blood-production capability would be eliminated, requiring him to receive frequent red & white cell replacement therapy in order to stave off anemia and disease.
 
The JTAS article on computer brain implants gives them as TL14+.

I have sort of an odd question for the Traveller community out there...

*** Exactly how canon are cybernetics in the OTU? ***

And by cybernetics, I mean cyberpunk, wetware, chip slots, data chips, direct brain-computer interfaces, hackers, deckers, transhumanism, etc.

Shalom,
Maksim-Smelchak.
 
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