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Cybertech.. How do you handle it in CT?

Originally posted by Sigg Oddra:

If your players want extreme cyberware then why not have them design robot bodies using LBB-8, and then have thir major organs transplanted across ;)
file_23.gif
Why not the opposite? design your component in LBB-8, then multiply it by the "Pseudo-Biological" modifications (IIRC weightX1.5 and costX8) to reflect neural and bio-energy (i.e. ATP-based or electricity-producing bacteria based this is realistic - found in a recent study, if anyone could find an article about it, it would be great) modifications. Then pay a doctor to implant it. This will cover cybereyes, cyberlimbs and several implanted devices (a slave unit on a human? hmmmm. SHODAN? wht are you doing on my brain?!
file_23.gif
). I might create a list out of it.

Note that bio-electricity will increase your food intake - these bacteria work on Glocuse (sp?).
 
Originally posted by Sigg Oddra:

If your players want extreme cyberware then why not have them design robot bodies using LBB-8, and then have thir major organs transplanted across ;)
file_23.gif
Why not the opposite? design your component in LBB-8, then multiply it by the "Pseudo-Biological" modifications (IIRC weightX1.5 and costX8) to reflect neural and bio-energy (i.e. ATP-based or electricity-producing bacteria based this is realistic - found in a recent study, if anyone could find an article about it, it would be great) modifications. Then pay a doctor to implant it. This will cover cybereyes, cyberlimbs and several implanted devices (a slave unit on a human? hmmmm. SHODAN? wht are you doing on my brain?!
file_23.gif
). I might create a list out of it.

Note that bio-electricity will increase your food intake - these bacteria work on Glocuse (sp?).
 
Originally posted by Jamus:

on a side note a source book for CT devoted to cyber/bio wear would be handy...how does one go about expressing such a desire to the people who could make it happen?
We are the guys who could make it happen and Stellar Reaches is our selected medium. A nice 8 page article (or a series of several such articles) would be able to detail the subject well.
 
Originally posted by Jamus:

on a side note a source book for CT devoted to cyber/bio wear would be handy...how does one go about expressing such a desire to the people who could make it happen?
We are the guys who could make it happen and Stellar Reaches is our selected medium. A nice 8 page article (or a series of several such articles) would be able to detail the subject well.
 
I would welcome an article on cybernetics for Stellar Reaches. Mind you, it will be compared against the cybernetics stuff from the Traveller Digest by DGP and the old Third Imperium fanzine stuff, as well as what's in FF&S, before a decision is made about whether or not to publish it. (Did JTAS ever release a cybernetics article?)

There's a lot of systems out there for cybernetics in Traveller (although many may not have the OOP resources), but finding the one that works for you is the hardest part.

Looking forward to what you guys come up with,
Flynn
 
I would welcome an article on cybernetics for Stellar Reaches. Mind you, it will be compared against the cybernetics stuff from the Traveller Digest by DGP and the old Third Imperium fanzine stuff, as well as what's in FF&S, before a decision is made about whether or not to publish it. (Did JTAS ever release a cybernetics article?)

There's a lot of systems out there for cybernetics in Traveller (although many may not have the OOP resources), but finding the one that works for you is the hardest part.

Looking forward to what you guys come up with,
Flynn
 
The easiest way to put implants (the difference between cyber, bio and the lower end of nano is more of flsvor than of game rules) into your campaign is to take existing game mechanics and give them new descriptions.

For this reason I present the "Big Five" - five systematic treatments, each enhancing a whole area of ability (i.e. a single characteristic). The exact detail of each systematic treatment are left intentionally vouge (sp?); feel free to alter them to fit the feel and the atmosphere of your TU.

Strength Augmentation (TL9): This treatment enhances the tensile strength and the flexibility of the subject's skeleton (perhaps lacing the bones with a certain polymer) and add synthetic (or vat-grown) skeletal muscles to his body. The result is +1 to the subject's STR. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 STR during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr10,000. Only one roll may be made on the same world per year.

Dexterity Augmentation (TL9): This systematic treatment improves the performance of joints, replaces tendrons and ligaments with artificial or vat-grown ones, adds synthetic (or vat-grown) fibers to most skeletal muscles and slightly enhances the reaction speed of the nervous system (perhaps by a tailored retro-virus changing neuro-transmitter structure and levels). At TL10-, the process has a side effect of increased twitchiness, resulting in a -1 DM to aimed shots and other tasks that require prolonged and concentrated fine manual dexterity; at TL11+ this is remedied. The result is +1 to the subject's DEX. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 DEX during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr15,000. Only one roll may be made on the same world per year.

Endurance Augmentation (TL9): This systematic treatment replaces parts of the subject's heart with high-performance synthetic muscles, increases the efficiency of his hemoglobin and myoglobin molecules, improves oxygen absorption by the lounges, strengthens his bones (perhaps by lacing them with a sysnthetic polymer) and fine-tunes his metabolism. The result is +1 to the subject's END. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 END during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr10,000. Only one roll of each kind may be made on the same world per year.

Intelligence Augmentation (TL12): This systematic treatment makes several significant changes (either by nano-manipulation, retroviral DNA alteration, synthetic tissue implants, cybernetic proccessor implants or a combination of all or some of these methods) to the subject's brain. The result is +1 to the subject's INT. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 INT during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr25,000. Only one roll of each kind may be made on the same world per year.

Broad Education Database Implant (TL12): This treatment includes either RNA-learning implants, synaptic cyber-memory units or vat-grown imprinted tissues containing the memories of large amount of academic knowledge; access to these memories is intuitive once the subject recovers from the implantation process. The result is +1 to the subject's EDU. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 EDU during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr20,000. Only one roll of each kind may be made on the same world per year.
 
The easiest way to put implants (the difference between cyber, bio and the lower end of nano is more of flsvor than of game rules) into your campaign is to take existing game mechanics and give them new descriptions.

For this reason I present the "Big Five" - five systematic treatments, each enhancing a whole area of ability (i.e. a single characteristic). The exact detail of each systematic treatment are left intentionally vouge (sp?); feel free to alter them to fit the feel and the atmosphere of your TU.

Strength Augmentation (TL9): This treatment enhances the tensile strength and the flexibility of the subject's skeleton (perhaps lacing the bones with a certain polymer) and add synthetic (or vat-grown) skeletal muscles to his body. The result is +1 to the subject's STR. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 STR during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr10,000. Only one roll may be made on the same world per year.

Dexterity Augmentation (TL9): This systematic treatment improves the performance of joints, replaces tendrons and ligaments with artificial or vat-grown ones, adds synthetic (or vat-grown) fibers to most skeletal muscles and slightly enhances the reaction speed of the nervous system (perhaps by a tailored retro-virus changing neuro-transmitter structure and levels). At TL10-, the process has a side effect of increased twitchiness, resulting in a -1 DM to aimed shots and other tasks that require prolonged and concentrated fine manual dexterity; at TL11+ this is remedied. The result is +1 to the subject's DEX. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 DEX during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr15,000. Only one roll may be made on the same world per year.

Endurance Augmentation (TL9): This systematic treatment replaces parts of the subject's heart with high-performance synthetic muscles, increases the efficiency of his hemoglobin and myoglobin molecules, improves oxygen absorption by the lounges, strengthens his bones (perhaps by lacing them with a sysnthetic polymer) and fine-tunes his metabolism. The result is +1 to the subject's END. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 END during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr10,000. Only one roll of each kind may be made on the same world per year.

Intelligence Augmentation (TL12): This systematic treatment makes several significant changes (either by nano-manipulation, retroviral DNA alteration, synthetic tissue implants, cybernetic proccessor implants or a combination of all or some of these methods) to the subject's brain. The result is +1 to the subject's INT. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 INT during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr25,000. Only one roll of each kind may be made on the same world per year.

Broad Education Database Implant (TL12): This treatment includes either RNA-learning implants, synaptic cyber-memory units or vat-grown imprinted tissues containing the memories of large amount of academic knowledge; access to these memories is intuitive once the subject recovers from the implantation process. The result is +1 to the subject's EDU. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 EDU during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr20,000. Only one roll of each kind may be made on the same world per year.
 
Originally posted by Flynn:
I would welcome an article on cybernetics for Stellar Reaches. Mind you, it will be compared against the cybernetics stuff from the Traveller Digest by DGP and the old Third Imperium fanzine stuff, as well as what's in FF&S, before a decision is made about whether or not to publish it. (Did JTAS ever release a cybernetics article?)

There's a lot of systems out there for cybernetics in Traveller (although many may not have the OOP resources), but finding the one that works for you is the hardest part.

Looking forward to what you guys come up with,
Flynn
Don't worry, my design is 100% original and based on my ideas; I didn't steal anything from any Traveller product (other than LBBs 1-8).

Oh, by the way, have you checked which parts of my Ironmongery Expanded article have to be removed yet?
 
Originally posted by Flynn:
I would welcome an article on cybernetics for Stellar Reaches. Mind you, it will be compared against the cybernetics stuff from the Traveller Digest by DGP and the old Third Imperium fanzine stuff, as well as what's in FF&S, before a decision is made about whether or not to publish it. (Did JTAS ever release a cybernetics article?)

There's a lot of systems out there for cybernetics in Traveller (although many may not have the OOP resources), but finding the one that works for you is the hardest part.

Looking forward to what you guys come up with,
Flynn
Don't worry, my design is 100% original and based on my ideas; I didn't steal anything from any Traveller product (other than LBBs 1-8).

Oh, by the way, have you checked which parts of my Ironmongery Expanded article have to be removed yet?
 
Data Link (TL8): A Data Link is a tiny computer implanted into the subject's brain to allow him to directly interface with other computer systems. The Data Link is connected to the optical and the auditory nerves as well as to his motor areas of the lower brain; it also has a small radio tranciever and is connected to a small induction pad inplanted beneath the skin of one of the subject's palms. Thus, it could overlay audio-visual information recieved by the transciever/induction pad into the subject's field of vision and hearing sense, and allows the subject to interact with other computers by issuing commands from his motor areas in the lower brain. Using the interface is a learned reflex, which takes 1d6+2 weeks to learn (after physical recovery from the implantation process), with a -2 weeks DM for INT 9+. Having this implant gives the subject a +1 DM to tasks involving the Computer or Electronics skills, but only if the computer or device he's working on has the appropriate induction/radio reciever and the correct software (most TL9+ Gunner Interact programs include this software and most TL9+ turrets have the appropriate induction pad; this gives an additional +1 DM to hit in addition to the Gunner's skill). Getting the Data Link is a bit tricky, requiring a throw of 8+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC 8+ (INT for Streetwise, SOC for Admin) and costs Cr2,000. Only one roll of each kind may be made on the same world per year.

IMTU, the Data Link requires a license in the Solar Triumvirate, is legal without a license in the Alliance, is legal without a license and very common in the Matriarchate and is illegal for non-military personnel in the Lydia Consortium.
 
Data Link (TL8): A Data Link is a tiny computer implanted into the subject's brain to allow him to directly interface with other computer systems. The Data Link is connected to the optical and the auditory nerves as well as to his motor areas of the lower brain; it also has a small radio tranciever and is connected to a small induction pad inplanted beneath the skin of one of the subject's palms. Thus, it could overlay audio-visual information recieved by the transciever/induction pad into the subject's field of vision and hearing sense, and allows the subject to interact with other computers by issuing commands from his motor areas in the lower brain. Using the interface is a learned reflex, which takes 1d6+2 weeks to learn (after physical recovery from the implantation process), with a -2 weeks DM for INT 9+. Having this implant gives the subject a +1 DM to tasks involving the Computer or Electronics skills, but only if the computer or device he's working on has the appropriate induction/radio reciever and the correct software (most TL9+ Gunner Interact programs include this software and most TL9+ turrets have the appropriate induction pad; this gives an additional +1 DM to hit in addition to the Gunner's skill). Getting the Data Link is a bit tricky, requiring a throw of 8+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC 8+ (INT for Streetwise, SOC for Admin) and costs Cr2,000. Only one roll of each kind may be made on the same world per year.

IMTU, the Data Link requires a license in the Solar Triumvirate, is legal without a license in the Alliance, is legal without a license and very common in the Matriarchate and is illegal for non-military personnel in the Lydia Consortium.
 
BTW, in Classic Traveller, the Data Link/neural interface appears at TL12 instead of TL8, I think. I believe the Dolphins article in JTAS was where I first read it, but after that, it has appeared in other places.

Hope that helps,
Flynn
 
BTW, in Classic Traveller, the Data Link/neural interface appears at TL12 instead of TL8, I think. I believe the Dolphins article in JTAS was where I first read it, but after that, it has appeared in other places.

Hope that helps,
Flynn
 
Originally posted by Flynn:
BTW, in Classic Traveller, the Data Link/neural interface appears at TL12 instead of TL8, I think. I believe the Dolphins article in JTAS was where I first read it, but after that, it has appeared in other places.

Hope that helps,
Flynn
When they wrote it it was not done yet IRL; today we could interface with the lower brain (monkeys moving a robotic arm with the "power of their thoughts" - i.e. implant electrodes - were shown recently by scientists, I'll be glad if someone will link us to a relevant article) I've described in my Data Link entry. So I guess that this low-tech Data Link will be Solar Triumvirate (that is, IMTU) only.
 
Originally posted by Flynn:
BTW, in Classic Traveller, the Data Link/neural interface appears at TL12 instead of TL8, I think. I believe the Dolphins article in JTAS was where I first read it, but after that, it has appeared in other places.

Hope that helps,
Flynn
When they wrote it it was not done yet IRL; today we could interface with the lower brain (monkeys moving a robotic arm with the "power of their thoughts" - i.e. implant electrodes - were shown recently by scientists, I'll be glad if someone will link us to a relevant article) I've described in my Data Link entry. So I guess that this low-tech Data Link will be Solar Triumvirate (that is, IMTU) only.
 
Originally posted by Flynn:
BTW, in Classic Traveller, the Data Link/neural interface appears at TL12 instead of TL8, I think. I believe the Dolphins article in JTAS was where I first read it, but after that, it has appeared in other places.
Close, it is only available on TL14+, population 5+ worlds according to the JTAS 22 article. That's almost the same as T20

Hmm, the Dolphins article...

...nope, no mention of Data Link/neural interface. But there are waldos, or artificial arms, that are operated by genetically altered flippers.
 
Originally posted by Flynn:
BTW, in Classic Traveller, the Data Link/neural interface appears at TL12 instead of TL8, I think. I believe the Dolphins article in JTAS was where I first read it, but after that, it has appeared in other places.
Close, it is only available on TL14+, population 5+ worlds according to the JTAS 22 article. That's almost the same as T20

Hmm, the Dolphins article...

...nope, no mention of Data Link/neural interface. But there are waldos, or artificial arms, that are operated by genetically altered flippers.
 
Originally posted by Employee 2-4601:
When they wrote it it was not done yet IRL; today we could interface with the lower brain (monkeys moving a robotic arm with the "power of their thoughts" - i.e. implant electrodes - were shown recently by scientists, I'll be glad if someone will link us to a relevant article) I've described in my Data Link entry. So I guess that this low-tech Data Link will be Solar Triumvirate (that is, IMTU) only.
I agree that we are close to this tech today, but we're not there yet ;)

So how about a compromise TL of 9 or 10?

Which, by the way, is what it is listed as in FF&S ;)
 
Originally posted by Employee 2-4601:
When they wrote it it was not done yet IRL; today we could interface with the lower brain (monkeys moving a robotic arm with the "power of their thoughts" - i.e. implant electrodes - were shown recently by scientists, I'll be glad if someone will link us to a relevant article) I've described in my Data Link entry. So I guess that this low-tech Data Link will be Solar Triumvirate (that is, IMTU) only.
I agree that we are close to this tech today, but we're not there yet ;)

So how about a compromise TL of 9 or 10?

Which, by the way, is what it is listed as in FF&S ;)
 
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