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Cybernetics simplified

@idea from Grey

I think it would be cool to have simple and temporary cybenetics in the game. I think it'd be cool if you could contact a doctor, talk to a gm and whatnot, and have to RP the surgery, change the description of your part made and put on, and the GM/ADMIN can toy with your stats and skills, if such implants have an effect on such.

Like say you want a cyberhand or something. You find a ripperdoc or real doc, set up the operation, RP it out, replace your left or right hand with a pre-defined description for the item, and the GM/ADMIN can like raise uhh..whatever skills/stats are associated with these new hands.
If you aren't worried about the stat/skill side of it, I think just talking to an admin and a PC doctor is already a fesable thing to do.  I remeber a character that had eye implants that just changed the color of his eyes..  but did nothing else special.
Well sure, but the majority of cyberware it seems is to give you an edge. I mean, I guess you could get cyberware…just..to get..cybeware. But like, I'd expect my titanium alloy or w/e arms to be able to do a little bit more damage to the sucker I jab in the jaw then my pwn flesh and bone.
Going to have to wait on cyberware to be done to get mods. I am sure the GMs can work with other RPed forms of implants, however.

If you have stat/skill improvements, you need ways to counter them. IE: Neural Scrambling Bombs that interfear with processes between mind/implant links.

Shit like that. Heh.

Also, if you're killed, ways to 'extract' that expensive cyber-leg so your murderer can graft it to his own body.

There's just too much that needs to be set before it can work.

Further clarification and information:

There are multiple forms of implant technology.

1) inorganic implants
2) organic implants
3) genetic modifications

'Cybernetics' typically fall under the inorganic class. Though we do not have a full system for cybernetic implants, we do have partial systems in place. They are just really dusty and have not been looked at in quite some time. An example is the Nailz Fingerblade implants. There is also the SIC chip (which is at best a semi-working system for implantation and removal.)

One of the main things holding cybernetics back is limbloss and certain key concepts around clone imaging and limbloss carryover. Don't bother debating this, I'm sure adminside we will discuss this ad-infinitum when the time comes. One thing is for sure, when your character dies, your implants stay on the corpse.

Now, on to 'Organic Implants'. These are things like dermalweave armour, muscle grafts, organ alteration and replacement, biological systems (think the poison sacks in Case in Neuromancer.) �The code systems for this are partially developed at the moment. Certain 'cosmetic organic implants' are possible. I belive installation and production of them even checks against skills and stats. There are tools and equipment to do it. If anyone is interested in making a Corporate level character who specializes in the creation and implantation of cosmetic organic implants, please let a GM know. It is some-what lucrative, more so if cat ears and tails come back into style. As it stands, when a character dies these implants still carry through to a clone. I am sure this will change eventually.

Finally, 'Genetic Modification Implants'. These are things tied closely to organic implants, but differ in one key way. They are melded to your genetic code. As in someone tinkers your genetics so that your liver processes alchohol at an increased rate, or your kidney's filter and de-tox blood based poisons from your system. Or your nerve cells are genetically altered so that they fire and transmit impulses 10% faster. Things like that. These, theoretically, would transfer with clone death, since they are added to your genetics.


As you can see, cybernetics is a complex system. One of the biggest stumbling blocks is the back end systems that make these all work, and on top of that clone inheritance issues that are, in my opinion, still up for debate adminside.

Quote: from Biohazard on 9:37 pm on Jan. 27, 2005[br]Like say you want a cyberhand or something. You find a ripperdoc or real doc, set up the operation, RP it out, replace your left or right hand with a pre-defined description for the item, and the GM/ADMIN can like raise uhh..whatever skills/stats are associated with these new hands.

One potential issue with this is the generalized nature of stats.  I suppose it could just be dealt with by 'leveling' various cyber-items (e.g. cyberhand is equiv. to spending 1 UE on Strength, cyberarm = 2 UE, etc.), but this could get really complex.

If you had a cyber eye that included a targeting system, would this raise perception or agility?

I personally think the best way to implement cyberwear is a combination of (1) just rping it and not worrying about the stats, and (2) GMs developing small, incrimental cyberdevices, which appears to be happening.

I would imagine cybernetics would add bonuses and minuses to your stats depending on the implant.

Now, say you got a cyberarm. To put that cyber arm on, you have to have your useless fleshy arm removed. Now, i don't know about you, but hacking off an arm probably lowers your strength quite a bit. But, then they attach that bitching jaw-buster-2090 titanium cyber arm, and up goes your strength again, but, well, healing takes time.

So, to reflect this, I would imagine it would go like this:

Initial Strength = 100

Arm Removal, -25 Strength = 75

Attachment Surgery, -5 Strength = 70

Attachment of Arm, +25 Strength = 70 (+25 from arm) Strength

Healing (UE dumping into strength) would slowly build back up your body's strength after the surgery. The advantage: You always have +25 strength from the cyberarm, and you don't have to worry about that pesky UE curve to get it. You just have to worry about regular maintanace…how much is chrome polish?

The problem with RPing it is you get no coded upgrade/penalty. Why buy something to improve your preformance if you dont get anything out of buying it?
Well, If anyone wants, I can arrange to have any stat the like lowered.

:shocked:

I totally dig Iga's view on cybernetics but I don't think it compliments the full spectrum of the purpose of cybernetics especially in game with mechanics like SD. Granted, the UE curve system is vastly helpfull to midbies but it doesn't help the vengefull little fucker that two months fresh out of CharGen and with some shifty little ways has acquire quite a sum of money. He's not worried about the UE curve, he's worried about the midbie with three times his stats who wants all his hard earned cash.

Hence, I propose that we use these three types of cybernetics to properly cater to the needs of newbies, midbies, oldbies and gumbies. (No Pokeys). For the sake of simplifying this I'm just gonna summerize cybernetics as two types, Biotech and Hardtech because anything cosmetic has no place in my argument. Why? Because charisma has alot more to do with style then solely your appearance. Moving on…

Biotech)

The midbies and ups best friend. Works to dot with Iga vision of Cybernetics by helping get that nasty little UE curve off your back. Its semi-permanent, meaning you don't lose it when you die. Sounds super groovy? Lets get into the disadvantages: SUSCEPTIBILITY to specially catered "smart" virii. Thats right kiddies, messing with your genetic template or genome isn't too good. In fact, if someone pays enough they won't even have to fire a shot :biggrin: We're talking viral grenades, injections, hell it might even be in your next drink or combat cocktail. Plus operations like this require a real professional, and are highly regulated due to HGM laws imposed by the UN. Black Market ops on this scale are almost exclusively owned by syndicated "professional" criminal organizations.
So there's a high possibility of getting a botched job, and then there are all those side affects that no one ever tells you about. Its not like they need too, is it? In addition removing Biotech "intact" for continued use is impossible. But destroying the modification can be done using extremely advanced methods. Such methods are exclusively through surgery. Elective or otherwise.

Hardtech)

This is the juicy stuff, "Right here, Right now" results after a recovery period ranging from a week to a month based on the degree of the operation (during which PC's would experience drawbacks in stats similiar to drugs). Large scale ops can prove severely damaging to existing tissue so its recommended to refrain from installing more then two cybernetic units at a time. They can be removed, no questions asked. However, such removals are normally fatal unless they take place in clinic. They're extremely susceptible to ECM's and highly advanced nanotech "bugs". Due to the ease to remove and sell on the open market, hardwired people are often forced to try not to reveal there advantages which can prove quite difficult. The effects of Hardtech would be consistant with a UE value to certain stats, meaning they'd be less effective on midbies and oldbies. (100 UE goes alot farther for a newb then a oldbie)

Meh, just my 2 chy.