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 Cybernetics

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Better Alex



Posts : 148
Join date : 2011-09-30

PostSubject: Cybernetics   Tue May 01, 2012 1:58 am

Cybernetics is the science of structures and regulatory systems, especially in its applications to artificial structures and human-machine interfacing. In practical terms, cybernetics is a broad, interdisciplinary area of study that provides ways to blend organic beings with robotics, prosthetics, and computer systems.
Cybernetic implants and prosthetics have become a facet of daily life in many advanced and spacefaring civilisations. The human-ruled states have provided some of the most extensive research and development in cybernetics, and Terran cultures are very accepting towards cyborgs and everyday use of cybernetics.
Where flesh fails, cybernetics take over. And this thread will detail the applications that specific pieces of cybernetic hardware has in this game. These fall into two main categories: replacements and enhancements. A third category, rarely done, is the total prosthetic overhaul, wherein a person's entire body aside from the brain and spinal column are replaced with synthetic hardware and prosthetics.

Cyborgs are a mix of organic and synthetic parts in a manner that is the reverse of androids: their brains are organic, but their bodies are heavily modified with prosthetics, microcomputers, and electronic systems. A great many cyborgs have had their entire bodies replaced with cybernetic implants, prosthetic limbs and skin, and artificial organs.
Though at one time in humanity's early space-faring past, they were a major point of political debate and a focus for the Transhumanist movement, cyborgs have since settled into a normal part of human society. With large enclaves in Japan, North America, and thousands of worlds across human-occupied space, cyborgs make up a considerable portion of the human population, with as many as 5% of people considered fully cybernetic, and many times that being partly cyberised, though it is more prevalent in urban centres.

For detailed rules regarding cybernetics, consult the D20 Future manual and the D20 Cyberscape supplement, specifically the "Unlimited Cybernetics" module. But generally: to construct a cybernetic implant, one must have the Craft Cybernetics feat. To do a cybernetic surgery, one does a surgery procedure with a successful Treat Injury check, with a -4 penalty if one lacks the Cybernetic Surgery feat and -4 penalty if one lacks a surgery kit; one is not limited to a set number of cybernetics. However, one has a limited amount of space on their body for implants. The formula goes:
LocationNumber of implants (medium)Number of implants (large)
Head23
Torso34
Left Arm34
Right Arm34
Left Leg34
Right Leg34
The Cybertaker feat allows an additional possible attachment per location, i.e. the maximum number of torso cybernetics for a medium character increases from 3 to 4.
Cybernetics and cyborgs no longer have a special weakness to electricity damage, but massive damage effects are still in place and variable, as per the table in the D20 Future manual.

This thread will cover the cybernetic attachments one can use in this game. I have omitted some from the D20F manual, and added a few because I felt like it. This is the list.


Last edited by Better Alex on Fri Aug 03, 2012 6:07 am; edited 3 times in total
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Better Alex



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Join date : 2011-09-30

PostSubject: Re: Cybernetics   Tue May 01, 2012 2:03 am

Cybernetic Replacements are prosthetic body parts and organs used to replace damaged ones, or perfectly functioning ones if the surgery applicant so desires. Common replacements provide no benefit aside from replicating the function of the lost organic component, and being generally sturdier and more reliable. They are often virtually identical to their organic counterpart, though some in the cyborg subculture scene prefer flashy, obviously-mechanical designs to flaunt their status as cybernetic persons.
Due to the sensitive nature of these devices, special fees are required to apply for cybernetic surgery, in addition to the cost of the implants themselves.

Artificial Sensory Organ
By far the most common cybernetic organs are synthetic eye replacements or ear implants. They come in pairs, and may take a variety of electrical, optical, or wetware forms.
Benefit: Replicates the function of its biological counterpart and cannot be disabled even when taking Massive Damage, and does not count towards a character's maximum cybernetics.
Type: Internal
Location: none
Hardness/Hit Points: --/1
Restriction: Lic (+1)
Purchase DC: 5

Artificial Internal Organ
Replacement of internal organs are usually only done in emergencies, where an organ has failed completely and a fully synthetic replacement is necessary. Usually composed of advanced microrobotics, synthetic tissue, myosin polymers, and durable plastics, artificial organs save billions of lives every year. The most common kinds of artificial organs are livers, hearts, lungs, and bladders.
Benefit: Duplicates the function of its biological counterpart and cannot be disabled even when the user takes Massive Damage, and does not count towards a character's maximum cybernetics.
Type: Internal
Location: 1 torso
Hardness/Hit Points: --/4
Restriction: Lic(+1)
Purchase DC: 8

Prosthetic Limb
A fully prosthetic arm or leg, utilising synthetic bone and electronic motors to provide pinpoint accuracy in limb movement and rigid stability in the arm. Using advanced synthetic nerve implants and stem cells, a prosthetic arm can be perfectly mated and bonded to the body's existing nervous system, allowing natural man-machine interface and coordination. Gradual advancements and upgrades in cybernetic electronics and synthetic musculature allowed synthetic muscle grafts to be combined with basic prosthetic limbs to provide stronger, more durable prosthetics.
Benefit: Duplicates the function of a limb and cannot be disabled even when the user takes Massive Damage, and does not count towards a character's maximum cybernetics.
Type: Internal/External
Location: 1 arm/leg
Hardness/Hit Points: 5/10 for arms; 5/15 for legs
Restriction: Lic (+1)
Purchase DC: 11

Systemic Prosthesis
Sometimes, entire organ systems are damaged and require full grafts. Artificial systems replace all organs component to that system with artificial implants and organs. Combining various advancements in cybernetics and prosthetics, entire body systems can be replaced with sturdier, more durable organs and components. This not only replicates the organ system and its functions, it also makes one that is stronger and more difficult to damage or destroy again. This is a very delicate and difficult procedure, however, and consequently very expensive to procure even in emergencies.
Benefit: Duplicates the function of an organ system and cannot be disabled even when the user takes Massive Damage, and does not count towards a character's maximum cybernetics. The recipient gains a +1 bonus to Fortitude saves against Massive Damage.
Type: Internal
Location: 2 torso
Hardness/Hit Points: --/8
Restriction: Lic(+1)
Purchase DC: 15
Special: A user of this cybernetic replacement may increase the Fortitude save bonus by +1 by increasing the purchase DC by 2. This can be done any number of times.

Chevalier System
A chevalier system is a highly specialised cybernetic replacement. It is a quadrupedal, horse-shaped lower body that replaces the recipient’s legs. In many cases, the recipient uses a cyberport to allow the user to switch between normal replacement legs and a chevalier system. The hefty system weighs 200 kilograms for a medium-size recipient, but is sought-after by cavalry officers who have been wounded grievously in battle, or by civilian cyborg equestrian enthusiasts.
Benefit: the recipient is considered one size category larger, though his reach does not increase. The system grants the recipient a base speed of ten squares, and because the recipient is now a quadruped, his weight capacity is increased to x3 original capacity.
Type: External
Location: all leg slots
Hardness/Hit Points: 12/20
Restriction: Res(+2)
Purchase DC: 29

Mermaid System
A mermaid system is a specialised cybernetic replacement. It is a tailed, fish- or dolphin-like lower body that replaces the recipient's legs in favour of an aquatic motive system, composed of waterproof electronics, synthetic nerve and muscle components, and silicone. In many cases, the recipient uses a cyberport to allow the user to switch between normal replacement legs and the mermaid system. This system weighs 100 kilograms for a medium-size recipient, and is sought after by marine enthusiasts and swimmers to enable a highly aquatic lifestyle. The system grants the user a swim speed of twelve squares, and enabled the user to conduct a slam attack underwater which deals 2d4 damage and possesses a critical threat range of 20.
Type: External
Location: all leg slots
Hardness/Hit Points: 10/15
Restriction: Res(+2)
Purchase DC: 25

Full Body Prosthesis
Some cyborgs take their cybernetic replacement to the extreme, turning their entire physical body into a cybernetic system, whether for their health or for personal reasons. This cybernetic implant replaces the recipient’s skeleton and all internal organs other than the brain and nervous system with artificial (and extremely durable) replacements. The recipient’s cardiovascular system, musculature, endocrine system, lymphatic system, and digestive system are all replaced with improved artificial ones. However, this does not cover a skin graft and the purchaser of this very expensive procedure must also purchase a skin replacement.
Benefit: recipient gains the Full-Bodied Cyborg template. See the thread Humans and Humanoid Races for more details on the template.
Type: Internal/External
Location: none.
Hardness/Hit Points: 5/varies (character's HP)
Restriction: Res(+2)
Purchase DC: 32


Last edited by Better Alex on Sat Oct 24, 2015 2:18 am; edited 16 times in total
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Better Alex



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PostSubject: Re: Cybernetics   Tue May 01, 2012 2:03 am

Cybernetic Enhancements are artificial parts that upgrade existing capabilities for an individual, sometimes bestowing seemingly new or unrealised potentials or abilities in a cyborg. These cover a broad range of things, from skeletal or muscular strengthening, subcutaneous implants, neural implants, or hardware attachments.


Ability Enhancement
Spoiler:
 

Survivability
Spoiler:
 

Neural Implants
Spoiler:
 

Skins
Spoiler:
 

Optics
Spoiler:
 

Combat Enhancement
Spoiler:
 


Utility

Spoiler:
 


Last edited by Better Alex on Sat Feb 04, 2017 8:36 pm; edited 7 times in total
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PostSubject: Re: Cybernetics   Fri Sep 04, 2015 1:08 am

Wetware is a broad category of advanced cybernetics that are constructed primarily from cloned tissue and bio-organic components, whereas conventional cybernetics are electromechanical devices made from primarily metallic, plastic, or ceramic materials with some wetware additions. Unlike normal cybernetics, damaged wetware regenerates at a rate of 1 hit point per hour. Cybernetic wetware do not cause the recipient to take additional electrical damage when struck with a critical hit or when sustaining massive damage. They are, however, susceptible to diseases and poisons designed to affect artificial tissue. Wetware does not have separate hardness and hit points from the recipient. A sunder attempt can still be made by foes. On a successful hit, the recipient takes any damage dealt and must attempt a DC 15 Fortitude save. On a failed save, the cybernetic device is considered broken (though not the limb it which it is implanted). A replacement part cannot be sundered in this way, only augmentations.
The following cybernetics can be designed and acquired as wetware, with a +3 increase in Purchase DC: artificial sensory organs, artificial internal organs, prosthetic limb, systemic prosthesis, heavy bone weave, heavy muscle weave, rapid twitch weave, hard body weave, reflex wires, prosthetic booster, chemical air analyzer, nasal filters, nightvision optics, daredevil implant, feat implant, rage implant, neural repair weave, proverb chip, biosurger, initiative implant, organ remapping, redundant organs, and trauma router.

The following are specifically purpose-designed as solely wetware cybernetics:

Adrenal Gland
An extra adrenal gland allows the recipient to gain a much higher boost when threatened, though the extreme physical activity has a damaging downside as well.
Benefit: Once per day, as a free action, the recipient can increase his or her Strength and Dexterity scores by 1d4+1 points for a number of rounds equal to 3+ the recipient's Con modifier. Once the duration ends, the recipient is Fatigued for 1d4 hours.
Type: Internal
Location: 1 head
Restriction: none
Purchase DC: 20

Cosmetic Biosculpt
A cosmetic biosculpt makes numerous tiny additions and changes to the recipient's body, increasing its aesthetic value in appearance, movement, voice tone, and feel, based on scientific data on facial symmetry and culturally-accepted features.
Benefit: The recipient is extremely attractive after a cosmetic biosculpt, not just in looks, but also in motion and mannerisms. The recipient  gains a +5 bonus on Diplomacy and a +4 bonus on Gather Information checks.
Type: External
Location: none
Restriction: Lic (+1)
Purchase DC: 29

Gator Hide
A vat-grown artificial skin, gator hide is--despite the name--indistinguishable from the recipient's original skin in appearance and texture. The material is considerably tougher, however, making the recipient much more resistant to damage.
Benefit: Gator hide gives a +1, +3, or +5 natural armour bonus to Defense.
Type: External
Location: 1 torso
Restriction: Mil (+3)
Purchase DC: 22 light, 25 medium, or 28 heavy.

Fins
Fins are a combination of dorsal and limb fin webbing and interdigital webbing in the hands and feet, making the recipient an agile and adroit swimmer.
Benefit: The recipient gains a natural swim speed of 20. He or she gains a +8 bonus on Swim checks and can take a 10 on a Swim check even while distracted or in combat. It's possible to have even larger fins installed for the same cost and space, along with larger toes for more webbing. Recipients of this wetware implant have a natural swim speed of 30; however, walking becomes more awkward, causing a 50% drop in land speed.
Type: External
Location: none
Restriction: none
Purchase DC: 23

Gills
Gills are usually specially grown for transplantation into a recipient, but rarely the gills of a large marine animal are adapted. The general form is the same, however, and wetware gills are implanted on the neck, flank, or back of the recipient. They can be easily concealed under clothing, but are unmistakable when spotted.
Benefit: The recipient can breathe normally underwater, for any length of time and with no risk of drowning. Gills work in both fresh and sea water, though water with toxins are just as hazardous as air with toxins. Normally, gills are added to the recipient without fully replacing their lungs. However, it is possible to completely replace the lungs with gill structures, allowing the recipient to  breathe only water but not air. This conversion is very rare.
Type: External
Location: 1 torso
Restriction: none
Purchase DC: 23

Pheromone Gland
A vat-grown pheromone gland is installed near the major sweat glands of the recipient. This produces strong pheromones specifically designed to entice and befuddle both humans and animals.
Benefit: The recipient gains a +2 equipment bonus on Bluff, Diplomacy, Handle Animal, and Intimidate checks made against creatures within 6 squares. A check made against a creature that need not breathe, or who is immune to poisons, or who has a separate sealed supply of air, does not receive this bonus.
Type: Internal
Location: none
Restriction: Lic (+1)
Purchase DC: 29

Pressurised Organs
The recipient's own organs are reinforced with internal webbing and stronger tissue, and in many cases are replaced entirely with vat-grown organs. Most importantly, the recipient's lungs are strengthened and blood is boosted to prevent excess gas from dissolving into the bloodstream, thus preventing "the bends". The recipient is thus able to deal with extremes of pressure and sudden changes in pressure much more easily.
Benefit: The recipient can safely dive to depths of up to 3 kilometers, and can is immune to 'space sickness' from pressure disorientation in space suits.
Type: Internal
Location: none
Restriction: none
Purchase DC: 22
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