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Cyber ideas. Long.
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Gabriel



Joined: 09 Mar 2003
Posts: 196

 Post Posted: Wed Jul 09, 2003 7:28 pm    Post subject: Cyber ideas. Long.
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I decided to dust off my ancient Shadowrun sourcebooks to pillage them for cyber replacement/upgrade/ect. ideas. This'll probably be in two parts. Here goes part one. If you think the ideas suck, blame the now defunct FASA corporation (Since I copied the ideas almost verbatim). Not me.

-Gabriel


Balance Augmenter - The balance augmenter enhances the inner ear's natural balance mechanism. It works so well that new users must often retrain themselves to be able to fall down intentionally.

Spatial Recognizer - The spatial recognizer improves on the ear's natural ability to pinpoint the direction from which a sound is coming. Useful when trying to find a hidden enemy that you can hear. It's especially handy in situations where your natural ability might be confused by echoes.

Balance Tail - Grafted to the base of the spine, this weighted cybernetic tail extends for slightly more than one meter. Connected to an expert system balance processor, the tail adjusts to keep the user's center of gravity balanced. The tail is not under conscious control and tends to twitch and sway randomly as the user moves.

Cyberfins - Cyberfins consist of retractable spurs and webbing implanted in the hands and feet. When extended, they allow the user to swim as if using ordinary swim fins.

Cyberskull - A cyberskull uses a plasteel (replace with whatever metal you like, this is Shadowrun's thingamabob) framework to protect against fatal head shots and other brain damage. The synthetic version requires replacing some parts of the skull and reinforcing others. The obvious model involves removing the skin and hair and constructing a protective structure around the skull.

Cybertorso - Like the cyberskull, the cybertorso is a protective covering that surrounds the chest and abdomen. Ribs and muscles are reinforced or replaced, and the entire section of the body is layered with a shell.

Dermal Plating - This invasive protection system uses hard plastic and metal fiber plates bonded to the user's skin. Dermal Plating is anything but subtle, and it limits skin flexibility. The armor plates may be tailored to any surface texture or color. Dermal armor comes in three strengths, which affect the level of surgical invasion. The charachter's vitality is increased by the armor's rating, but it does not assist in healing.

Dermal Sheath - Dermal sheathing combines the latest advances in dermal plating technology with a semi-synthetic skin sheath. The result is protection that is smoother and less bulky than standard dermal plating, with greater self-regenerative capability. Some dermal sheaths use a technology derived from ruthemium polymers, allowing the sheath to change across a wide array of colors through a low-level electric charge. The color display is facilitated by built-in expert logic circuitry. It can use input from imaging scanners to match the sheath to its owner's surroundings for a camouflage effect, or it can display text or images input from linked sources such as headware memory.

Flex Hands - This modification replaces most of the bones in the hands with a type of memory plastic that deforms under continuous pressure then returns to it's normal shape. This allows the user to squeeze his hand out of handcuffs and other restraining devices.

Foot Anchor - This retractable, spring-loaded, heavy-duty spur shoots down through the heel of the foot, anchoring the user to the ground or impaling a target. Primarily intended for use in cyberfeet, when installed in ordinary feet they require extensive ankle and shin bracing so the bones don't snap off near the blade when pressure is applied.

Hydraulic Jacks - Hydraulic jacks require extensive and obvious modifications to the legs, making them most common among those with cyberlegs. Hydraulic jacks greatly increase the maximum distance (both vertical and horizontal) the user can jump, increase running speed and absorb impact from falls.

Internal Air Tank - The internal air tank is an independant air source implanted below a lung (and requiring partial removal of that lung). The user can breathe from the tank, making him or her immune to any airborne toxin or other compound (Gabriel sez - You can breathe underwater too! Swell!). Air tanks are pressurized to allow greater air storage. They may also be filled with other gaseous compounds. A tracheal vent acessory is also available that allows the contents to be exhaled without the substance passing through the user's trachea.

Magnetic System - This system consists of a series of electromagnets mounted along the length of a limb (for example, foot, shin and knee). When the system is activated the user can hold on to or cling to ferrous-metal objects more strongly. Note that in 2061, most metals are nonferrous, semi-metallic polymer compunds, including those used in weapons and cyberware. Ferrous metals are still used in heavy vehicles (big cars and trucks), building support structures (railings, beams, cables) and so on. Ferrous metal can also be added to devices such as gun grips to take advantage of a magnetic system (It practically guarantees that you won't drop the gun). The magnetic field produced by this system is not strong enough to interfere with electronics or computers.

Reflex Trigger - A reflex trigger is an accessory for wired reflexes, allowing the user to cybernetically turn the reflexes on or off. The wired reflexes and the reflex trigger must be installed simultaneously, as a package; the trigger cannot be retrofitted later.

Stepped Reflex Trigger Modification - Rather than completely turning off their wired reflexes, some users prefer to turn them down. This modification to the reflex trigger allows users to operate their wired reflexes at a lower level than the level at which they were purchased.

Wired Reflexes - Wired reflexes are implanted neural boosters and adrenaline simulators. Users of wired reflexes tend to be twitchy, especially if they lack a reflex trigger.

Move-By-Wire System - Move-by-wire systems are based on similar systems used for aircraft and vehicle maneuverability. The system puts the body in a constant state of seizure, so that it wishes to move in all directions simultaneously. An implanted expert computer monitors the seizure and counteracts its effects until the user wishes to move. At that point it channels the effects of the seizure along the motion path desired. When the user moves, they do so with unnatural smoothness. Move-by-wire users frequently suffer from slight but uncontrollable muscle tremors in specific muscle groups when they are at rest, mostly due to errors in the system's seizure compensation. Other side effects, such as temporal lobe epilepsy with complications (TLE-x), are possible, but less common. Higher-rating move-by-wire systems take speed to a new level. Users of such systems are able to act repeatedly before others manage to move even once (Gabriel note: Additional side effect of occasional nervous system damage repaired by surgery? If not done muscle tremors become slowly worse).
Additional notes of interest to this one:
- This system is not compatible with any other reaction initiative-enhancing cyber or bioware (Read as: No other agility/coordination boosts because this one is the biggest boost you CAN get).
- Move-by-wire systems may not be fitted with a reflex trigger or otherwise turned on and off.
- TLE-x: This is described as being plagued by feelings of alienation and loss of sense of self. The character also suffers distorted perceptions, and judging spatial relationships and coordinating perceptions and actions become difficult. TLE-x can be corrected with brain surgery. An individual with TLE-x may also suffer acute seizures.
- If the move-by-wire system fails, the character must succeed in an unaugmented willpower (test vs. their mental score -Gabriel) test or suffer a breakdown of brain functions known as catastrophic clonic seizure syndrome (CCSS). Involuntary functions such as breathing continue to work normally, but the affected character is incapable of voluntary action and is barely aware of what is happening around them. They experience the world as a terrifying, whirling chaos of nightmarish sensations and intense pain. CCSS renders a victim's move-by-wire system permanently dysfunctional, and it must be removed.
(Yet another Gabriel note: All of these are EXTREMELY rare and they only happen when the user doesn't keep any sort of maintenence up on the item. The restrictions for not doing upkeep are so bad because this is the mother-of-all-cybernetic-agility-and-coordination boosters. )
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Gabriel



Joined: 09 Mar 2003
Posts: 196

 Post Posted: Wed Jul 09, 2003 7:29 pm    Post subject:
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Part 2 of 2. Hurrah!

- Gabriel


Cybergill - The cybergill draws in water and filters out oxygen through forced osmosis, allowing users to breathe underwater. Cabron Dioxide and water gases are absorbed into the water through reverse osmosis and expelled. Unlike the external version, the oxygen is delivered via solution directly into the bloodstream, averting the danger of oxygen toxicity. The gills are implanted on both sides of the neck adjacent to the thyroid gland. A cutoff valve must also be installed in the lower trachea to prevent lung action during operation, and pulmonary bypasses must be inserted in the heart to reroute blood flowing toward the lungs up into the gills.
- As a matter of common practice, divers who choose cybergill implantation also install an internal air tank containing pure helium that they use to flush residual nitrogen out of their lungs.
- Cybergills allow a user to stay underwater indefinitely, though the system must be replaced after approximately 1,000 hours of use (this varies depending on diving depth, lung capacity and activity). Replacing filters requires cyberware repair surgery.

Retractable Climbing Claws - Similar to the regular claws upgraded to hands, climbing claws are heavier and extend to assist in climbing.

Cyberarm Gyromount - A street samurai (Think Mercenary) favorite, the cyberarm gyromount provides better balance and reduced recoil for improved firing capability. This system is concealed when not in use, but when activated, counterweights pop out of the owner's wrist and begin to spin.
- It can be used with any weapon of a size up to and including a light machine gun. It can only be installed in a cyberarm.

Cyber Holster - Installed in a cyberlimb, this built-in holster conceals a pistol until the user cybernetically triggers it to open. Pneumatic pistons pop the holster out and slide the weapon into position for an easy draw. (Robocop, anyone? - Gabriel)

"Kid Stealth" Cyberleg - These obviously non-metahumanoid cyberlegs are shaped like the hind legs of a quadruped animal, such as a dog. The feet can be hoof-shaped, paw-shaped or splayed like the feet of a bird. The shape of these legs allows the user to run more quickly and increases the power of kicking attacks. Characters may also install toe razors or retractable blades.

Hook Hand - This hand replacement offers no frills or cyber-enhancements. The hook hand consists of a plate attached to the wrist stump and various hand attachments that connect to the plate. The device is only sophisticated enough for the brain to manipulate various servomotors to accomplish simple tasks. Most hook hands consist of a hooked weapon or knife. (More an RP choice in Haelrahv I think. Since you can upgrade regular hands with things like it. - Gabriel)

Integrity Enhancement - Cyberlimbs can be designed to incorporate stronger structual integrity and protection for internal components. Reinforcing cyberlimbs in this way increases bulk and cost, but also reduces stress to the limb and interior damage.

My personal favorite:
Weapon Mounts: A variety of weapon mounts exist for those who choose to literally bristle with weapons.
-External mount: This is a simple mounting point, similar to a hardpoint, that allows a weapon to be used while keeping the hands free. (Like a shoulder mounted weapon, solely based on normal ranged firing statistics. Also can be located inside or on a cyberlimb.)
-Tracking mount: This mount features a motorized pivoting system. If linked to a target designator system, it can track targets automatically without effort by the users. (Same as above but tracks and fires based on it's targeting system. Perhaps also user's coordination?)
Articulated Arm: The articulated arm is a separate articulated tracking mount, usually anchored to a cybertorso in the middle of the back. This mount extends out over the user's shoulder or out to the side for a clear field of fire, it has a full range of motion except for a dead spot behind the user's head. (Mmmm... Yummy...)
- Weapon mounts may only be mounted on a cyberlimb or cybertorso.
- There are retractable mounts, not discussed in the book. They can be any one of the above.
- External mounts support light, heavy or machine pistols and submachine guns.
- Tracking mounts fire the same weapons as the external mount.
- Articulated arms work like a tracking mount but covers a 360-degree area. The articulated arm can support all light weapons up to a light machine guns and lighter miniguns.

Cyber Taser - Designed to be implanted in a cyberarm/hand, this weapon is also commonly implanted in the base of the palm on natural hands. It operates in the same way as a standard taser pistol, firing standard taser darts connected through 15-meter wires to a capacitor implanted in the palm. It can only be fired twice. After two shots it must be reloaded with new darts and wires.

Fang Implants - Enlarged canines, anchored for support and sharpened for penetration, are available in standard or extendable models. The extendable model looks like regular teeth until they are triggered.

Horn Implants - Synthetic horns come in a wide array of shapes and sizes, from curled ram horns to devil horns to single rhinoceros-style horns. Horns are usually installed in the skull, but some users implant rows of horns to form a "bone crest" along the head, neck and/or back. All horn implants are structurally braced for use in combat. Retractable "telescoping" models are also available to give users the advantage of surprise.

Shock Hand - This system consists of shock pads built into the knuckles or palm of the hand that inflict a nasty electric shock to anything with which they are in contact when activated. They are designed to be mounted in cyberlimbs; ceramic ridges and insulation protect the user if installed in natural hands. This device may also be implanted in a foot, elbow and other extremities.

Bone Lacing - Bone lacing is a process in which the cellular structure of the subject's bones is augmented with lattice chains of reinforcing plastics and metals to improve the bone's integrity and tensile strength. Examples of materials used are: plastic, aluminum, kelvar and titanium. Unarmed blows by persons with bone lacing are increased in damage. Lacing makes bones virtually unbreakable by conventional standards; however, laced bones can still be broken if great enough deliberate force is applied.
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Dragoonseal



Joined: 11 Sep 2002
Posts: 326
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 Post Posted: Wed Jul 09, 2003 8:00 pm    Post subject:
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<Twitch twitch>

<Drool>

Morrigan, I'll take a Balance Tail, and some Cyberlegs, and some Hydraulic Jacks, and some Foot Anchors, and some Fang Implants.. extendable models, and a Cyber Taser, and and and...
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
Posts: 3648
Location: Northern Georgia

 Post Posted: Wed Jul 09, 2003 8:10 pm    Post subject:
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I'll take some bone lacing, a shock hand or two, and a dermal sheath job. Screw essence and what bad effects it'll have on my Guardian meditations.

--William
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HR-Morrigan



Joined: 06 Sep 2002
Posts: 683
Location: Trooper Tower, Titan City

 Post Posted: Wed Jul 09, 2003 9:14 pm    Post subject:
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Thanks for the ideas Very Happy and honestly, I looted a bit from Shadowrun and Cyberpunk already, along with Rifts. Some of the above are already being considered for phase 2 (yes Dragoonseal the cybertail is one of them) but some, even though nifty, aren't really useful enough to right now to even consider, like the cyber gills.

Unfortunately, there probably won't be any new releases soon, but less than a half of the planned system is even out there, so expect new things after the test phase.
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BlueEyes



Joined: 02 Jun 2003
Posts: 95
Location: Lost somewhere in my brain. Help me help me!

 Post Posted: Fri Jul 11, 2003 10:54 pm    Post subject:
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Hahaha I remember some of that stuff from Shadowrun! I like that balancer thing, were you have to retrain yourself to fall. And I heard about those legs too, those are sweet! Those are some nice ideas!
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