What follows is not a complete compendium of cybernetic augmentation, but it is an extension of the existing options presented in Aether 2d12 for players and game masters.
The cybernetic organism (“Cyborg”) is a staple of science fiction literature, movies, TV series, and comics. Our heroes are augmented with fantastic technological enhancements. Sometimes these enhancements are simple replacements allowing a hero to survive fatal wounds, amputations, age, sickness, or disease, but in many cases, these biological systems are not just replaced but improved. Why just replace an arm when you can replace an arm with super strength, a retractable claw, and a hidden internal weapon mount?
On Earth the term cybernetics was coined by Norbert Wiener in the 1940’s. He pioneered the concept that both biological and mechanical systems operate under the same basic set of controls. Later university professor Kevin Warwick develops methods of linking computer microchips to the human nervous system. His “cyborg chip” becomes the foundation for all future cybernetic components
Although cybernetic augmentation is available to all races it seems to be more favored by humans and a few other mammalian humanoids. Views on cybernetic augmentation are as varied as views on religion and while some cultures embrace cybernetic augmentation other shun or persecute those who have undergone any form of augmentation. In some backwoods star systems, the practice has been banned and made illegal with penalties ranging from forced removal to death.
There will be places in the verse where characters will wish to hide their cybernetic augmentations. Most internal augmentations are relatively easy to disguise or hide to all but the most perceptive persons. Other external cybernetic augmentations are nearly impossible to disguise or hide. Despite being fully integrated with a character’s DNA and being a fully compatible with biological systems cybernetics are still composed of ceramic, metals, plastics, and advanced composites which make them relatively easy to recognize. Characters who have spent the extra credits on biotech or bionics possess augmentations which are easier to disguise because of their biological makeup.
All cybernetic augmentations have been assigned a Disguise DC modifier to help determine how difficult they are to hide from casual observation or intense search. Occasionally an augment is far less subtle when it’s in use. Items like 3D scanning optics and retractable claws will have a second number listed after a / indicating the in-use modifier. Characters who pay extra for the bionic version of the augmentation reduce their Disguise DC modifier by 2 to a minimum of 1. If a character has multiple cybernetic or bionic devices, they must roll their Disguise skill check against the augmentation with the highest modifier.
Each time a you undergo cybernetic augmentation there is a small potential something in the biological mechanical system integration fails and causes a mental condition known as cyber psychosis. Cyber psychosis is a permanent condition and cannot be “cured”, however, there are some means of mitigating its effects. See CYBER PSYCHOSIS .
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