MrJupiter July 14, 2008 - 7:18pm | I was thinking that a discussion on cybernetics would make a great contribution to the Star Frontiers game. The skill for cybernetics was presented in the Zebulon's Guide and future editions were to address this topic with actual rules: those never materialized. There are, in essence, two types of cybernetic systems, as far as the impact to game rules are concerned; some are purely cosmetic (Low Mods) that are the equivalent to simple technology available to anyone. Other types of cyber gear (Medium and Heavy Mods) serve to greatly enhance a character's abilities. Some players might like their characters to begin with already integrated cyber-systems. Cosmetic-type cybernetic gear could be acquired by starting PCs just like other equipment: by spending Credits. These could be simple items like animated tattoos or sub-dermal watches that display time on the skin of the character's wrist (such technology might cost more than its hand-held equipment equivalent -- plus the surgical installation expenses -- but otherwise offers no unique benefits). Balancing beginning Cyborg characters could be handled by reducing the amount of starting credits he/she has to purchase other equipment at character creation. Additionally, ability enhancing cybernetics might penalize a starting PC with an XP Dept that would need to be paid off by earned experience before the character would be able to advance. [Another option that runs along this line is that the character would only earn 1/2 xp while adventuring until the XP cyberdept is paid off.] This could be used for starting PCs with a real starting Cyber-Advantage over the 'normal', 100% natural characters they are playing with. This is only of any benefit in a long running campaign.
Low Mods (fashionable cyber wear – purchased with Credits only): · Mirrored/Colored Eyes – the conjunctive tissues covering the eyes are treated so as to appear color tinted, black or silvery and reflective. · Animated Tattoos – installed beneath the skin this cyber weave can project a tattoo-like image upon the character’s epidermis. The appearance of this ‘tattoo’ can be changed at will by programming or downloading new designs. Some models can be programmed to project animated patterns or images. The cost varies as per the size of the ‘tattoo’. · Personal Player – the character has a tiny dedicated radio/music player located within their wrist/skull that plays rich, clear music and radio signals directly to the characters ear drums. These sounds cannot be heard by others. Medium Mods (cyber devices providing improved ability – purchased with Credit and some XP): Heavy Mods (cyber enhancements that offer significant abilities to a character – costing lots of Credits and lots more XP too): What are your ideas to make cybernetics a balanced and valued inclusion into the Star Frontiers game? {Note: My only free time for game discussion is usually on weekends so please be understanding if I do not respond to an idea or question quickly}. |
AZ_GAMER July 14, 2008 - 9:32pm | cybernetics always make SF games more interesting |
Imperial Lord July 14, 2008 - 9:59pm | This forms the basis of a good working system. As stated, the balance effects are important to examine. First of all, I would think that any cybernetics would be extremely expensive, due to the bio-effects of rejection, complex medical operations, etc. If I was reffing this, I would price these modifications well out of the reach of starting or even intermediate level characters. I also have a "pandora's box" concern here. Are we to just assume that the higher level characters across the board are going to be all "cybered up" with doo-dads and devices? What about the Sathar? Are there any legal ramifications? Will there be detection systems capable of finding out if Wolverine has his claws retracted? Nevertheless, this has some very cool options as well. Hidden cyber mods on Sathar agents can make life miserable. Many surprises are possible - maybe the big bad guy has some of these enhancements. So not only is he Level 6 with Beam Weapons skill and a 20 SEU set Laser Rifle, but then there is also the fact that he has various devices embedded on him. If combat goes against him, maybe he can surrender, and then use his tucked-away cybernetic mods to escape the Star Law Detention Center. And you PCs thought the adventure was over? Plus there is also the chilling effect of someone who just goes too far with this stuff. "He's more machine than man," Obi Wan said... Warriors of White Light has elements of this with the drifting hulk scenario. That can serve as an example of someone who took this way too far - like Joan Rivers and plastic surgery. The dramatic effect is good, too. As the big bad guy turns in his electronic chair to face the PCs who have just been captured by his minions, half of his head is lights and lenses and metal, flashing and blinking. Yuck. |
Rum Rogue July 15, 2008 - 7:42am | Nice write-up. Thanks for putting it together and sharing. Many years ago I had thought of using Shadowrun cyber-gear in my SFU. It never got out of the planning stages. But I was going to add a new characteristic that would reflect the amount of cybernetics a SF citizen had. It would also influence social actions and medical treatment. For lack of imagination I was going to simply call it Cyber. Everyone starts with a Cyber score of zero. Every piece of cyber-gear would have a Cyber value. This number would be added to the Cyber stat. The higher the score, the less organic one becomes. It will also act as a resistance towards drugs, both beneficial and baneful. i.e.: players rolls dice equal-to or under his cyber score “HA! The telol has no effect on my character; I can make up a story to my captors.” OR gm rolls under the cyber score “the biocort is ineffective, you receive no healing.” As far as social attitudes, I can see some societies treating heavy cybernetics as lower class citizens, even banning them from certain businesses and locations in the cities. A heavy-cyborg might be mistaken as a robot at times, “What do you mean I have to ride in the cargo hold?” That is about as far as got with my ideas. Time flies when your having rum. Im a government employee, I dont goof-off. I constructively abuse my time. |
aramis July 16, 2008 - 10:37am | Generally, most non-artificial-kidney type stuff will INCREASE drug effects, by reducing the volume in which the drug is dispersed, and thus increasing the concentrations. |
MrJupiter July 19, 2008 - 8:59pm | Hey aramis, that's a great observation regarding increased drug concentrations. I hadn't even considered the posibilities of drugs/medicine on cyber characters. I could see the use of cyber systems to assist in toxin removal or to offer an auto-injection of Stimdose when stamina levels start to get dangerously low. This could open up a range of posibilities both good and bad. As for the 'Pandora's Box' dilemma, I was hoping that forcing players to spend some of thier hard earned XP on already costly cybernetic doo-dads might help them to find other means of maxing out their characters. After all, nearly any of the augments listed above could be had much more cheaply with equipment already listed in the rulebooks. Some players would sacrifice experience points just for the added 'cool' factor but it would be smarter to just invest XP in better skills and abilities and buy twice as much normal equipment to do the same job (but cyber gear is just so dang awesome; don't ya' think?). |
MrJupiter July 19, 2008 - 10:18pm | I've been thinking that using a base line of terminology (a cyber-lexicon) would help to ensure all cybernetic discussion is clearer. Here are some of the terms I was thinking could be used: |
MrJupiter July 20, 2008 - 8:35pm | Here are some other cybernetic tech ideas: |
Sargonarhes July 22, 2008 - 7:33pm | I suppose a cyber implant of a defensive screen would be too over the top? I've had PCs tangle with aliens that had such modifications on them. They're a rare alien breed however and have some very advance tech even going as far as many cyber and gene alterations on themselves. In every age, in every place, the deeds of men remain the same. |
MrJupiter July 23, 2008 - 7:58pm | A cyber implant defensive screen... Awesome idea! Yes, I would definately agree that a defensive screen implant could be done. I would figure that each power screen is a separate implant/component. A recharge port would be needed to rejuice the SEU when it is depleted. My only question is how much of an SEU charge do the original screen devices each hold. My pre-Alpha Dawn version of the rules don't say. |
TerlObar July 23, 2008 - 8:58pm | The screens have to hooked up to an external power pack. They don't hold any power in and of themselves. They are just field generators so you'd need to implant a power supply as part of the mod. Ad Astra Per Ardua! My blog - Expanding Frontier Webmaster - The Star Frontiers Network & this site Founding Editor - The Frontier Explorer Magazine Managing Editor - The Star Frontiersman Magazine |
w00t (not verified) July 23, 2008 - 9:45pm | ...so you could cleverly disguise a power belt pack on your person to charge the built-in screen. I wonder what side effect a screen would have on it's host? |
Shadow Shack July 24, 2008 - 12:46am | Somewhere you have to draw the line between how much PC is left via bionics and how much is machine via cybernetics. Suffice to say if a cybot was powered by a biological brain (and associated life support) it would pretty much be "dead" by all accounts and thus restricted to a NPC rather than PC |
MrJupiter July 30, 2008 - 6:38pm | Thanks for the power-pack info; that makes sense. The small powerpack cybermod would be a helpful accessory to the screen implant as a short duration energy source when in a pinch but a powerpack would still be the better way to go (and cheaper to probably just have the screen as equipment as well.) My take on a cybot is that it is biological nerve tissue genetically designed to provide a more flexible, adaptable, and intuitive cpu than those of ordinary robots. These would be pure pieces of corp or government property. I'm not sure what potential they'd have for true self-awareness. They sound like they'd be more prone to breakdown (with mental stability issues) than the silicon version; or maybe not... As a way of limiting cyber-character's on overdrive, TerlObar came up with a great idea of using the STA score. It is posted on the Open Discussion forum under the topic titled "Question to Mr. Logan regarding Cronocom article in the Frontiersman #8" Go and check it out. I think it's a great idea. |
w00t (not verified) July 31, 2008 - 7:49am | Just a funny thought came to mind reading the last post.... Ya know how in the ole days houses were powered by hamsters in wheel cages? Well... your power-pack implant works much the same way, as you extend your body like running, jumping and of course typing on a keyboard the cells get recharged. The Shadow Shack Special! |
TerlObar July 31, 2008 - 9:09am | Absolutely (I seem to be using that word a lot lately ). I'd definitely give your implanted power pack a natural recharge rate from the body. I'd have it be very low though, say 1 SEU every hour or two, as an SEU is a lot of energy and your body doesn't put out that much extra. Ad Astra Per Ardua! My blog - Expanding Frontier Webmaster - The Star Frontiers Network & this site Founding Editor - The Frontier Explorer Magazine Managing Editor - The Star Frontiersman Magazine |
Gilbert July 31, 2008 - 2:29pm | I hope you keep this in mind that the settings for SF is in the future. And, I believe that generating 10, 20, or even upto 50 seu's should be fairly easy given the technology. Because, I can take a few magnets and so disks, with some pulleys and generate a fair amount of power with very little effort. This power can use wind, water, engines, and muscle power and I can produce 110 v with about 3 to 4 amps. |
Sargonarhes July 31, 2008 - 6:42pm | Just like the tech in those flashlights you can buy, with just a few shakes and you got some light. SF tech should be way above that level and more power efficient as well. About the idea of sub-dermal chronocoms. I would think this be a cyber implant for those that want some minor cybernetic like that. After all if you got cyber eyes what would you need such an implant for when you can bring the time up on your retina like a heads up display. In every age, in every place, the deeds of men remain the same. |
MrJupiter August 3, 2008 - 8:56am | That's a great insight w00t! It does make sense that a cyber device could generate power. Even though a sci-fi device should be way more capable than whatever we could create with todays tech; I feel like the Star Frontiers game is almost a retro-spect view of the future. Many things, like the Chronocom are almost pathetic when compared to a cell phone. Back in 1980, when TSR was probably trying to put this game together, the Chronocom was revolutionary thinking (a cell phone then was a monster that needed to be plugged in) and offered even more than Star Trek's communicator. |
w00t (not verified) January 8, 2010 - 11:00am | Is MrJupiter still around? This is great stuff, I was thinking about doing an article on cybernetics. |
MrJupiter January 10, 2010 - 8:42am | I haven't checked in here for months (I've been very busy monkeying around with BASH! Ultimate Edition - an awesome superhero game). Thankfully my email updated me to this post. Glad you liked the ideas. You are welcome to use any of the material I posted there for your article. TerlObar, mentioned in one of my posts above, came up with a great way of restricting cybermods with the STA score. Long Live the FRONTIER! |