View Full Version: Cyberbrains, Biomods, and Cybernetics

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Title: Cyberbrains, Biomods, and Cybernetics


Rancor - January 27, 2007 06:07 AM (GMT)
This section of the forum will discuss the rules and details on the various modifications a character can incorporate. Cyberbrains, Cybernetics, and Biomods.

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Cyberbrains

The first component of these devices is the Cyberbrain. Sometime within the development of the United People's Freedom Party, breakthrough technology was invented. A team of scientists envisioned taking the human brain and incorporating it with functions similiar to a desktop PC. Years after heavy research and development, Cyberbrains became availble to the public. At first they were only exclusive to the elite and wealthy, but in the new dawn of 3037, cyberbrains are now considered a standard for all citizens of all classes.

A cyberbrain allows a citizen to utilize Biological Modifications and incorporate external Cybernetics. When a person has a cyberbrain installed into their body, they gain a new type of visual and cerebereal functions. For instance, they utilize all of the functions of a personal computer within their thoughts. Citizens can access web pages, check audio messages, and communicate with one another all with the intuitive operating system of the Cyberbrain. Each and every Cyberbrain unit has a wireless card built within it to allow such things.

Cyberbrains can also be tweaked and modified by skilled programmers, government officials, and hackers. Various softwares can be downloaded and installed into a Cyberbrain, and many wealthy individuals have advanced protection features and better operative capabilities.

Those who serve under the Freedom Protection Enforcement Agency have specially modified Cyberbrains to allow them access to Government and Law-enforcement networks. They also have control and permissions to access memories stored within Cyberbrains, an act that is considered illegal if done by anyone who isn't with the FPE Agency.

Things that can be done with someone with the right hacking knowledge.

Cyberbrains are also necessary in order to utilize and maintain Biological Modifications and Cybernetics. They provide the user with an interface to be able to connect with, monitor, and troubleshoot the status of Biological Modifacations and Cybernetics.

It is impossible for one to have cybernetics without a cyberbrain. Biological Modifications are completely capable of being integrated into the body without the interface of a cyberbrain, because it was a technology that existed before cyberbrains were ever implimented.

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Biological Modifications. "Biomods".

A technology that was developed prior to the introduction of Cyberbrains or cybernetics. It was first introduced as a simple collection of nano-computers that were integrated into a person's blood stream, allowing the tiny microprocessing computers the ability to monitor heart rates, control brain chemical levels, and balance disorders. After being introduced to the society however the technology was advanced to many different degrees.

A Biological Modification in the wondrous age of 3037 allows for the enhancement for any sort of internal working of an individual. It has come a long way from simple heart monitoring and chemical balancing. An individual can utilize a Biomod to gain enhanced eyesight, stronger muscle tendrons, faster respiratory system, and even anti-aging capabilities. Many of the upper class in society utilize a plethora of Biomods, installed within them to enhance their vital organs so they can have a longer life span while maintaining a better physical body.

Unlike Cybernetics, Biomods do not need a cereberal interface in order to function. Most biomods, even in their most advanced form, are nothing but small clusters of microscopic computers sending pulses of electricity to a certain internal organ of the body in order to prolong, repair, or enhance their function.

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Cybernetics.

A wonder that has developed right off the heels of the innovative Cyberbrain invention. Cybernetics are classifed as synthetic devices used to enhance larger portions of the body, usually on the external end. The original line of cybernetics were developed for War Veterans who had lost their limbs in combat, and as such remains to be the mainstream line of cybernetics on the market today. However, unlike the past, people in today's time are actually willing to undergo operations to replace parts of their body with cybernetic technology.

Many athletes have their legs removed and replaced with cybernetics in order to make them run faster and jump higher. It is also useful for members of the FPE to incorporate cybernetics to conceal weapons and operate faster. Many cybernetic limbs out on the market today have combat functionality, allowing users the ability to turn their right arm into a machine gun, or into a ultra-sonic vibro blade.

Cybernetics are also useful in providing innovative extensions for certain individuals. Some scientists choose to install new sets of limbs into themselves in order to help them with research, while construction workers may install extensions to help them with their construction work.

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Cyborgs and Techlightens

With the new rise of Cybernetic technology, Biomods, and Cyberbrains, a new class of humanity has arisen. The United People's Freedom Party classifies individuals with 70% or more synthetic modification within their body as Cyborgs. Cyborgs usually either fall into the upper-class or lower-class of the social order, as Cybernetic modifications are very expensive. Some become Cyborgs willingly in order to operate better in the upper class, while others are forced to become Cyborgs in order to to menial work more efficiently in order to survive. Many guards, police officers, and bouncers are cyborgs.

It is also important to consider that Techlightens are very different from an average Cyborg. Techlightens do not measure themselves with percentile body synthetics, but rather with devoution and faith. In order to join the Techlighten Religion, one must prove themself worthy by ceremonially slicing off one of their own arms, and then have a specially modified Cybernetic arm installed without any sort of pain killers or anasthetics. The new initiate is then expected to work in the faith, eventually sacrificing all of their other limbs in similiar ceremonial fashion, and then moving on to their internal organs.

Techlightens and Cyborgs differ in the way of their entire compiliation. A Techlighten's Cybernetics and Biomodifications will be clearly distinguishable, often very rugged, and sometimes adorned with decoration. Cyborgs install their modifications to make them look somewhat human, looking much more refined . Often, the more synthetic a Techlighten appears, the higher up in the faith they are. It also means that they are that much more deadlier. A high-tiered Techlighten should be avoided at all costs.

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Rules on Cybernetics / Cyberbrains / Biomods

All applications on the Character forums must have their respective spots for cyberbrains / cybernetics / biomods filled out. Characters who apply to have Cybernetics or Biomods must keep their modifications within non-god-moding levels. While it is alright to have things such as a Cybernetic arm that unfolds into a machine gun, one must also keep in mind that such devices require a LOT of maintence, money, and are suspectible to EMP.

Also, if you choose to have Cybernetics you MUST have a Cyberbrain. However, Biomods can be used without a Cyberbrain. You must also specify any special features your Cyberbrain might have. Example; if you are a character who's skilled at hacking, it will be imperative to note that your Cyberbrain possess hacking enhancements.

Naturalists ARE allowed to have cyberbrains, as many Naturalists are converts who join the faction later on in life. The Cyberbrains also help in gathering information on corporate networks, allowing Naturalists to do their eco-thefts better. Naturalists are usually only capable of having Biomods or Cybernetics when their life absolutely depends on them.

Remember; every strength that a Cybernetic or a Biomod or an advanced-Cyberbrain incorporates will have a weakness and a drawback. This ensures that no player is over-powered with their modifications.




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