Augmented Tech: Difference between revisions
Created page with "==Intro== thumb|right|An example product spread of cybernetic prosthetics. Technology has been an integral part of humanity for as long as one can remember from useful tools to vital applications. In time, humanity began experimenting by implementing technology to replace or enhance organs and body parts. After this approach was made possible, humanity experienced increased research for this kind of technology, uncovering benefits and costs. In thi..." |
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It is entirely possible to reform a cyberpsycho, by offering extensive psychotherapy in a virtual setting, as well as Daydream sessions three times a day for a year. However, even after their treatment is over, they will be permanently put under watch by a security corporation, and have most, if not all, of their implants removed to ensure they have a shot at a normal life. | It is entirely possible to reform a cyberpsycho, by offering extensive psychotherapy in a virtual setting, as well as Daydream sessions three times a day for a year. However, even after their treatment is over, they will be permanently put under watch by a security corporation, and have most, if not all, of their implants removed to ensure they have a shot at a normal life. | ||
==Field Medicine== | |||
[[File:Trauma Team.png|thumb|right|Trauma Team operatives.]] | |||
The usage and need for Field Medicine have increased tremendously in the past fifty years. Field Medicine is no longer for Corposoldiers or Mercenaries, the increased violence in Space Stations and Low Orbit Sky Cities has forced the residents to find ways to keep themselves alive and to help others. | |||
It’s important to note that field medicine will stabilize someone who has been hurt in any way, but they will still require a proper follow-up procedure in either a medical corporate facility or with a qualified provider of medical services (streetdocs or ripperdocs). Examples of the most popular items for Field Medicine are as follows: | |||
===Rhino (Tetrapropofol)=== | |||
A powerful agent in the form of a respirator, it will reanimate the person, and temporarily dull their pain receptors, regaining their mobility. Rhino is a very cheap item found almost anywhere, because of its affordability, it’s also one of the most popular items around and one of, if not the most used field medicine items by mercs, solos, and corporate soldiers. As for side effects, the person will still need to seek appropriate medical attention and will deal with severe headaches as soon as the effects subside. | |||
===Stitch (Pentatacrolimus)=== | |||
An inhaler that helps accelerate the wound-healing process, so that the patient can remain mobile. The usage of Sitch has psychotropic properties that are for the most part, temporary, but the extended usage of Stitch can cause mild addiction. At the same time, accelerated wound healing can cause fractures and more complications. The patient will require full medical treatment for a successful recovery. | |||
===Golden Eye (Nanite Solution)=== | |||
A very rare, very hard-to-get vial. The Golden Eye is an injector that will kickstart the body, bringing the unconscious patient back and regaining some mobility. At the same time, the solution will keep Augmentations (Type C, and Nanotech only) insulated from potential netrunner attacks. Golden Eye is usually reserved for high-ranking corporate agents and corporate soldiers, as such, their existence on the streets is very rare. One vial of Golden Eye can command prices from tens of thousands to hundreds of thousands, making it not viable to get for most of the population. Like in any other case of field medicine, a patient treated with Golden Eye will require appropriate follow-up medical care. | |||
Revision as of 10:17, 29 November 2024
Intro

Technology has been an integral part of humanity for as long as one can remember from useful tools to vital applications. In time, humanity began experimenting by implementing technology to replace or enhance organs and body parts. After this approach was made possible, humanity experienced increased research for this kind of technology, uncovering benefits and costs. In this dossier, the different kinds of body technology will be discussed and approached.
It is the most basic form of body technology, and therefore, the most popular and most seen. Ever since the concept of a Neural Net was conceived and perfected, Cybernetic Implants became widely popular and even sought after. The first models of cybernetic limbs were bulky, slow, and inconvenient, but they opened the door for enhanced limbs and organ replacements.
Cybernetics set the tone for what future lines of implants and augmentations would follow with their own creations, focusing on two definitions: Replacements and Enhancements.
Replacements are self-explanatory, in the case of a missing limb, a damaged organ, or even in the case of brain damage. Replacements are successfully implanted (Or in the case of brain damage, they work partially with the human brain). They offer no advantages, as they simply replace a part that was lost, and will act and behave like a normal limb, or organ. In the 25th Century, the cost of replacements is nearly negligible considering the rough nature of work in Space Stations and Low Orbit Sky Cities, as well as elevated levels of contamination in some work environments.
Enhancements, on the other hand, are the most sought-after types of implants and augmentations. As the name suggests, these implants offer advantages that can be seen as part of superhuman conditions (Enhanced speed, strength, and resilience. Increased perception and sight, for example). Some of these enhancements are weaponized, it’s not uncommon to find cybernetic arms that are able to conceal blades, a shotgun module, and even a flame thrower. Cybernetics are, for the most part, one of the most combat-compatible types of body technology, with a military-grade, and even corporate-grade version of most of the commercial implants available today.
There are usually three types of Cybernetics that can be seen by users, and they can be ranked on affordability.
Type-C Cybernetics: Otherwise known as “Necessity Over Substance”
These are often outdated models that while they were cheap to get, don’t offer a lot of upgrade options. A lot of the manufacturers of this type of cybernetics are not even around anymore. These are bulky, and slower than the standard implant, they are also more invasive as well. Type C Cybernetics are almost always purely replacements, and rarely would this type offer any form of enhancement. People who have fallen in hard times (Disgraced corpos, exiled criminals) oftentimes have to resort to this kind of cybernetics to survive.
Type-B Cybernetics: Otherwise known as “Substance Over Style”
This type is the norm for cybernetics, it’s what’s seen on the streets the most. Not as invasive as Type C, but they are still very noticeable. A wide range of enhancements are also offered through Type B’s including weaponized models, although military and corporate grades are restricted exclusively to Type A. Type B Cybernetics are more expensive to Type B, but the manufacturers and sellers offer credit lines to afford them, there’s also an immense variety to choose from, and while the enhancements can give users superhuman traits, they are still restricted compared to Type A Cybernetics. Credit lines can be extended from 10 to 50 years.
Type-A Cybernetics: Otherwise known as “Style Over Substance”
This type is the equivalent of Military-grade and Corporate-grade cybernetics. This line is the most discrete when it comes to appearance (Coming in different designs to appease the sense of aesthetics of the most discerning customer), but it’s also the most expensive line, usually only afforded by high-ranking corpos or crime bosses. Type A Cybernetics are usually outfitted with emergency protocols that will send a location beacon in case those are forcefully removed and render the cybernetics useless shortly afterward.
Biotechnology For Implants And Augmentations (Replacements And Enhancements)

Following the rise of ARS, Medical Corporations started to look at alternatives for Implants and Augmentation in general. After several breakthroughs in the field of Microbiology and Nanomedicine, Biotech Implants were a reality, and thus, a way to avert the devastating effects of ARS was found.
Based on the simple premise that a cloned limb or organ wouldn’t be rejected by the patient’s body, all kinds of advances were achieved for this kind of implant. The procedure consists of “growing” the replaced limb or internal organ followed by an extensive physical and mental therapy stage. The results have been stunning, Biotech Replacements made the patient feel as if they had never lost anything, while Biotech Enhancements had advantages equal to their cybernetic counterparts with the exception of weaponized limbs. Through their previous breakthroughs, Medical Corporations could enhance the entire line of Biotech Implants almost in any way the customer wanted (or their SolBank Account allowed).
This is one of the most expensive means of Augmentation, and despite it being open to anyone who can afford it, usually only the Ultra Rich can go for such costly augmentation, the alternative is having Medical Insurance through a corporation with one of the Medical Corporations to ensure access to Biotech implants and Augmentations. These implants are a replica of the patient’s body parts and they don’t look any different from them, and while there are no Military-grade or Corporate-grade versions of this technology, it’s not unusual to hear that talented Solos were once financed to acquire this form of Augmentation through a corporation.
Nanotechnology For Implants And Augmentations (Replacements And Enhancements)
Currently, the most advanced form of Augmentation. It’s only being developed by Megacorporations (Such as Advanced Research and Experimental Systems, Armitech Corporation, among others), it relies on the usage of both Nanotech and Microcybernetics, the result being barely visible augments on the patient while having a wide range of benefits.
With Nanotech Implants, the line between Replacements and Enhancements is deleted. Any replacement is an enhancement, and any implant can be automatically considered Military-grade and Corporate-grade. These implants can be as noticeable or discreet as the patient requires them to be, and that goes for the aesthetic too. Once the procedure is done, the patient will have a unique aesthetic and look. Nanotech Implants require virtually no time for therapy as they immediately are assimilated by the patient’s Neural Net. Should the patient wish for a change in aesthetics, they would have to go for another session at the same facility to obtain it.
This kind of technology can not be scavenged or reaped, and to acquire it, the authorization of the Megacorp providing the service is required (Pending a background check), making it the most difficult form of Implants to acquire. Currently, there are tests being conducted for resistance against ARS, at the time, the tests look promising, but some reactions to ARS still persist.
Cybernetic Affinity And Augmentation Rejection Syndrome
Every user is different, and every body chemistry is different as well. As such, there are people whose bodies are more agreeable to Augmentations (Especially to major cybernetic work, like a total body conversion). It is understood that a body that is in good shape and in good health can withstand more cybernetic work. Age also plays a factor, which has caused Medical Corporations to offer de-aging treatments that have proven to be wildly popular among the high class of the corporate world.
Currently, the highest Cybernetic Affinity range on record is 90%, someone with 85% Cybernetic Affinity can go through the total body conversion process without an issue, with a lifetime requirement of meds to help regulate the assimilation levels to the tech (Nupoz, Hyporidol, and Tetragom being the most popular meds but not the only ones). The lower the Cybernetic Affinity, the higher the doses and frequency of the meds required. For someone with a Cybernetic Affinity range of 10% or less, Cybernetic Augmentation is not possible. This condition is known as Augmentation Rejection Syndrome, or ARS for short.
ARS is a rare condition that causes the body to violently reject any form of cybernetic augmentation (Even Type C) with only Biotechnology as the only way of augmentation available for patients. At the moment, ARS is an incurable condition that affects 5% of the population in the Sol System, while the condition has been traced to a predetermined genetic condition, efforts to eradicate ARS have proved unsuccessful. While Nanotech Augmentation also seems promising and is in trials, ARS still persists in most testing subjects.
Cyberpsychosis/Turbopsychosis/Metalpsychosis
Cyberpsychosis is a condition in which a user with a determined load of augmentations (Normally Cybernetics, specifically Type C, although cases of Cyberpsychosis have been detected in users with Types A and B, as well as users with Nanotech) goes haywire and ends up being a risk to themselves and those around them. The process is slow and gradual and usually involves personality changes in the affected user, losing interest in activities that would normally bring them joy and pleasure, as well as getting temperamental around loved ones, and culminating in acts of violence. What makes this condition so dangerous is that usually, it triggers all available implants to fire up at 100%, making the user extremely dangerous.
Cyberpsychosis (Otherwise known as Turbopsychosis and Metalpsychosis) appears to be linked to the augmentation load, as well as going over the limit (Indicated by their Cybernetic Affinity) their bodies can withstand. Further studies suggest that in cases where the user has a pre-existing condition linked to sociopathic and psychopathic tendencies, are more likely to become cyberpsychos themselves.
In some very rare cases, instances of “High Functioning Cyberpsychosis” can be registered. These users retain their capacity for communication and reasoning, and they appear to be fully in control of their functions and faculties despite their anger and contempt for those around them. The few users under this category have oftentimes made references to “The Maelstrom”. There are no records pointing at what this Maelstrom may be, but it’s hinted that this entity is what keeps these cyberpsychos centered.
It is entirely possible to reform a cyberpsycho, by offering extensive psychotherapy in a virtual setting, as well as Daydream sessions three times a day for a year. However, even after their treatment is over, they will be permanently put under watch by a security corporation, and have most, if not all, of their implants removed to ensure they have a shot at a normal life.
Field Medicine

The usage and need for Field Medicine have increased tremendously in the past fifty years. Field Medicine is no longer for Corposoldiers or Mercenaries, the increased violence in Space Stations and Low Orbit Sky Cities has forced the residents to find ways to keep themselves alive and to help others.
It’s important to note that field medicine will stabilize someone who has been hurt in any way, but they will still require a proper follow-up procedure in either a medical corporate facility or with a qualified provider of medical services (streetdocs or ripperdocs). Examples of the most popular items for Field Medicine are as follows:
Rhino (Tetrapropofol)
A powerful agent in the form of a respirator, it will reanimate the person, and temporarily dull their pain receptors, regaining their mobility. Rhino is a very cheap item found almost anywhere, because of its affordability, it’s also one of the most popular items around and one of, if not the most used field medicine items by mercs, solos, and corporate soldiers. As for side effects, the person will still need to seek appropriate medical attention and will deal with severe headaches as soon as the effects subside.
Stitch (Pentatacrolimus)
An inhaler that helps accelerate the wound-healing process, so that the patient can remain mobile. The usage of Sitch has psychotropic properties that are for the most part, temporary, but the extended usage of Stitch can cause mild addiction. At the same time, accelerated wound healing can cause fractures and more complications. The patient will require full medical treatment for a successful recovery.
Golden Eye (Nanite Solution)
A very rare, very hard-to-get vial. The Golden Eye is an injector that will kickstart the body, bringing the unconscious patient back and regaining some mobility. At the same time, the solution will keep Augmentations (Type C, and Nanotech only) insulated from potential netrunner attacks. Golden Eye is usually reserved for high-ranking corporate agents and corporate soldiers, as such, their existence on the streets is very rare. One vial of Golden Eye can command prices from tens of thousands to hundreds of thousands, making it not viable to get for most of the population. Like in any other case of field medicine, a patient treated with Golden Eye will require appropriate follow-up medical care.