Skip to main content

C is for Cyberware

In addition to cutting edge weaponry and (for those who can afford it) paramilitary vehicles, one of the most important tools for deCom is cyberware.  Cybernetic implants that improve reaction time, senses (especially sight), and auto-medicate during times of injury and common.  Others implant weaponry, or genetically modify their bodies with animal DNA or enhanced muscle tissue.  But there are two other cybernetic implants that are very important for deCom.

The first is the cortical stack, a universal cybernetic implant usually grafted onto a body shortly after birth.  A person's brain activity, their very personality, is converted to a digital format, and then downloaded onto a cortical stack and re-implanted in the body.  From then on, the cortical stack controls the body.  The stack is impact-resistant and is located at the base of the skull.  When a person is injured, the stack can be removed and the consciousness uploaded into another body, such as a clone, a synthetic body, or the body of someone whose consciousness is elsewhere, such as someone in digital incarceration.  It is not uncommon for a person to deliberately move into a new body that has been modified or enhanced, or has aged past a point of interest or usefulness.  Among the wealthiest humans in the galaxy it is not unheard of to have a person's lifespan exceed centuries as a result.  The digitalization of a person's consciousness has allowed for reasonable, if highly expensive interstellar travel as people's consciousnesses are hyper-cast through space.

If the cortical stack is ubiquitous, the other is extremely rare, namely the command head link.  This implant is a combination implanted computer and datacore link which allows the wielder to access the global data core, communicate with crew members via implants, and engage in cyberwarfare at the speed of thought.  Command heads, as they are generally known in deCom, are usually crew leaders and the most valuable members of their team.  A command head is capable of detecting mimint activity based on sensing their own communications via the datacore, but are also subject to hacking attempts on their own digital consciousnesses from the AI's.  Those most command heads are heavily loaded up with protective software but are also a little "off" in their personalities if they have been without a thorough anti-viral cleansing for a while.  The command head implant resembles about a eight inch flexible tentacle protruding from the back of the neck.  Command heads tend to cover this implant with long, synthetic hair.

Comments

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...

Review: the Valiant Universe Roleplaying Game

Capsule: A near-clone of Marvel Heroic Roleplaying that throws out the good while keeping the bad.  Useful if you're a fan of the Valiant Universe.



I've been looking forwards to this game ever since Free RPG Day this year, although with some trepidation.  The rules were sketchy, and the free booklet promised more detail when the main rulebook came out.  I also snagged most of the additional free material Catalyst Games had put out as PDFs on DriveThurRPG, which gave me most of the major characters from the Valiant Universe.

Quick side note about Valiant comics, for those who don't know.  Originated in the 90's during the whole big indie comics movement that spawned Malibu, Image, and a host of others small publishing companies.  The early Valiant characters included a pseudo X-Men mutant youth team (Harbingers), a archtypal "Iron Age" gun guy (Bloodshot), the high-tech alien armor guy (the bizarrely named X-0 Manowar), and a quirky no-capes duo (Archer and Ar…