cybernetics
Replies:
- #4040 Re: (3998) cybernetics by James T Perkins
Reagarding cybernetics, Scott posted: > Well, if I remember right, there was an old medical technology TL > chart in The old DGP Grand Census. The old Travellers' Digests issues 12, 13, and 14 have a three part article called "Body Parts" I cannot remember seeing any other rules on the subject (though if someone knows of some, please point me to them). I've used these rules, and can say honestly, they were difficult to decipher; but once my GM and I had figured out how to use them, we came to the conclusion that these rules are workable though they contain what we consider to be many unreasonable constraints, principally in cost and in functionality. > Now, the cyborgs would then be cyborgs by CHOICE. No, not necessarily (my opinion...). Using the Digest article mentioned above, you have to take a roll to suceed at getting your regrown or cloned body part. Sucess is not guarenteed, even at TL15. We decided that there are probably good circumstances under which a character will fail at regrowing or cloning new body parts. Radiation damage is one such circumstance, a degenerative neurological condition would be another. Uncooperative dice and a hard-nosed GM are another... Then there are the price considerations: prosthetics are cheap, regrowns are next in price, bionics are more expensive, and cloned parts are most expensive. Not every portside bum is going to be able to foot the bill for regrowns or bionics. Only the very rich can afford cloned parts. You also have to find a doctor with the right skills to carry out the appropriate procedure, and you must have the time to go through the surgery and therapy. I have a character currently in play who got shot up too many times during character generation. We used the info in Digest 13 to see what sorts of parts my character got as replacements. I've been running this character for a half a year now, and there are improvements I would make to the rules presented in Digests 12, 13, and 14. First, the psychological impact of improved mechanical body parts is not addressed well in the Digest article. I would add a variety of responses available to a character upon receiving artificial parts, though I don't think I would include the "cyberpsycosis" from the Cyberpunk games. That sort of "bad attitude" is what makes the cyberpunk games cyberpunk, and including it into Traveller is counter to the flavor of the game as I've always played it. If I wanted to cyber-out, I'd go play cyberpunk, ok? For adjustment problems, I would include the self-esteem degradation mentioned in the article, plus various stress related conditions from mild anxeity through catatonia (as an extreme reaction to not being able to cope). I'd also include some required furtive behavior, since there are parts of space where people with artificial parts aren't welcome. Remember, if you look at the MT literature, cyborgs are property, not people in Margret's corner of the universe... And remember the SSMM? I wouldn't want to be standed on old Terra with too many prostetics attached... I would include an explaination for why there is a gap between prostetics and bionics. To my mind, there should be no gap, or an obvious technological reason for the difference. Working within the rules, I have justified the difference by there being two different technologies for replicating motion, and the bionic one must be more compact and more efficient - how else to you account for the improved strength and agility in the same volume? But using that philosophy has led me to the question of why aren't all pseudobio limbs of the bionic variety. If I were writting the rules, that's what I'd do: pseudobios must be of the bionic variety since the whole concept of pseudobio presupposes customization. I would also allow more than one gadget per limb, but I don't think I'd allow a person to become a walking weapons platform...buying battledress makes much more sense to me. Myself, I'd much rather have a date with a cyborg that looked like a person instead walking missile rack, 'ya know... I confess I have swiped some of the gadgets from Cyberpunk for my character. I thought the cyberpunk pop-up flashlight hidden under a fingernail was fun, so my character has one... She is a rather practical kinda gal after all. I rejected the entire concept of jacking in and out of a vast net-space - there are some old classic traveller rules regarding human/computer interfacing and they always seemed reasonable to me. The interface is absurdly expensive (probably articificially so), and also the withdrawal symptoms after being disconnected were logical to me. Traveller, after all, is about good 'ol fashioned nuts'n'bolts space-hopping...if I wanted to go do netrunning, I'd go play cyberpunk, ok? I never thought that I'd ever consider writing Traveller oriented cyborg rules, since I too was waiting around for the DGP volume on Robots and Cyborgs... Now I keep hearing that DGP has dropped MT altogether. Is this really true? All of us in my traveller group would like to know more about the details (we've been lurking on this list only since the beginning of March). Catie - ------------------------------------------------------------------- Catherine Helm Finder Graphics, Inc. - A Schlumberger Company Corte Madera, California, USA - -------------------------------------------------------------------