Cybernetics
Early in the 22nd century advances in battery storage, bio-electronics, and neurological mapping allowed for the widespread use of implanted cybernetics. In Colony Alpha characters may start the game with cybernetic enhancements or have them installed later.
Cybernetic Slots
Cybernetic enhancements fill Slots in areas of the body. There are six areas for cybernetics. The number of cybernetic Slots for each area is listed below.
| Cybernetic Slot Locations
Torso – 2 Slots |
Implantation Values and Implantation Thresholds
Cybernetic enhancements are organized into ranks from 0 to 4. This represents the complexity of the cybernetic. Tier 0 cybernetics are usually direct replacement for limbs or organs with no enhanced functionality. Tier 0 cybernetics do not need to be phys-rep; they may look exactly like normal limbs.
The rank of a cybernetic is its Implantation Value. All characters have an Implantation Threshold which is based on their Body. A character can have any number of cybernetic enhancements as long as all of the Implantation Values do not exceed the character’s Implantation Threshold.
| Non-Pariah Implantation Thresholds
Body: 4, Implantation Threshold: 2 |
Pariahs and Cybernetics
Pariah biology does not take well to cybernetics. The pariah gene interferes with the cerebral interface and internal electronics of cybernetic enhancements such that pariahs have a lower Implantation Threshold than a normal human. This also adds +1 to the Implantation Value of any Tier 1 or higher enhancement.
| Pariah Implantation Thresholds
Body: 4, Implantation Threshold: 1 +1 to the Implantation Value of any Rank 1 or higher cybernetic enhancement |
Cybernetic Attunement and FOC
Some cybernetics have continuous effects. Others have effects that are based on FOC. Like skills, using a FOC-based cybernetic effect costs 3 FOC. This cost may be reduced to 1 FOC by purchasing the Knowledge skill Cyberkinesthesis. There are four ranks of Cyberkinesthesis. When a character purchases a tier of Cyberkinesthesis, the cybernetic abilities for all enhancements on that rank are dropped to 1 FOC. The only prerequisite for specific tiers of Cyberkinesthesis is having a cybernetic enhancement of that tier.
Cybernetic Crafting
Cybernetic enhancements must be created or found and then surgically implanted into the host. Requirements for construction are found on the schematic for a particular cybernetic.
Cybernetic Implantation
Cybernetic surgical implantation must be performed in a functioning Medbay. The Knowledge Requirements, Surgery Time, and Material Requirements. All cybernetic implantations require 1 Uncommon Pharmaceuticals, which represents the antibiotics and anesthetics used during the surgery. If the surgery is performed without Uncommon Pharmaceuticals then the patient and the surgeons all take 1 Stress per Tier of cybernetic (with Tier 0 also being 1 Stress).
A character can perform the implantation surgery on themself, however only up to Tier 2 Cybernetics. This is a very traumatic experience and will also cause Stress. If a character performs the implantation surgery on themself, they should consult with the game staff for appropriate repercussions.
| Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | |
| Knowledge Required | Cybernetics 1 Medicine 1 |
Cybernetics 1 Medicine 1 |
Cybernetics 1 Medicine 2 |
Cybernetics 1 Medicine 3 |
Cybernetics 1 Medicine 4 |
| Surgery Time | 4 hours | 8 hours | 12 hours | 16 hours | 20 hours |
| Materials Required | 1 Uncommon Pharmaceuticals
Medkit Functional Medbay |
1 Uncommon Pharmaceuticals
Medkit Functional Medbay |
1 Uncommon Pharmaceuticals
Medkit Functional Medbay |
1 Uncommon Pharmaceuticals
Medkit Functional Medbay |
1 Uncommon Pharmaceuticals
Medkit Functional Medbay |
| NOTE: If the surgery is performed without Uncommon Pharmaceuticals, the patient and the surgeons all take 1 Stress per Tier of cybernetic (1 Stress for Tier 0). | |||||
Injuries to Cybernetics
Just like normal injuries, if a character takes an injury to an area that includes any cybernetics, those cybernetics will not be able to be used until the injury is healed.
Charlotte has cybernetic eyes. She gets dropped to zero Body and then healed via First Aid. Charlotte takes a Tier 1 Injury to the head.
Because of this Charlotte cannot use FOC or PRE for 5 minutes. In addition, all cybernetics in her head are rendered unusable for 5 minutes. This means Charlotte cannot see. It will take that time for her cybernetic eyes to process the trauma she experienced and reconnect to her nerves.