Post by Hero on Apr 19, 2018 22:28:32 GMT
Cybernetics & Prosthetics,
First deployed by The Reinbach Republic (then Corporation), primarily as humanitarian aid to injured soldiers of the war, cybernetics became one of the pivotal launching points of modern technology and warfare. With the abrupt improvements in this particular area of technology, the world saw leaps in bounds in nearly every industry in just five years. It took little time for prosthetics to become mainstay, improving health, preventing serious injury, greatly enhancing interlink uplinks, phone & telecommunication access, and even changing the nature of the human condition, allowing men and women alike to greatly augment their physical abilities and pain thresholds.
Today, cybernetics and partial replacement is commonplace. In fact, many careers even require staple upgrades in order for job placement. It's a rare thing, at least in the various megastructures and more affluent colonies, to see individuals without any prosthesis at all. Four years since (year A2071), the cost of standard prosthesis has greatly improved, making it considerably more accessible to the general public. However, full prosthesis, and the many complications with the more intricate replacements, greater power drain, and multiple surgical phases, is still something of the future. Often costing small fortunes or requiring very particular connections, full cyborgs tend to be restricted to those in power, or those belonging to very specific organizations.
(There are no restrictions or limitations on full cyborgs for player characters. Simply keep in mind that the presence of full cyborgs would be considerably more rare as far as the setting is concerned.)
tbc
First deployed by The Reinbach Republic (then Corporation), primarily as humanitarian aid to injured soldiers of the war, cybernetics became one of the pivotal launching points of modern technology and warfare. With the abrupt improvements in this particular area of technology, the world saw leaps in bounds in nearly every industry in just five years. It took little time for prosthetics to become mainstay, improving health, preventing serious injury, greatly enhancing interlink uplinks, phone & telecommunication access, and even changing the nature of the human condition, allowing men and women alike to greatly augment their physical abilities and pain thresholds.
Today, cybernetics and partial replacement is commonplace. In fact, many careers even require staple upgrades in order for job placement. It's a rare thing, at least in the various megastructures and more affluent colonies, to see individuals without any prosthesis at all. Four years since (year A2071), the cost of standard prosthesis has greatly improved, making it considerably more accessible to the general public. However, full prosthesis, and the many complications with the more intricate replacements, greater power drain, and multiple surgical phases, is still something of the future. Often costing small fortunes or requiring very particular connections, full cyborgs tend to be restricted to those in power, or those belonging to very specific organizations.
(There are no restrictions or limitations on full cyborgs for player characters. Simply keep in mind that the presence of full cyborgs would be considerably more rare as far as the setting is concerned.)
tbc