Seminar Report On CYBORGS
Seminar Report On CYBORGS
Seminar Report
On
CYBORGS
By
Guided By
Mrs. Sheba K U
CERTIFICATE
Place: Piravom
Date:
ACKNOWLEDGEMENT
We owe our thanks to our friends and all others who have
directly or indirectly helped in the successful completion of this seminar.
CONTENTS
Chapter Title page
1 INTRODUCTION 5
2 CYBORG-CYBERNETICS 6
5 HYBROTS 9
6 ARCHETYPE 10
6.5 COMMUNICATION 23
7 LATEST DEVELOPMENT 27
9 APPLICATIONS 29
10 CONCLUSION 32
11 REFFERENCE 33
CYBORG:
CYBERNETICS:
CYBORGS
HYBROTS
Archetype
The cyborg archetype is a character in a near future world where
societal decay has led to the adoption of metal parts. These cyborgs
are commonly armed with paramilitary in-built weaponry or are
otherwise survival and combat oriented.
Basic Rules
When the player buys one (or more—but they’re pretty expensive)
he gains the option to buy some of the Secondary Enhancement
Types. For example, a character with a reinforced skeleton can then
select Endo-Armor (armor which resides just under the skin), grafted
on muscles, and implanted toxin injectors in his fingers.
Note: the costs for Primary Enhancers are not “a deal” however they
give the character the option to buy secondary enhancers that are
considerably more cost effective.
Weapon Mounts
Cyborgs can buy weapon mounts from the Cyborg Weapons List.
This list has powerful weapons for a very cheap cost. Weapons from
this chart are only legal in games where characters (including
cyborgs) can just go down to the local armory and buy and carry
weapons. If you are playing with other Archetypes in the same
game, the GM should consider the imbalance of missile using
Cyborgs vs. Chi Martial Artists (for example).
The result of this is that cyborg characters are almost invariably over
armed. Their attacks do not balance against their armor (they are
think about. Fire Eyes glow red in the dark (other colors available)
look cool!
outfitted with some real leopard skin. Moving tattoos and a variety of
Cost: $3,000 and up. Fur or Scales costs 1 point if it’s thick.
In worlds where cybernetics are common there will be those trained to repair them and provide “medical
Cybernetics Technician
Normal, RES
Cyborg Skills
Level 4: Master Technician. The repair times are quartered and the
character gets +3 on wet work, +6 on dry work. The master can
work without proper equipment (usually at a -5—some things can't
be repaired without equipment. The master gets a roll to repair even
critically damaged cybernetics.
Reinforced Physiology
The CON roll + only applies to healing rolls, disease and toxin
resistance rolls, rolls to stop bleeding, and POWER vs. STAT attack
rolls. It does not apply to wound rolls of any sort.
The CON roll + only applies to healing rolls, disease and toxin
resistance rolls, rolls to stop bleeding, and POWER vs. STAT attack
rolls. It does not apply to wound rolls of any sort.
The cyborg is fitted with lungs that can store and meter compressed
air to the character. The character’s skin will be sealed and the
resulting cyborg will be able to survive in airless conditions for some
time. In fact, the cyborg will be able to “buddy breath” with one or
more people (divide the total time by the number of people
supported). Because the character’s blood system is not susceptible
to relatively slow pressure changes (the bends) the character can
operate under water or, perhaps, in high atmosphere pressures on
some other planet.
Shell
The internal “clock” which determines how fast a life form runs can
be cybernetically adjusted. The character will have a higher ground
speed. The plus to ground speed will be added to sprint, 2/3rds of it
will be added to running speed, and 1/3rd of it will be added to
walking speed
Wiring the brain with “sockets” into which pieces of hardware can be
attached is the next frontier of human-computer interface. The basic
neural jack involves (depending on the GM’s view of the technology)
creating a channel in the brain which opens to an outside interface
port and connects on the inside to a “patch” which consists of fiber-
optics, neural-net logic-gate arrays, and biological tissue.
The type of jack determines what level the skill can be used at (a
Mark 1 jack will only allow the skill to be used at Level 1 regardless
of the level on the chip). The jack type also determines the speed of
extraction. A Mark1 jack retrieves data at close to the speed of
reading—but higher-grade jacks make the use much more natural.
Information Sieve
The skill with the I-Sieve is Fugue Dancer. It is a difficult RES based
skill. What it does at each level is based on what kinds of modules
you have built into your I-Sieve.
satellite links, and cellular towers that make all kinds of commercial
channels possible.
scrolling text screens. It all depends on what the GM’s vision is.
Communication Technology
A cyborg with neural cybernetics can tap into the data streams
around him. This can allow him to make untraceable calls, tap into
other’s streams, and evade detection. These pieces of cyber-gear
don’t require Neural Jacks or any other piece of tech.
Bolo
The Bolo is an illegal piece of gear which, when activated disrupts all
communications and some electronics in the area. Security scans will
usually detect that it isn’t a weapon—a person searching for it needs
to have Streetwise at L3+ . . . and a character with a Bolo can take
it “offline” for 24 hours and it will simply detect as some sort of
radio.
Com-Gear
Signal strength determines range for things like radios (if the
communication device hooks into the phone network or the DataNet
its “range” is effectively infinite). This rating is also used to
determine if the piece of com-gear can be jammed by a bolo.
Cell Phone / Modem: The character can hook into the world’s
phone net if a receiving station is within range. The phone acts as a
Fast Modem: This acts like phone and as a “fast” modem. The GM
must determine what fast is but it should be significantly faster than
a normal modem (modern day this would be 128K vs.57K). Cost is
+1
Very Fast Modem: This acts as above but the connect is really fast
(T1 speeds in today’s world). Cost is +2
Polygraph Scanner
The character has voice-stress analysis gear. Any liar must roll
against the devices’ 14- skill (actor, the lie skill, or a WIL roll at –1
are allowed). If the roll is failed the cyborg will detect the lie. The
greater the difference in the rolls, the more sure the cyborg is (but
the GM may rule that great stress, half truths, etc. can give false
readings).
DAMAGE TO CYBERNETICS
Dry cybernetics are damaged as objects with STC and damage
points. Wet cybernetics usually cannot be damaged specifically
without surgery on the target. The GM makes the final decision on
what happens when something gets damaged but these rules
apply to most cases.
The rules for cybernetic damage are as follows:
o Cybernetics can suffer penetrating damage—they’re
complicated machines. It takes a hit of 5 or better to
double, though. Targeting a cybernetic limb is at –2 in
addition to negatives to hit the target (AGI bonus)
o Any piece of gear mounted on an arm (most weapons) is
considered a minor system (meaning it can be disabled if
the limb suffers a minor failure).
o Any piece of gear mounted on the body or head (sensory
gear) is considered a major system.
o Cyborgs suffer damage like automatons: when they suffer
a major failure (STC roll blown by 5+) they make 3 rolls.
If one is failed the cyborg is treated as dazed. If two are
failed the cyborg is treated as unconscious for 3 seconds
and then dazed. If all three are failed the cyborg is out of
the fight.
LATEST DEVELOPMENTS
ADVANTAGES:
• These extropians see this as perhaps bad news for the human
race, but in the long term at least good news for the planet and
apparently the universe.
DISADVANTAGES
APPLICATIONS
• IN MEDICAL FIELD:
In medicine, there are two important and different
types of cyborgs: these are the restorative and the enhanced.
Restorative technologies “restore lost functions, organs and
limbs”. The key aspect of restorative cyborgization is the
repair of broken or lost processes to revert to a healthy or
average level of function. There is no enhancement to the
original faculty and processes that were lost.
• IN MILITARY:
• IN SPORTS:
• IN ART:
• IN POPULAR CULTURE:
CONCLUSION
Finally I would like to say that if the future of intelligent robots, then
to protect mankind, we will must need some TERMINATORs. They all
are CYBORGS. Because by making human CYBORGS, we may have
the following extra ordinary capabilities….
REFFERENCES
• www.Studystuff.com