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Category: Lore

Standard Grade augmentations cover the entire range of augmentations a player may begin roleplay with from flashlight eyes to enhanced hearing etc. These beginning augmentations represent the lowest level of implants and do not affect the character stats whatsoever. That being said players may imagine their own inherent augmentations to begin with which may only affect roleplay in its broadest implication. Players need to take care not to over embellish a base augmentation to punch through walls, leap to the top of buildings or see peoples hidden weapons. This falls in the range of powergaming which is why these rp system exists. The moment a player opts to purchase or change their statistic due to an augmentation they must pay for it and adhere to the system provided.

If you see an augment on this list, it is not standard and cannot be used without acquiring through roleplay

The availability means how easy to difficult it is to obtain such an augmentation. Common is easily found and can be obtained at most stores located around the city. Uncommon are obtained in only specific locations. Rare can only be obtained through private channels or ordered off world. Illegal augmentations may only be obtained off the black market. The availability also represents how long it takes to obtain the augmentations, while Common may take several days, Uncommon and Rare may takes weeks to months to coordinate or order. The general rule of thumb here is "the harder it is to find an augmentation the longer it takes to track it down, order it and install it". Use your best judgement in this regard. Also concerning all military grade augmentations, equipment or androids, you will need a high faction relation of at least 25% in order to approach them for purchasing in character.

Cybernetics require chassis or grafts while biotech required genetic modifications which act as the foundation for future augmentations. Cybertech is heavy! The more cybertech implants you have, the heavier and less agile you will be. Only six augmentations may be used at any time, in order to change out your augmentations you must undergo surgery and take the appropriate time for the changes to take effect. 

Neural Net & Chassis

Unless specified by the parents, every child undergoes nano-surgery in the womb for the implantation of a Standard Issue Neural Interface. This interface cradles the entire brain in a webbing of nano-optronic wiring, enabling communication with machines at near the speed of light. All capabilities, including hacking, data storage, and total body prosthetic capabilities are implanted, though not connected.

Having no neural net would prevent things like citizenship registration and the ability to have any augmentations.

Cybertech, as a rule, is generally too heavy for the average body to carry without creating irreparable damage to the bones and muscle. To counteract this damage, chassis' were developed to help carry the weight and physical demands that come with implanting metal and electronics inside an organic body. This implant wraps around the ribcage and spine as nanites first bond then consume the actual bone, leaving just the chassis behind. 

Cybernetics

Chassis

(these do not count towards your 6 limit)

Common

Uncommon

Rare

 

Cyber Brains

 

CPU Software

(these do not count towards your 6 limit)

 

Biotechnology

Alterations to the genetics of a player takes days to weeks real time, depending on the extensiveness of modifications. They may be modified via AGIS or any licensed biotechnology facility. The quality of the facility will effect the time for any of these modifications. (Substandard 10 days, Moderate 5 days, Upper 2 days) In addition to the mod time of the gene modification.

Gene Mods

Uncommon

Rare

Illegal