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cybernetics

Cybernetics

Overview

Enhancing organic life with cybernetic implants has been possible for centuries, but cybertech has never achieved widespread popularity. In the 26th century, cyberneticists continue to explore and expand the horizons of possibility, and the distinction between organics and machines continues to blur, but the fully “cybered-up” character is still likely to draw stares and possibly the attention of law enforcement on most civilized worlds.

The History and Evolution of Cybernetics

Thanks to the Cyko Riots of 2314-15, most sentient beings in the Stellar Ring view anything more than cosmetic implants with distaste. NIJack systems and vehicle links, basic replacements and medically necessary implants are acceptable. Anything more—especially anything with military applications—inspires apprehension and distrust.

As with all forms of technology, advancements in cybernetics can be tracked by Progress Level.

Progress Level 5: Cybernetics is still in its formative stage. Most prosthetic units are of the non powered variety, but medical associations have approved certain electronic regulators for life-threatening conditions. The artificial heart is the most recognized example. Other common examples include pacemakers, artificial kidneys, and pancreas monitors (for high-risk diabetics). Nearly all PL 5 cybernetic attachments are simply designed to keep their recipients alive and reasonably healthy.

Elective cybernetics begins at this stage with the work of university professor Kevin Warwick, who develops methods of linking computer microchips to the human nervous system. His “cyborg chip” becomes the foundation for all future cybernetic components.

Progress Level 6: This era sees the first use of independently powered cybernetics, including servolimbs and subcutaneous cellular telephones. These begin mostly in military applications but soon become available to the public. Household pets allover the world are implanted with subcutaneous identity chips-as are important government figures and their families-after the technology proves safe and effective on prison inmates.

As cybernetics is still new and can have negative side effects, its adoption is not universal. Most people still prefer mundane equipment, which is generally cheaper, safer, and less troublesome to repair, replace, or upgrade. Cybernetics becomes the preferred choice only when mundane equipment is impractical or unavailable—or when the recipient is fixated on self-improvement.

Medical plans eventually come to offer at least baseline prosthetics to compensate for disabling injuries, such as the loss or partial loss of a limb, though such plans do not cover elective cybernetic surgery. Their concern is overall health-not “cosmetic” enhancement. For those who want more than just replacements, a new kind of clinic appears, offering cybernetic enhancements.

At this Progress Level, the first cybernetic regulation laws are passed-largely instigated by a few harshly publicized accidents involving cyborgs. These laws give rise to numerous black-market cybernetic clinics that install cybernetics without performing the required background checks.

Progress Level 7: By this era, cybernetics has become a mostly established science. Flaws in earlier designs have been corrected. Cosmetic cybernetics becomes more of a status symbol in some circles, and luminous skin grafts become the fashion accessory of choice. In some societies, newborn children are implanted with identity chips as an anti-kidnapping measure. Military applications include replacement eyes with heads-up targeting and GPS displays.

Early PL 7 also sees the birth of cytronic circuitry, an outgrowth of the earlier “cyborg chip,” that allows an unprecedented integration of electronics and microcomputers with organic nervous systems.

Insurance regulations relax considerably toward cybernetic replacements at Progress Level 7; enhancements are perfectly acceptable, though only as part of a prosthetic, rather than as elective cyber-surgery. Still, most cyborgs are members of military or law-enforcement organizations—or mercenaries.

Unfortunately, this era, with its increasing reliance on and complexity of cybernetics, also sees the first cases of Cyber-Cykosis. This terrifying condition strikes rarely, and usually only in the most heavily cybered individuals, seemingly eroding their humanity and turning them into psychotic—or cykotek—killing machines.

Cultural Reactions

The precise reaction of citizens of the stellar nations depends upon their culture. Nariacs are well known for the integration of cyberware into all aspects of their lives, especially law enforcement and population control. Cybertechnology plays an active role in their everyday lives and is thus an unremarkable thing. Likewise, the Rigunmors, thanks to their long friendship with the mechalus, think little of techno-organic combinations. The sutrins and the Brethren of the Hatire Community are much less forgiving. The Hatire hold cyberware in contempt because it pollutes the soul. The Austrins consider cybernetic enhancement a flawed shortcut to what should be earned by hard work and skill, denying that their dislike of cyberware has any relation to their long history of conflict with the Nariacs.

On frontiers like the Verge, people tend to take a more practical view. Cybernetic enhancement is a tool for survival in the wilds of uncivilized and unexplored space. While some may still hold fears or prejudices, most Verge systems are more tolerant of cyborgs than most Old Space worlds.

Generally, the use of offensive cyberware is prohibited by the same laws that prohibit assault and physical attack. Mere possession of cyberware is rarely considered criminal, though some worlds do take the restriction level of military grade cyberware very seriously, checking for appropriate licenses and authorizations. Cyborgs who do run afoul of the law cannot be easily disarmed, of course, and different governments deal with this in different ways. Cybernetic lawbreakers may be tagged with tracking monitors or implanted with chips that make their cybernetics inoperative. Sometimes they are simply exiled from a community or world, or even have their cybernetics forcibly removed.

In the minds of many, any overly cybered sentient is an unpredictable killer, a cykotek in the making. In reality, few cykoteks exist. Most cyber-enhanced people are normal citizens who prefer to keep their cybernetic gear minimized, or at least concealed.

Cybernetic Attachments

Cybernetic Gadgets

Enhancements

Replacements

cybernetics.txt · Last modified: 2021/12/04 00:39 (external edit)