Cybernetics Overview in The Red God | World Anvil
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Cybernetics Overview

History

The development of cybernetics started with the invention of battle prosthetics. From simple peg legs to mechanical hands, humanity worked hard in developing methods to minimize the effects of disabilities and lost limbs. The dawn of the electronic age brought new innovations, and within a century mechanical augmentations could almost perfectly mimick the functions of regular biological processes. Any organ could be replaced, any limb could be reconstructed, and soon the old world began to forget about the struggles that physical disabilities brought.   Eventually, cybernetics and mechanical augmentations became not only more sophisticated but more affordable, and as the benefits of having cybernetics began to outweigh the negatives, their use spread beyond simply combatting disabilities. As time passed, cybernetics became commonplace, and some functionalities, such as brain chips, became standard.   Still, the ethics surrounding to what extent humans should replace their biological functions with mechanical replacements remained murky. Issues such as implanting cybernetics into newborn children, mind hacking, cybercrime, and so forth came to the forefront of the public's consciousness, and cyber-ethics became a political issue as much as a moral one. Of course, humanity's lust for progress could not be stopped by mere morality, and so by the time of the collapse, cybernetics had become the norm for many.   Fortunately, although most electronics were made inert by the effects of the collapse, cybernetic implants were left relatively unmolested. Due to the prevalence of mind hacking, most were equipped with rather advanced protection systems, preventing a potential catastrophe. Of course, without the advanced machines and a now unregulated Cybernet, the maintenance and sophistication of cybernetics rapidly declined. Currently, cybernetics are viewed as powerful yet dangerous, as unregulated Cyberdoktors and improvised implants are as much of a danger as a benefit.

Civilian Usage

  Civilian usage of cybernetics is relatively rare, as the dangers often outweigh any tangible benefits. The most prolific non-combat cybernetics are simple access implantations, which allow the user to access the chaotic Cybernet, as well as local network systems. Often those with such implants find work as Cybernet Technicians or as hired help for scavenging missions.   Some organizations and factions have their own dedicated Cybernet Technician, along with their own private networking system, allowing them to develop their own local networking systems or, in some rare cases, secure a part of the wild Cybernet for their own use.  

Combat Usage

  Cybernetics are most commonplace amongst those who find themselves regularly facing combat, although even then a majority cannot afford, or are simply unwilling to, actually gain combat augmentations. Those with cybernetics dedicated to combating are often extremely capable, with most specializing in a certain style of combat or cybernetic. Of course, such augmentations are expensive, and finding a reliable Cyberdoktor who can competently implant and maintain such augments can be quite difficult. Of course, those who are willing to risk their health and sanity to save a bit of money can roll with dice with less reputable doktors.   Augmentations may enhance an individual's combat potential in numerous ways. Marksman often favors augments that enhance visual and motor capabilities, allowing them to be extremely accurate at long range. Mobility augments, ballistic-resistant plating, neural chronometry enhancers, and so forth are all favorites of close-combatants.   Cybernetics augmentations often permit melee and close-quarters tactics to be viable, and high-quality products sometimes allow individuals to react to incoming ballistics. Although it requires practice and expensive augments, it is possible to block bullets with melee weaponry, although those who do this for the sake of being 'cool' often end up dead.

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