Cybernetics

A cyborg Planetary Security Force soldier having his cybernetics checked by a Government Agent on Reshi Station.

## Information

### Manufacturer

MegacorpSpaceForce Corporation

Military Manufacturing Corps

Space-faring/Advanced factions

## Specifications

### Markings and other distinctions

Protruding robotic components (certain models)

## Usage

### Affiliation

Space-faring/advanced factions

Cybernetics, also known as bionics, augments, biomechatronic parts, and prosthetics, are a common piece of technology used throughout known space by advanced and space-faring civilizations. Beings that receive cybernetics are referred to as cyborgs, augmented, or simply borgs.

## Capabilities

Cybernetics are artificial mechanical replacements for organic parts, and can serve as either pure replacements or enhancements, connected to an organic body through artificial nervous systems. Replacement cybernetics simply replace the part in question, such as a limb or organ, and operate at peak capacity of said limb or organ. These parts are most often stronger and more durable than the original organic ones, but are not truly enhancements. Enhancement cybernetics, most often the weaponized kinds, are taken on for usually no medical reason, simply to enhance one's body. Replacement cybernetics are most often hidden beneath synthetic flesh, mostly the most sophisticated and expensive models, making it appear as if there is no cybernetic present, although enhancement cybernetics are almost always protruding in some way from the body, often very visibly. Cheaper or less advanced cybernetics also often protrude from the body in visible ways as well. Most cybernetics, sophisticated or crude, cannot be hacked, as they connect to organic nervous systems, although there are few that operate from a separate CPU. While cybernetics are usually equipped with artificial nervous systems that enable cyborgs to feel the same pain they would feel if the cybernetic part was organic, some cyborgs do not appear to feel pain if their cybernetics are damaged, especially those with bulky enhancement cybernetics, although they will receive a notification of the damage. While cybernetics may require maintenance, the most advanced models are equipped with self-repairing tech. Cybernetics often dampen one's ability to use Magic or tap in to the Flow. EMP and anti-robotic attacks are able to harm some cyborgs, but exposed models often have outlets for energy overloads, similarly to exosuits and other large machines, and flesh-covered cybernetics are often protected from the bulk of the effects. Most modern cybernetics are shielded against EMP, although cruder and cheaper versions are not. Enhancement cybernetics, especially those that upgrade strength to an extreme degree, require extensive attachment throughout the recipient's body. This often comes in the form of muscle enhancements and bone replacements, and is done to prevent the sheer strength of the enhancement from damaging the body or pulling itself off. Obvious drawbacks to some cybernetic replacements would include being unable to eat, drink, or reproduce, along with a potential loss of self, commonly seen with neural implants. Nutrition is often given to cyborgs with mouth-replacing cybernetics through external implants. Cybernetics can be made with hard metal, metal skeletons covered in mesh or synthetic tissues, nanotech, plastics, carbon fiber, or other materials. Notably, cybernetics cannot be taken over by bioweapons or diseases, such as Z-29, which often weighs down or cripples any cyborgs turned by the virus, even if their cybernetics allow infection. Cheap and crude cybernetics are often vulnerable to water and harsh conditions, although standard and sophisticated variants can withstand such conditions, as long as they're intact and/or properly covered. While most cybernetics require time, tools, or the work of a cybersurgeon to implant, often done with nanotech tools, other cybernetics, mainly implants, can be transferred and attached easily, such as cybernetic eyeballs, which can be directly inserted into one's eye socket with no surgery needed. Nanotech-composed cybernetics tend to be the easiest to transfer from one individual to another.

## Background

Developed by the Titanians before the Old Titanian Empire, cybernetics were originally meant to cure crippling illnesses and undo disabilities. However, they soon fell into use for military and other civilian purposes as their empire grew, and especially so after it collapsed. While some take on cybernetics to cure ailing health, crippling injuries, loss of limbs, or other disabilities, others take it on for mere enhancements, or even signs of wealth and power, such as the rich on Imperial worlds. Other times, cybernetics are used for military purposes, such as with soldiers of the New Intergalactic Empire, and even elite Military units, such as Juggernauts. Entire cults of augment-obsessed fanatics dedicated to the replacement of their flesh have arisen on some worlds, and some, such as the Imperial officials, have gone far enough as to completely upload their consciousness into a robotic form. Stigma against cyborgs is not uncommon on many planets, especially planets who are less advanced or pro-organic, shunning excessive industrialization. Anti-cyborg stigma can reach violence, such as murdering cyborgs to harvest their parts, killing cybersurgeons, or attacking cybernetics manufacturers. A sort of reverse stigma is also present on certain worlds, especially Imperial worlds, where non-cyborgs are looked down on, sometimes even mobbed by cyborgs for being "fleshies." It is difficult to find one advanced or space-faring world that does not have cybernetics among its population, as cyborgs are very populous across known space. Among some worlds, cyborgs are required to wear a marking on any limb or area of their body that is actually a cybernetic covered by synthetic skin, and must sometimes leave cybernetic limbs exposed, as external cybernetics are often covered by clothing. If a cyborg dies, their cybernetics are often harvested from the body before it is buried, or otherwise disposed of, as they can be scrapped and reused, although some cultures refuse to bury or otherwise dispose of cyborgs, whether their parts were removed or not.

## Variants

* Limb replacements: The most common form of cybernetics, often the type seen externally. These can replace parts of limbs, such as simply a hand, foot, or forearm, or they can replace the entire limb, right up to where they connect to one's torso. Sophisticated limb replacements, especially among those of wealth or high class, are often hidden beneath synthetic skin. Cheaper or purposely exposed replacements are visible, protruding directly from the skin. While cheaper and cruder cybernetic limbs will leave visible scars and other sickly distinctions at where flesh meets machine, other models will rarely leave visible marks. There is little to no standard for limb replacements in design and quality, with some being rather inefficient and even dangerous to the user, sometimes even being directly grafted from robots and thus being disproportionate or not resembling the original limb, and others being highly advanced and versatile. While cybernetic limbs mainly function as replacements, they do have some basic enhancements, such as notably increased durability, strength, and flexibility, often even able to perform feats such as 360 degree rotations. Limbs implanted as purposeful enhancements can have incredible strength, and are often implemented with weaponry, often appearing bulky and able to change one's build. Some cybernetic limbs, especially the cruder ones, use external batteries that must be replaced, but most are powered by self-recharging power cells that charge off of body heat, nutrients, blood flow, or other natural functions, gaining energy much like the real limb would.
* Organ replacements: Another common form of cybernetics, mainly medical, these types are very rarely seen externally, as most organs are located within an organic body. Aged or diseased organs can be replaced with cybernetic ones that operate at peak efficiency, rejuvenating bodies and keeping the recipient young, slowing aging processes and increasing one's lifespan. Practically any organ can be replaced, even one's brain, although brain replacements are rare, more dangerous, and sometimes illegal, mainly available for medical purposes. Most cybernetic organs are hidden within one's body, although other extremities, such as eyes, jaws, and ears, are often very visible, with the classic image of a cyborg sporting a robotic eye. Surprisingly, other organs, such as lungs and even hearts, can be held externally, in the form of respirators, backpacks, or other bulky and protruding gear. Like cybernetic limbs, cybernetic organs can have different levels of quality, with some being crude external battery-powered replacements, and others being highly sophisticated replacements safely held within one's body, and requiring little to no maintenance. Cybernetic organs held within one's body are most often powered by self-recharging power cells that charge off of body heat, nutrients, blood flow, or other natural functions, gaining energy much like the real organ would. They are most often not hard metal, often being mostly covered with synthetic material and mesh.
* Implants: Cybernetic implants are incredibly abundant, standing as the most common form of cybernetics, often held within one's body and not visible on the outside. They can range from enhanced senses to memory enhancers, emotional regulators, memory suppressors, uplinks to external parts, small weapons, hacking tools, interfaces, HUDs, scanners, appraisal optics, projectors, self-healing tech, Universal Translators, shock absorbers, mind controllers, listening devices, pain dampeners, anti-mind control units, and even self-destruct devices. There is no standard for any of these cybernetics, and they are often implanted in soldiers and other military units. Extremely rare variants enhance one's ability to use Magic, or allow them to see supernatural entities. Sometimes, these implants are used similarly to cybernetic organs, but rather than replacing the whole organ, they only replace a part of it, such as a heart valve.
* Cybernetic weaponry: A very straightforward and common variant among soldiers, mercenaries, and criminals, cybernetic weaponry is strictly illegal for civilian use on most worlds, especially Government worlds. Cybernetic weaponry can range from ballistics to Energy Weapons, blades, and other forms. Well-known variants include the armgun, which are seen as either a gun protruding from one's forearm, or replacing their entire hand, which are referred to as hand cannons. Simpler and cruder models of the hand cannon are permanent replacements, which can often hinder the activity of the wielder, but more advanced forms can either have the gun removed and replaced with a normal cybernetic hand at will, or give the hand the ability to transform between cannon and hand form. The same can be done with blades, both solid and energy, which often come out of the arm as well. Optical cybernetics can also be weaponized, although these cybernetics are often very visible. Extra limbs wielding weaponry are not uncommon among fanatics of cybernetics, although they get hard to conceal, often folding up into backpacks and similar gear. Small weapons, such as stun rays and contact-enabled shockers, can be implemented in the form of cybernetic implants against synthetic skin, usually in their palms or knuckles, although these are also often visible. A variety of weapons in all sorts of forms make up cybernetic weaponry, and many are also custom-made, thus making it near-impossible to list all types.
* Miscellaneous: Other cybernetics do not seem to fall into other categories, or are a mix of said categories. These can include extra senses, commonly seen as detectors of incoming danger or optics on other areas, such as the back of one's head, detachable cybernetics, some of which can function entirely on their own, extra limbs, in the forms of tendrils, robotic parts, or organic-like appendages, bulky enhancements which can protrude from one's torso or limbs, life support devices covering some body parts or replacing over half the body at once, and alternative forms of replacements, such as a Hovertech platform in place of legs, a speaker or respirator-like mouth to cover up a missing jaw, artificial antennae, wings, or thruster gear, given that the recipient did not have similar parts prior to the enhancement, limbs not resembling their original appearance, and nanotech limbs which can freely transform at the cost of durability, a very rare model. This can also include artificial muscle tissue made from mesh, although artificial muscles and other tissues are usually synthetic and classified as biotech. Cybernetic exoskeletons also classify as miscellaneous, often resembling armor that holds up an ailing body while providing needed life support functions. Other variants could just have visible robotic parts covering joints only, like a sort of light gear, while cheaper cybernetic exoskeletons could resemble large harnesses that keep one in a rather restrained position. Cybernetic endoskeletons, usually referring to skeletal joints that are replaced with robotic and motorized parts beneath the skin, also fit in this category. It must be noted that simple replacements of bones without mechanical parts are usually referred to as prosthesis or replacements. Cybernetic life support systems, which can also come in the form of exoskeletons and are usually built into one, often allow mobility, with certain expensive models being rather small devices on one's chest or back, while cheaper variants often leave the user restrained to a wheelchair, but still able to move some limbs, as they can become large, cumbersome, or even static pieces of machinery. Cybernetic blood cells and nerves are also in this category, and are among the most expensive, although they are extensively used in highly advanced intergalactic military elite forces.

## Alternatives

Some individuals, groups, cultures, or even entire species, do not take on cybernetics, for various reasons. They could be too poor to afford one, unable to provide the proper maintenance if needed, not on a world which offers cybernetics, unable to acquire the correct model, physiologically incompatible with cybernetics, or could outright shun cybernetics, due to fear of cybernetic failures, anti-cyborg stigmas, cultural customs, or religious beliefs. Although biotech and regrowing limbs is illegal or unavailable on many worlds due to the fact that it is surprisingly more dangerous than cybernetics, and often harder to implant, synthetically grown/regrown replacements can be used, although these are most often pure replacements with no enhancements. Sometimes, an individual would use Magic to compensate for the lost part, or simply hone other physical skills to make up for it. If a limb is cut off but preserved, it can be reattached, and organic organ transfusions can also be done. In the case of life support, poorer and less developed worlds would often hook up a patient to several large static machines, although these machines are not classified as cybernetics, and often allow no movement and keep one in a comatose state. Organic life support systems are also seen, a notable being using rather large larva-like insects that would latch onto one's body and keep them alive through a sort of linked biology. Magic and other abilities have also been used in place of cybernetic life support systems.