OXFORD, England-After nearly twenty years, we look back to a time when a
young British university college student volunteered to be fitted with
technology enabling his nervous system to be fully linked to that of a
computer.
The ground breaking surgery performed on Christopher Oshman effectively
made him the world's first cyborg-part human, part machine. Although at
the time it was a long way from what we see walking our crowded city
streets every day, it was an accomplishment that marked a cornerstone in
the development of the Man-Machine Interface.
Similar experiments had previously been carried out on cats and monkeys
in the United States, but Oshman was the first human to receive such a
procedure. Surgeons implanted a silicon square about 3 mm wide into an
incision in Oshman's left temple and attached its electrodes, over 100
in number, each as thin as a hair, into his optic nerve. The wires were
linked to a transmitter/receiver device to relay nerve messages to a
computer by radio signal and used a heads-up-display format to acquire
targets Oshman blinked at. While this simple process would look to you
and me as archaic as any cave man drawing, at the time it cost over half
a million dollars.
Recently, we contacted Oshman, who is currently a spokesman for
CyberFree, a relief agency dedicated to aiding those who have lost
family and loved ones to conflicts involving cybernetic criminals. He
had this to say: "When we did it, it was always about seriously helping
people with disabilities. I never dreamed things would get like this, to
this level of saturation. It never occurred to us that people would ever
want this type of device so badly they'd self-mutilate. Don't get me
wrong; I don't regret what we've done. We've saved lives and helped
improve the quality of life for so many people. I love watching someone
walk who twenty years ago would be stuck in a wheelchair for the rest of
his life. But to be honest, CyberFree is about me wrestling with my own
demons. It's not as altruistic as you might think, and I'm no hero. You
can't put the genie back in the bottle, you just have to keep striving
to make it a better world."
Cybernetics and You
One has to wonder if the people who lived during the time that the word
"cybernetics" was coined and made popular, by Wiener's 1948 book,
Cybernetics or Control and Communication in the Animal and the Machine,
had any inkling that the world we live in today would ever come about.
Cybernetics is typically defined as the science or study of control or
regulation mechanisms in human and machine systems. In recent years,
however, the word has become a slang term to mean man-machine interface,
or cyberware.
Let's start off with a lesson in cyberware.
For starters, let's examine the heart (so to speak) of the system. Every
item of cybernetics that uses power, and that the user has any control
at all over, first requires a central processor unit. This mass of
semi-AI plastic does the massive, brute force math required to translate
between "body language" and "machine language." It takes the "lift the
left arm and scratch the nose" electrical nerve impulses from the brain
and translates them into machine code that the cybernetic arm, or
"cyberarm", can interpret. In the other direction, it takes the
"scratching the nose" sensory data from the arm and translates it back
to nerve signals so that the brain can go "bonk, bonk, I CAN feel my
nose...." This is extremely important due to the fact that if the body
could not "feel" the sensory information, the amount of constant
attention and training that standard use of a cyberlimb would require
would make them impractical, or at least definitely less fashionable.
Cybernetic enhancements these days, on some levels, are as common as
tattoos were in the late twentieth century and mean just as much. Slowly
but surely, the clientele has migrated from war-torn vets and the
handicapped to the Hollywood elite and Wall Street power-hitters at a
clearly visible and exponential pace. It started slowly with the odd
person here or there with a skinwatch or a chipped radio in his head so
he could hear how much the latest Dow figures fell. Like a cancer, it's
grown to the point where you almost can't turn a street corner without
seeing someone with some kind of glistening metal on him. It could still
be as small as a skinwatch, but believe me, it's there.
Of course, being in a cybernetic age has its own hazards. For example,
if you're stopping by Trinity Medical any time soon, you may want to see
Elliot Branch in the Intensive Enhancement Ward before you saw off your
arm to get the latest StreetSleeker from Barelli. On March 3rd, Elliot
took a .22 slug to his head and his headware was damaged. On top of all
his other wounds, imagine a radio in your head blaring Tejano music 24
hours a day, 7 days a week. The doctors had no clue, because his jaw had
been destroyed in the combat. It took them ten days to discover it. He
turned violent in six. At least they managed to stop him before he was
able to hurt anyone else. The doctors finally shut it off. They think he
should be ready for therapy by the end of the month. Now if they could
only get him to stop humming those ancient Ricky Martin tunes....
Cyberware Examples
Claws
Price: $800 bone, $1,200 chitin, $2,000 plastic,
$3,500 steel/ceramic
An ideal addition to your full-body fur or scale
enhancement. These nonretractable claws can be
implanted into your fingertips, toetips, or forearms.
The claws can be made of any material that you
desire-anything from genetically harvested bone or
chitin to plastic or steel. Metallic and ceramic
models are not available through our cosmetics
branches. The claws are chemically fused into your
distal phalanx or radius, depending on the type that
you purchase. Distal phalanx extensions are limited to
a maximum length of 2 inches, and radius extensions
are limited to a length of 8 inches. Claw design
shapes include conical, bladed, and the sexy, natural
look.
Prerequisites: None
Benefit: Your unarmed attack deals 1d6 damage. When
attacking unarmed with claws, a 19-20 on the attack
roll threatens with a x2 critical hit.
Penalty: You suffer a -1 penalty to Dexterity when
attempting to manipulate items when your claws can get
in the way.
Special: Long, forearm mounted claws do 1d8 damage but
cause a -1 to Charisma in addition to the situational
Dexterity penalty. Bone receives a hardness of 8 with
5 hit points due to the layered nature of the blades,
chitin has a hardness of 10 with 5 hit points, plastic
has a hardness of 10 and 10 hit points, and steel has
a hardness of 15 and 10 hit points. Broken claws cost
one third of the original price to repair.
Muscle Implant
Price: $2,800
Bundled biopolymer fibers are woven through striated
skeletal muscle and tendons to reinforce the tissue
and provide an enhanced stabilization and
strengthening of the contractions of your muscles. The
implants contract and relax similarly to natural
muscle through standard electrochemical impulses from
the brain amplified to activate the fibers. The
contraction of the fibers also releases minute amounts
of biochemicals such as triglycerides and glycogen
into your natural muscle to aid in its activity. This
helps keep your natural muscle from being damaged due
to heightened activity. For Type I, "slow twitch"
muscles, your brain's signals are amplified by
repeaters inserted just under the skin throughout the
body at various skeletal joints for greater lifting
capacity. For Type II A and Type II B "fast twitch"
muscles, the electrochemical signals are boosted with
capacitors to increase the velocity of contractions
for greater power. The fiber bundles provided are
significantly massed such that areas with muscle
enhancements will be up to twice as large as the
original mass. Military-grade enhancements include
more areas of muscle enhancement and a greater signal
boost from the repeaters and capacitors. The chemical
reservoirs need to be filled once a month by a
licensed technician. Repeaters and capacitors should
be serviced at least twice a year. While some
reinforcements are made to your bone and joints, we
highly recommend getting a full skeletal and joint
enhancement to go with your muscle enhancement.
Prerequisites: None
Benefit: You gain +2 Strength.
Penalty: You suffer a -2 to Charisma.
Special: Military-grade muscle implants grant +3 Strength but incur an additional -1 to Wisdom.
Climbing Hand Module
Price: $650
The climbing module cybernetic enhancement requires
the replacement of both hands and arms. The standard
model arms can support and lift up to 300 lbs. At
will, diamond-tipped steel teeth can extend from the
fingers to provide superior grip on rough surfaces,
and then be retracted again. The palms are recessed
and air can be evacuated out of the cavity at will to
provide powerful suction to help cling to smoother
surfaces, and can be released just as easily with a
mere thought. The joints can be locked in such a way
that the user can hang from even the most precarious
ledge indefinitely. A mechanical rope pulley wheel
installed into the forearm just above the wrist can
clamp onto a rope as thick as two inches across, for
assisted rope climbing and rappelling maneuvers. The
military model uses hydraulically assisted actuators
for improved performance when attempting to climb and
can support up to 600 lbs. We do not recommend
attempting to lift anything of that weight with your
climbing arms unless your legs and body are also
capable of supporting such a load. When the climbing
module is not in use, the arm and hand can function at
approximately 70% of capacity of their natural
counterparts. The climbing modules should be serviced
at least once a year, or after every ten uses.
Prerequisites: Man/machine interface, replacement arm
(both)
Benefit: You gain a +6 to Climb skill checks. With
this enhancement, climbing speed is 10, 25 if used in
conjunction with climbing leg module. Walls should be
treated as normal floors for the purposes of measuring
your movement. Going from horizontal to vertical is
equivalent to 5 feet of movement along a normal floor.
Going over windows and other open areas requires a
Jump check of DC 15 or higher and is equivalent to 10
feet of movement if using only the hands (5 if used
with the leg module). Opponents on the floor still
have attacks of opportunity as you move within areas
they threaten.