NationStates Jolt Archive


Read and Review (Possible RP, concept test)

31-12-2003, 22:27
OOC: I'm thinking about doing an RP concerning the development of special performance-enchancing implants that utilize nanites to achieve certain abilites. The implants are powered by bioelectric energy that is stored in the implants themselves. The energy is finite, meaning it will be depleted after continuous use of the 'biomods' as they are referred to. The energy is replenished by using a special capacitor known as a bioelectric cell, which transfers the energy through the hand it is held in through the nerves to the installed systems. The energy is measured in 'units', the current level of storage allows for 100 units to be stored in the system. At this stage Biomoding is only compatible with 1 in 10 subjects. Later I will do a lengthy RP concerning a type of gene therapy(sp?) that will reconfigure the host's DNA to accept the biomodification, which will be extremely expensive and risky.

There are 6 places where biomods can be installed: Eyes, Cranial, Skeletal, Subdermal, Arms, and Legs. Each subregion where biomods can be installed has three choices of different mods to install. Only one mod can be installed at each subregion. Mods can be 'hot switched', but this is risky and expensive, so occasions of this are rare. There will be two types of mods: Commercial, and Black Market. Commercial mods confer abilites such as nightvision and cloaking, where Black Market mods grant abilites such as a neural interface that allows the user to hack into computer systems without a hardline uplink. Subregions can choose from two commercial mods and a single black-market mod. There are also passive mods that do not drain bioelectric energy, and are always on. The word 'passive' will be displayed next to them on the following list. Mods can be upgraded, to a maximum level of three. The current technology cannot support more than two level three mods, and three level two mods. The rest will have to stay at level one. A 'C' out to the side of a mod indicates that it is commercially avaliable. A 'B' indicates that it is a black-market mod and is both expensive and potentially hazardous.

The choices are as follows:

Eyes:
(C)Vision Enhancement: Allows user to use NV and TV modes.
1: Nightvision, 5 units per minute
2: Thermalvision, 5 units per minute
3: Less power drain, 1 unit per minute

(C)Regeneration: Regenerates damaged tissues
1: Slow regeneration rate, 10 units per second
2: Medium regeneration rate, 5 units per second
3: Faster regeneration rate, 2 units per second

(B)Spy Drone: Creates small scouting drone
1: Allows creation of drone, 10 units per drone
2: Drone gains self-destruct ability that releases EMP
3: Lower power drain for drone construction, 5 units per drone

Cranial: Makes user invisible. Can be detected by thermal scans.
(C)Cloak:
1: 10 units per minute drain
2: 8 units per minute drain
3: 5 units per minute drain

(C) Aggressive Defense System (ADS): Detonates explosives like rockets
1: Grenades and rockets detonated at five feet
2: Grenades and rockets detonated at ten feet
3: Grenades and rockets detonated at fifteen feet

(B)Neural Interface: Allows user to hack into security systems
1: Slow hacking speed, gains access to security cameras and alarms
2: Medium hacking speed, can deactivate turret defenses
3: Fast hacking speed, can control turret defense systems
System is always on, drains no power

Skeletal:
(C)Thermal masking: Masks user from thermal scans. User is still visible.
1: 10 units per minute drain
2: 8 units per minute drain
3: 5 units per minute drain

(C) Hazard Defense System: Protects user from environmental hazards.
1: Poison immunity, 10 units per minute drain
2: Radiation Resistance, 5 units per minute drain
3: Added Radiation resistance, 2 units per minute drain

(B) Electrostatic Discharge: Adds electrical damage to unarmed attacks.
1: 15 volts
2: 30 volts
3: 50 volts
System is always on and drains no power.

Subdermal:
(B) Ballistic Defense System: Protects user from ballistic projectiles
1: Will stop .22 caliber rounds, 1 unit per second drain
2: Will stop 5.56mm rounds, 5 units per second drain
3: Will stop 7.62mm rounds, 10 units per second drain

(B) Blunt Trama Defense System: Protects user from blunt weapons.
1: 15% trama reduction, 1 unit per second drain
2: 25% trama reduction, 5 unit per second drain
3: 50% trama redution, 10 unit per second drain

(B) Sharp Instrament Defense System: Protects against bladed weapons.
1: 10% penetration reduction
2: 15% penetration reduction
3: 25% penetration reduction
System is always on and drains no power

Arms:
(C) Strength enchancement: Enhances user strength.
1: 10% strength increase
2: 20% strength increase
3: 30% strenght increase
System is always on and drains no power
NOTE: Increase is proportional to user's current strength

(B) Bot Domination: Allows user to command electronic systems.
1: Can command cameras, 5 unit per second drain
2: Can command turret systems, 5 unit per second drain
3: Can command patrol bots, 5 units per second drain
NOTE: User must touch the item they wish to control. User is vulnerable to damage when controlling an item.

Legs:
Speed Enhancement: Allows user to run faster and jump higher.
1: 10% speed and jump increase, 5 units per minute power drain
2: 20% speed and jump increase, 5 units per minute power drain
3: 30% speed and jump increase, 5 units per minute power drain
NOTE: Increase is proportional to user's current speed and jump stats.

Silent Movement: Silences user's movement.
1: Silences sounds made while walking
2: Silences sounds made while jogging
3: Silences all sounds made during movement
System is always on and drains no power

Health Leech Drone: Breaks down corpses and uses material to heal user.
1: Minor healing, 5 units per corpse
2: Medium healing, 5 units per corpse
3: Major healing, 10 units per corpse

Commercial biomods are produced by Driddain Incorporated, which deals heavily with the military and national police force in firearms and cutting-edge ballistic weaponry. The biomods where produced to assist interstellar explorers, national police officers, but there are strong military applications as well. Black market biomods are produced by a mysterious sect of cyborg traders known as the Omar. The Omar are biomodded to the point that they do not resemble humans anymore. They are clothed in suits of reactive nanofibers that is resistant to ballistic and bladed weaponry, as well as allowing them to survive at extreme temperatures. There are two types, Traders and Protectors. The Traders have the long snout-like vocabulator common on all Omar, but have orange slits to see out of. The Protectors have round ‘eyes’, and made sure “All transactions are fair.”. The Omar are primarily concerned with acquiring materials that allow them to adapt to the diverse types of environments found on planet Earth. The Omar prefer not to engage in combat, but to rather sell armaments over the black market. Omar can often be found in numerous different cities, if one knows where to look.

If this does turn into an RP, it will concern the development of these biomods. Other nations that wish to participate will RP as the first subjects of the biomod tests, selecting which upgrades they wish to install.

I am hoping for feedback on this, for example, if it seems godmodish. I have made several attempts to balance out the various modifications, like adding the power constraint. How these modifications achieve their objective of enhancing the human body will be explained more thoroughly in the RP. I have drawn the name of the modifications from Deus Ex: Invisible war, as well as some of the effects that they produce. I thought it might be an interesting RP concept.

Any suggestions are both wanted and welcome.