That’s why I suggested they would be in use by high-end professionals. Not every cashier would have a cybernetic implant, but the clerk at a swanky upscale boutique might. Not every stockbroker would have a cybernetic implant, but the partner in a large corporate brokerage house might.
[quote=“EkarusRyndren, post:40, topic:7110”][quote=“CarlStayBack!, post:39, topic:7110”]I think there should be a big pile of “professional” CBMs which don’t have much actual utility to the player, but would have been used by high-end professionals in their respective fields. Examples:
Stockbroker’s CBM: Allows remote banking at any time through high-power radio transmission by way of satellite uplink, and allows the user’s palm to act like a debit card.
Photographer’s CBM: Replaces an eye with a pro camera.
Barista’s CBM: A translucent eyepatch overlay which displays recipes for coffee, tea, cookies, biscotti (why isn’t biscotti already A Thing?), and biscuits, and measures the precise temperature of hot drinks (allowing infrared vision at a distance of two).
Cashier’s CBM: Allows transfer of credits between the CBM and any debit card in the user’s hand.
Cobbler’s CBM: Allows the bones in one hand to shape themselves into a foot-shaped cobbler’s last, transforms the other hand into a cutting 1/hammering 1 tool, and allows the automatic successful repair and/or reinforcement of any shoe or boot.
Janitor’s CBM: A bio-engineered reservoir built into the forearm which changes body fluids to soap, which can be expelled through a stoma in the centre of the palm, allowing for unlimited quantities of soap to be produced at the cost of increased hunger and increased thirst.
Tailor’s CBM: Adds an extendable ridge of sharp bone to poke out through seams in the flesh between the index and middle fingers to allow the fingers to be used as scissors.
And so on.[/quote]
It’s clever but bionics weren’t widely available for everyone, it was a richest of the rich kinda thing[/quote]
Zombie technicians are not rlly what i think of the richest of the richest… i think some CBMs where for public some military some for smart people who can do it them self (scientists) or some related to their professions, so its not an only for rich as fuck people.
When looking at the price of bionic on the menus also it only appears in the thousands, therefore not too bad on expenses but it is for people who have a bit of money to spend.
Agree. Also, i like a lot the idea of Professional CBMs. Maybe also low-cost CBMs? Less expensive, gimmicky functions but comes with downsides, can be disassembled into pieces for creation of better CBMs?
Some ideas for other CBMs below:
Internal Soundtrack CBM: a small implant close of the ears. When activated, it starts playing music previously transfered by the owner., through a physical entrance. (Suggestions: audiobooks, noise sound, common music…)
Personal Advisor CBM: a chip implanted in the brain interfaces with it, creating an AI that appears only to the owner. Can be turned on and off, and it’s intelligent to check out the situation and give a different point of view. Can engage in conversation and evolve, to a certain point(don’t have infinite memory/processing).
Leg Engines CBM: military edge bionics, that substitute the owner’s legs. Needs a constant supply of energy to work at full. When off, gives leg encumbrance 2(or more). When on, gives leg encumbrance -1, and the leg engines can be turned on, which gives a big boost in movement speed, jumps and kick damage. The legs CAN be damaged, and won’t fix naturally, except with Nanorobots CBM.
i kinda did already suggest a Mp3 player cbm in this post but i like the leg Engines idea but i think the repair with nanorobots is a bit overkill there are so many cbms who could be damaged iv you need nanobots to repair all of these i probably wont use cbms close as mutch.
Sorry about the MP3, perhaps a CBM list at the thread start could help, or else the number of repeated CBMs will increase
Also, i said NATURAL fix, not any kind of fixing it. A survivor with good knowledge to place bionics in himself would, with appropriated tools, fix them as time and damage take their tolls. But an equivalent to organic repairing? Only with CBMs.
Well if you want to fix a delicate electronic contraption in your body you need a LOT of skill. preferably painresistance by wahtever means. Somethign to stop the bleeding while your working. And Somethign to close the wound afterwards.
I love it.
[quote=“Valpo, post:47, topic:7110”]Well if you want to fix a delicate electronic contraption in your body you need a LOT of skill. preferably painresistance by wahtever means. Somethign to stop the bleeding while your working. And Somethign to close the wound afterwards.
I love it.[/quote]
Same here, and that also nerfs bionics: as more bionics you have, bigger is the chance of some of them breaking/mulfunctioning/spending more energy, and since the fixing is manual… we really should have a “bionic workshop” when damage in bionics gets implemented. A place with various bionics and good equipment to repairs.
Also, i fear A LOT for someone who have a malfunctioning Nanobots CBM.
Continuing on the theme of professional CBMs:
Student’s CBM: Optic nerve hack which allows for a head’s-up display with notes taken sub-audibly (through a mandibular implant), giving 10% faster reading of books.
Plumber’s CBM: Forefinger has implanted brazing torch. (Acts as soldering iron, requires solder.)
Nurse’s CBM: Thumb has internal reservoir and extendable needle allowing it to act as both syringe and vacutainer.
Pipe smoker’s CBM: Finger has implanted Czech tool (digging 1, fine screwdriving 1) and a piezo-electric lighter.
Delivery driver’s CBM: Internal GPS with satellite uplink to central database which makes all nearby roads and gas stations become visible when activated.
Drywaller’s CBM: Forearm implanted with saw-toothed ceramic blade (too brittle for metal, wood, or combat) which allows it to act like a basic saw. Titanium plates implanted on side of hand and little finger to allow fist to act like a basic hammer.
Forester’s CBM: Infrasound generator implanted in larynx which, when activated, repels insects.
[quote=“Wanderer, post:48, topic:7110”]Same here, and that also nerfs bionics: as more bionics you have, bigger is the chance of some of them breaking/mulfunctioning/spending more energy, and since the fixing is manual… we really should have a “bionic workshop” when damage in bionics gets implemented. A place with various bionics and good equipment to repairs.
Also, i fear A LOT for someone who have a malfunctioning Nanobots CBM.[/quote]
Exactly we d have to start using cbms responsible !
Total suggested a borg chamber for you car :3
rampant nanobots! drains energy to heal/dmg(fuckton of pain) you randomly why the hell not? its powerfull so a huge drawback when sufficiently dmged is okay (can avoid dmg by draining all bionic energy so they can t act alls cool)
Tourist CBM: Same as above, but the uplink gives info about hotels, restaurants, bars, police stations and a random embassy(this, only once).
Postman CBM: The uplink gives info about community mail centers, regional mail centers and bars.
Machine Gun Hand* CBM: A replacement for a hand(left or right, it adapts to what’s chosen before applying it), it depends of a constant energy supply to work properly. Without energy, gives hand encumbrance of 2(or higher). When activated, can be used as a machine gun(burst fire included), as the fingertips open for shooting the bullets. Ammunition comes of an external ammunition storage, connected before using it. The connection kit comes together in the install package.
*Can be modded? Yes, but the mods are exclusive and as rare to find as the Machine Gun Hand itself.
Cyberfeet CBM - Passive - A gross bodymod that replaces the user’s feet with cybernetic replacements with several subsystems that can be installed if the space is available. Gives the user’s feet natural armor and gives them the Tough Feet body mod. Also increases kicking damage slightly. Grants +1 dodge per turn when powered. Foot damage can no longer “heal” but must be repaired. Cyberfeet can be removed at the joint with relative ease and replaced with another at your leisure.
Inertial Hammer CBM-s - Passive - Installs a weighted gyro system in your cyberfoot. It significantly increases bashing damage dealt by the player’s kicks with no active cost.
Tremorsense CBM-s - Active - While active, players can sense even the most silent ground-based creatures through the the tiniest vibrations through the ground. All ground-based units nearby are revealed when not visible as numbers scaled by size. So a tiny creature will show up as a 1 or 0 when not visible and detected in range and the largest creatures, 4 or 5. Flying or incorporeal units are not detected.
Retractable Rollerblades CBM-s - Active - Activating turns your cyberfeet into cyber-rollerblades granting the benefit of wearing in-line skates without all the cumbersome footwear changes. Can’t be combined with footwear but as a trade-off, this mod increases foot armor and HP. Activating again will retract the rollerblades allowing you to walk as normal.
Hydraulic Grappling Spike CBM-s - Active - Activating this CBM subsystem will drive spikes into the ground, making you immune to knockback and increasing your strength score for grabbing, throwing and lifting objects. Recoil for firearms is also reduced while active. You are unable to move while the spikes are deployed and your dodge chances are also reduced.
Myomer Heel CBM-s - Active - By replacing the cyberfoot’s mechanical motivator components with piezoelectric myomers the cyberfoot becomes capable of very quick and contorted movements with no loss in strength. The myomer heel grants extra dodges per turn and increased dodge chance. It also grants small reduction in penalty when climbing over obstacles while active. When inactive the cyberfoot behaves as normal.
Guess it’s more or less the idea: Should gross limb replacements just be one mod with replaceable tech: Light, medium, and Heavy Cyberarm Lugs. Light, medium, and Heavy Cyberleg Lugs, etc. and then you hot-swap different limbs as necessary?
Well I had my own CBM ideas
Cranial Somnia Drive CBM
A Bionic Mounted inside your skull it uses power to replenish you sleep to full unfortunatly it takes 150 internal power per level of sleep deprivation.
Reversed Metabolic Interchange CBM
A CBM that instead of turning food into power it turns power into food however restoring food levels cost 250 internal power per hunger level.
Ambient H2O Replenisment CBM
A CBM inside the lungs which effeciently extracts water from the air and uses it to replenish your own supply unfortunatly it costs 300 internal power per thirst level.
Internal Minireactor CBM
A powerful minireactor installed inside your body where your appendix was. It produces large amounts of electricity continually but requires an imput of plutonium cells.
Power Storage CBM Mk. III
Compact Bionics Module developed at Sam.Co as a replacement for the highly successful Power Storage CBM MK. II. Increases your power capacity by 600 units.
Tennis Pro’s CBM: One hand entirely replaced with pneumatically-enhanced titanium/carbon fibre racket with self-stringing synthetic spidersilk strings. No two-handed weapons, but allows thrown objects to be launched double their normal distance and with a small damage bonus.
Baker’s CBM: Cranial chip implant with ROM module containing basic recipes, plus an adjustable timer (acts like alarm clock) and proprioception upgrade which permits perfect measurement of ingredients every time. All food crafting attempts are automatically successful, and reduces cook time by 10%.
Tailor’s CBM: Thumb and forefinger have implanted sewing machine styluses with bio-organic thread produced by a synthetic spider spinneret organ. Acts like a sewing kit which uses bionic power rather than thread.
Surgeon’s CBM: Fingertip can be peeled back to reveal a self-sharpening iridium steel scalpel. Provides cutting 2. Blade is too small to be used as an effective weapon, but provides +1 to medical skill.
I actually would install this so I could walk in swamps.
Thanks to the absence of the omni-usable artificial arm in RL, people who uses them tend to have a good number available, for different situations. So, a basic CBM as a connection to Cyberleg Lugs/Cyberleg Arms, and the ability to hot-swap easily could be done. It’s more or less equillibrated with the “heavily modded permanently attached legs”, since you have to choose between versatility and easy-to-fix versus many options, but all in one single breakable bionic implement.
Also:
Natural ??? CBM - A bionic replacement similar to other body part replacements, except that’s weaker and don’t have any special utilities, except one: it looks almost exactly the same as a organic, natural body part, thanks to a configurable Body Color System. Useful for social events where people have problems with artificial parts.
Disguised ??? CBM - Used by soldiers and secret agents, it’s an evolution of the Natural ??? CBM. The software and hardware are improved, so the artificial body part have a Chameleon Function(virtually invisible when next to a not-moving surface), Camouflage Function(configurable drawing system for different kinds of camouflage) and Injury Function(body part looks like it’s hurt: cuts, bruises, your choice).
Medical CBM: Wound stitcher. Uses thread to Stich wounds. Can be used for sewing, too.
Also: the need to stitch cutting wounds.
You don t need to stitch a cutting wound. It may help though. I imagine its part of a first aid kit (although it ain t).
Maybe implement the abillity to stop bleeding with a sewing kit.
Cbm Oxygenation system- whilst active it supplys your system with pure oxygen giving a permenant stimulant buff, 4pu / turn
Implanted Grapple: It’s always my favorite cybernetic in other systems, and I am surprised it isn’t in this. Possibly I have just overlooked it. Would work like a regular grappling hook.
Datajack/Internal Computer: Would work like an E-Ink Tablet for reading data cards, storing recipes, etc.