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Cybernetics

Ikky edited this page Aug 5, 2022 · 5 revisions

What are Cybernetics?

Cybernetics, by the accepted legal definition are foreign, mechanical augments or attachments to the living body that replace, mimic, or enhanced biological limits and functions. While they were the first steps into transhumanism, now outpaced by biomodification, they still see use by the majority of the human, skrell and Teshari population. Being both the cheaper, less time-consuming and cost-efficient bodymodding option.

What Kinds of Cybernetics Exist?

An easier question would be what kinds of cybernetics don't exist. Where there's an organ, limb, or need to push a limit, companies like Veymed, Nanotrasen, or GenTech fill the market. The most obviuos examples for the past few centuries have been artificial limbs that give sensory feedback, replacement organs, artificial hormone glands, synthetic muscle fibers, and even concealed weapons or tools.

However in the current decade cybernetics research has far outpaced it's limited scope. Sporting expensive options such as cognitive assistants, full-on cyberbrains, fully synthetic bodies, nanohive implants that serve countless functions and greater weaponization of the sapient body. While most of these options are physically obvious and liable to make others cross the street to avoid someone so augged up. The potency of these implants cannot be doubted.

How Legal Are Cybernetics?

Like most topics within Solgov, It Depends®. Many systems have varying laws on the legalities of cybernetics ranging from limiting their function, sale, taxation and registration. Most legal barriers however prohibit or limit cybernetics with only weaponized means(Concealed weapons, subdermal armors, etc). The SIL and TTA oddly are the most lax monolithic bodies on the topic of cybernetics. Owing both to Skrellian ideologies of 'subtle' improvements to the body and the Teshari's desire to stay competitive in military and labor markets. However by contrast the Dominion only allows cybernetics within it's citizens under the most dire circumstances to preserve life - even then at a heavy cost in social standing.

What are the Limits to Cybernetics?

Much like biomodification cybernetics are not without their drawbacks or limits. Nano-scale machines and their production hives are the newest technology leading medical and pharma companies into greater boundaries. However the danger of magnetic pulses or electrical damage is always a concern to those not wholly organic. Other problems that come with cybernetics also range from maintenance costs and fees, malware attacks, mechanical failure and in rare cases, tissue rejection.

Cybernetics Today

Today Cybernetics sit in the niche of affordable, obviuos and 'trendy' transhuman options that's ever being pushed more and more on just what polymers and silicon can do for someone. An estimated 43% of Solgov humans carry some sort of cybernetic augment, while a mere 21% of Skrellians have augmented their body in some way. On the other end, a staggering 68% of Teshari and/or Tajara have taken up cyber augments for fashion, personal or practical reasons. Despite biomodification being a new, 'cleaner' road for transhumanism, old fashioned metal, plastic and silicon is too rooted to ever be replaced.

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