Community Brainstorming: Encyclopaedia Augmetica

By N0-1_H3r3, in Dark Heresy House Rules

OLD: I'd like to ask a favour of the community... I need your brains.

Not literally, of course, but if you could spare a moment of your time and a scrap of effort for me, it would be most appreciated.

I'm working on my next Dark Heresy project - or rather, my next Dark Heresy project that isn't so huge that I'll likely never finish it (Xenos Among Us remains more incomplete than complete) - and require a little community assistance for a section I'd like to include.

The subject of the project is the Adeptus Mechanics (inspired by the depictions in the novels Titanicus and Mechanicum , and encouraged by the fact that I've got someone playing a Skitarii/Forge World Guardsman in my current campaign who is more than willing to test my creations), and it could do with a little padding.

So, I ransacked my brain and came up with something that would be ideal to bulk out the fan-supplement: a near-comprehensive list of augmetics, bionics, implants and other mechanical paraphernalia used to replace or supplement weak flesh.

I've made a start on the list, but if any of you can suggest or even create as many ideas for implants and augmetics as possible, I can populate the Encyclopaedia Augmetica more thoroughly. Everyone who suggests an idea that I include within the final document will be credited for their assistance.

Now, in the mean-time, I'm off to think binary thoughts and finish typing up the Skitarii alternate ranks.

NEW: Thought I'd repost this, see if there are any more ideas to come. I've saved the thread from the old forum to my hard drive, so that I can refer to it as I write once the old forum is taken offline.

Since I'm not familiar with the old thread, then I guess I'll be making the unoriginal statement of suggestiong that you peruse the various "cyberpunk" games. If it's the Adeptus Mechanicus all you need to do is put more cables on it, make it less sleek and certainly make it more invasive, and you're at the common image of the 40k universe. With the latest information from Mechanicum , I believe, introducing the concepts of "virtuality" (ref: Cybergeneration ), or wireless datanetworks, data havens, inspiration from "Technomages," etc., certainly wouldn't be difficult.

Kage

One thing about 40k bionics that I love is the over-the-top cables, servos, wires and cogs.

How about a table with suggested bionic features that a character picks up based on the ammount of medical attension they've recieved?
I'm a bit tired, so I'm not sure if this idea is any good, but say every time a character takes significant damage and gets healed, some of the healing is their body physically mending itself (scar tissue forming, etc) and some (in the form of medical attension) is skin staples, hinges, wires etc.

Thoughts?

I've some more 'steam punkish' Ad Mech stuff I've been working on, I am unsure if you have any interest in less 'conventional' (heretical) looks at the Adeptus Mechanicus.

I would definitely be interested in this... I've not much developed myself, but I can see things from the shadowrun system fitting in nicely.

One thing I've gleaned from the last 20 years of 40k fluff, the more expensive the augment, the less mechanical it looks.

For instance: Optics.

For the normal Adeptus Mechanicus who doesn't care about fashion, this might not apply, but for the rich noble who loses an eye he has choices. He can have a new eye cloned and grown in a vat (most expensive), an augmetic eye which looks like the real thing (nextmost expensive) an outlandish augmetic eye with lots of gold and lit up by L-wire, a well-made functional eye or a crude augmetic like they give Imperial Guardsmen.

A lot depends on fashion. Some planets it's fashionable to have your teeth augmetically replaced by precious stones, some it's the height of cool to replace various body parts with golden augments, polished and engraved with your family linage.

Know what I'm saying? And it ties in with the concept of Humanity Loss which is a Cyberpunk concept if I'm not mistaken.

One thing you really need is "How many augments can I jam on one Techpriest?" DH rules aren't as good on this as INQ rules were.

Ok here is some for you.

The Piston Punch.

This cyber are upgrade means that no other upgrade can be fitted to the arm.

Most of the fore arm mechanic are remove to make room for a large piston, rifling and firing array. This has the affect that the hand unit, that now is upgraded with spiked knuckles with the mono cones, is lest dextores and has a -10 to any fine dexterity work. The implant is very hard to see on Auspex and can only be detected with a -30 roll or will just look like spiked knuckle upgrade. You do not get your strength bonus with this weapon

Melee, 1d10+4, pen +3, Tearing, 1500 Thrones Very Rare

Implanted Mono wire.

This implant, favoured by assassins, consist of a spool of mono wire in a concealed compartment in the hand or arm. It tends to come with a piece of Jewellery of which the heavy stone is used to wait the end of the mono wire and it can then be used as a whip or garrotte. When being used as a whip a failure by 3 dots means the whip comes back and hits the user. This implant is almost impossible to see with an auspex and has a -40 to detection. If the victom is snared by the weapon then every time they make a strength test or agility test to get free he takes 1d10 plus their own strength bonus with a penetration of 2 even if he gets free.

Melee. 1d10-1+Sb, Pen +2, flexible snare, 3000 thrones, Very Rare

Holy Nano Machine Armour

This most sacred upgrade is only given to the most loyal Servants of the Machine. Nano Machines are injected within the host’s body and infuse him with the Holy skin of the Machine. He receives 4 armour points to all location of his body but this process has the side affect of making his skin have a silvery sheen and look as though he has scales. On many world backward worlds that do not know the touch of the Omnissiah. These people have been burnt as heretics. 2000 Throne rare

Hope these help

Heres one for you.

Knuckle Spikes

Primarily found among the gangs of the underhives, mercenaries and extensively in underground gladiatorial games throughout the Imperium. These primitive combat enhancers are considered dubious in nature by the Arbites and often lead to detention and interrogation upon discovery.

Melee, adds Tearing to an unarmed attack, 100 Thrones per hand, Rare

Poor quality : User must make an easy Toughness test after every combat to avoid infection. Failure results in one level of fatigue and user must make another Toughness test the next day. Each failure imparts another level of fatigue until medical treatment is received. A normal Medicae check negates the infection.

Good quality : + 1 to damage

Best quality : As Good quality, Pen +1

For an additional 500 Thrones good and best quality implants can be concealable. This requires a challenging Perception test for the augmetic to be noticed during a search.


Time for some thread necromancy. First off, options for Best-quality cybernetics:

Bionic Arm
Best bionic arms grant +2 bonus to the users Strength Bonus and have 50% chance of negating an arm location critical hit

Bionic Locomotion
Best bionic locomotion provides the Unnatural Speed trait and has a 50% chance to negate a leg location critical hit

Bionic Respiratory System
Best bionic lungs grant immunity to airborne toxins and immunity to the effects of depressurization in vacuum.

Now for some original augmetics:

Artificial Pheromone Emitters
The flesh is weak, as proved by the chemical manipulation of the mind by pheromones. Artificial Pheromone Emitters are only produced in Common or better quality. Common versions provide a +5 bonus to Fellowship Tests and Fellowship-based skill Tests if the the target(s) is within 30m of the user, Good versions increase the bonus to +10. Best Artificial Pheromones provide Unnatural Fellowship (x2) if the target(s) are within 30m. Note that Artificial Pheromone Emitters are species-specific and do not affect aliens.

Combat Implants
These implants consist of grafting bio-mimetic metal unto the bones of the character's elbows, feet, hands and knees along with reinforced fibers woven into the supporting ligaments. Preferred by some assassins as the subtle design and unobtrusiveness allows them to turn their bodies into hidden weapons. Poor versions provide +1 damage on unarmed attacks. Common versions remove the Primitive quality from the character's unarmed attacks. Good versions provide the benefit of common combat implants and grants +2 bonus on damage rolls. Best versions provide the benefit of common combat implants and grant a +3 bonus on unarmed damage rolls

Reaction Accelerators
Often used to repair nervous system damage suffered by soldiers on battlefronts where nerve gas and more hideous technology is used, these implants also see use on those ravaged by age. Poor versions restore any permanent damage done to the character's Agility Characteristic. Common versions of these systems increase Agility by 10%, Good Reaction Accelerators provide Unnatural Agility (x2), but the constant strain the accelerated nervous system places on the character’s body applies a -10 penalty to Toughness Tests. Best Reaction Accelerators remove the -10% penalty to Toughness Tests.

from france

C V I U D F H X C 0101011001

Comunication visual implant utilitary device for human xenos comunication.

mostly used by rogue trader some are also use by inquistor who expect to encounter new xenos or a xenos species for with they have no knowledge of the tongue.

the C V I U D F H X C 010111001 or simply mirage talker is conecting to the brain and project etheir a static image of the tought exemple a picture of a dinner or a movie people are dinning.

the image can be projected in the mind or in the air or in a flat surface. this way it s possible to comunicate concept and learn language.

both species must want to comunicate and have a mini of 20 fel and int.

bad quality mirage talker simply project teh passing idea and there is no way to block the wrong idea witch can be problemeatic.

normal quality alows the sender to project what it wants but there is always a 5% that the idea is not the good one.

best quality give +10 intel and fel to get understood and the idea is always the good one.

all test image include a test that is appropriate for the complexity of the idea for example a dinner is at + 30 while explaining the differences of two imperial creed can be at -30

every hour a fatigue test with increased diffuclties starting at normal must be done. in case of failure the sender is very tired and must sleep for tow hours in case of critical failure the sender losse -5 intel and fel due to part of the brain being burned.

it can also be used in case of human world with no knowledge of high or low gothic to ease translation. but it s rarely used in this way.

hope it helps you

If you don't mind some small-scale stuff I suppose I could help out

Injected Nano-Mechanics (Please give it a better name, I'm sick and far too tired to be so creative): For use on Adeptus Mechanicus that have great sway in the mechanicum, the Nano-Mechanics are a method of repair in the machine body. Specifically assigned to the Priest that they are given to the Mechanics will not work on other, foreign machines, not out of spite, but out of ignorance. (In layman's terms, they are designed to fix the mechanics and augemtics in the body of the priest himself, and don't have the programming to fix other machines, nor the actual biological body of the priest, should there be any.) Stored in a special 'hive' in the chest of the priest, next to the heart.

Effects:

+30 to any tech-use tests to repair augemtics attached to the priest. For the sake of expediency.

Unless completely obliterated, the augmetics within/on the priest will heal on their own time within 2d5 days with the corrects rites and rituals to appease the machine spirits.

Without the rites the machine spirits both within the augmetics and those of the nano's may become angered, with the augmetics this indicates a temporary decrease in quality (Best quality becomes good quality) until they are appeased by the proper rites, and with the nano's a permanent increase in days to heal, making the roll a 2d5+1 next time it's necessary and so on.. Because the little bastards hold a grudge.

Price: 20,000 thrones

Rarity: Near Unique (Adeptus Mechanicus Only)

I know it needs a bit of a cleanup, and I may post more later when I'm better, but this has been rolling around in my head for quite awhile.

Elgrun said:

If you don't mind some small-scale stuff I suppose I could help out

Injected Nano-Mechanics (Please give it a better name, I'm sick and far too tired to be so creative):

You are right, I don't think you should ever use a name that makes it so obvious what it is. I'd go for Holy Mechano Cordis (referencing the hive it'self).

Amalgam Ossis Infusion

The ritual of Comutabilis Ossis is ancient, expensive, laborious and hollowed rite performed on several Forge Worlds in the Calixis Sector. The Adeptus Mechanicus closely guard it's secrets and it only performed for their most esteemed allies. It is rearly performed on the Mechanicus themselves as they themselves strive to gain th same benefits with no regard for their own human flesh.
The Comutabilis Ossis takes several months to prepare. Secret componants from several Forgeworlds must be brought together with the most sensitive and specialised machines. These machines themselves are truely ancient and probably irreplacable. The secrecy surrounding the proceedure is such that is performed deep under forgeworld and the beneficery will be brought there in a transport train that completely blocks all outside senses and communications (not that a beneficiary can travel their in anything but the appointed robes.
When the procession finally reaches the chamber the Mechanicus servitors annoint the beneficiary in oils before the the Chirigeons strap the to an operating table. Then the hallowed machines inject the Almagam directly into the bones of their ally. This alone is agonising, and for the ritual to complete it is deemed important that anathestics are not used, but once injected the Amalgam bind and changes the bones structure, massively reinforcing it. Once recovered the beneficiaries bones will be nearly unbreakable but where the skin is tight over the bones swirling and spirialing pattern can be seen. However this does not prevent bad dislocations and flesh damage even if the bones itself remain unbroken.

Availability: Near Unique.

Effect: The implantee gains 1 TB on their limbs and 2 on the Body and Head, this is not cumulative with 'The Flesh is Weak' or the TB gained from Bionic limbs. In addition, in the event of a critical effects that results in a broken bone the implatee may roll one dice. If it is more than the penetration of the attacking weapon then the bone is not broken allthough all other effects remain and this does not effect beheading effects. Because of the truama of the ritual and the effect of the Amalgam Ossis Infusion the implatee may purchase True Grit for 500xp if they cannot already purchase it.

Disadvantages: The ritual is extremely traumatic. The implatee must make a Challenging Willpower test (+0) or suffer 1d10 points of insanity. Even if this test is passed they take 1 point of insanity. The GM may rule that mediation, as well as certain other traits may add to this roll.

Why not just make it a universal TB instead of localized?

Letrii said:

Why not just make it a universal TB instead of localized?

More Grimdark that way. :-D

Flail-Bot said:

Letrii said:

Why not just make it a universal TB instead of localized?

More Grimdark that way. :-D

But it's more bookkeeping, lol

As it's similar to Wolverine I've thought about it a lot. Another way to put it is that it's 1 extra TB, PLUS an additional TB on the body and head as they are protected by the bones a lot more. I figured by this point people would be cybered to the eyeballs (+20 to perception tests involving vision) and locational TB's would be fairly common. It was a bit late when I did so it so there's bound to be issues.

I'd say check out the Shadowrun setting. It has plenty of cybernetics and bio-implants. You might also check out various GURPS books for inspiration.