Star Wars Roleplay: Chaos

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Approved Tech Hydra Implant

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  • Manufacturer: Locke and Key Mechanics
  • Affiliation: Locke and Key Mechanics
  • Market Status: Closed-Market
  • Model: Hydra Implant
  • Modularity: No
  • Production: Minor (Large groups of characters. (IE: Multiple factions, companies, or groups.)
  • Material: Electronics
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  • Classification: Neural Implant
  • Size: Average
  • Weight: Light
  • Resistances (Optional): N/a - Internal Implant only
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  • Improves the brain’s ability to handle multiple thought processes at once.
  • Math Processing
  • Padlocke
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  • Many-headed: The implant works by expanding the brain’s ability to handle peripheral thoughts more efficiently by offloading the thought processes onto the processers of the implant allowing them to pick up and run the thought processes to allow the user to keep multiple trains of thought active at once, or increase the ability they have to handle a single task.
  • The ability to run mathematical equations as background processes, as well as other basic computing functions including recording sensations and experiences.
  • Navi: The implant can run an implanted OS, either the native Locke and Key provided one, or one which is loaded onto the implant. The implant can also be loaded with a NAVI electronic assistant.
  • Command Function: The Hydra can be used to control and monitor other implants within the body of the user, providing them with a fast and efficient means of mental control.
  • Connectivity: The Hydra can connect to other implants through a direct-wired connection, or wirelessly depending on how you extensive the cyberisation is.
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  • Distracted: While the majority of the processing is done by the implant the user’s brain still needs to manage and control the implant leaving the user increasingly distracted the more processes they have running.
  • Feedback: Any kind of feedback, from a taser, emp or ion attack will shut down the implant until it is reset, meaning that all its functionality can be taken offline. Although the implant is designed to shut down as soon as possible, it’s possible for the feedback to roll into the user’s brain causing unconsciousness.
  • Sliced: Although very well protected by padlocke, the implant is still a piece of electronics, and so can be sliced into by a skilled enough slicer. (OOC: Slicing succeeding or not should always be called by the defender, i.e. the one who is implanted.)

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The most basic of all cybernetics were the prosthetic limbs that had been in existence for thousands of years, replacing body limbs that people lost for a variety of reasons. Even now, the basic prosthetic hasn’t changed, the design has just been refined over time.

There is one area though where cybernetics have never truly explored, the brain. While it’s true that augments have existed for a considerable time, such as the AJ^6 cyborg construct worn by Lobot users often had to trade their personality for the advanced abilities that came with the augments. Had to settle for wearing a large implant on the back of their heads that didn’t really appeal to the fashion-conscious.

The Hydra Implant was Locke and Key Mechanic’s first answer to this, a neural implant using their new nanomanufacturing techniques to miniaturize it as much as possible, to miniaturize it enough that it could actually be implanted under the skull, preventing that unsightly implant attached to the back of your head.

The actual function of the Implant was simple, it allowed you to run the basic Locke and Key operating system, as well as use the processing power provided to have it run other thoughts and queries, other tasks while you focused. The Hydra could also be used to control other implants and augmentations, making it a base component of Locke and Key’s burgeoning cybernetics programs.
 
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