Just as before, we begin with the limbs, spine skeletal reinforcement. I found, as I worked on Trader Cybernetics, that I am quickly exhausting the design space. There are only so many variations of DR, ST and DX one can fiddle with before it starts looking the same. You can, of course, create the same thing over and over again as long as it has different associations, but it’s less satisfying. I could be wrong, but I don’t think I’ll be able to create many more cybertech sets before I start running out of ideas or they start getting really weird (which is fine, at least for Wyrmwerks).
For Traders, I wanted to focus on a few distinct concepts. First, I wanted fragility but precision: low ST, low DR and high DX. This somewhat resembled Grand Federal, but less pretty. I also wanted to focus more intently on multiplicity: lots of limbs, lots of attacks, high coordination. I wanted them to have an insectile theme: crawling up walls with their excess limbs, joined by their additional, insectile machines. I’ve always liked the idea of Traders as the sort of aliens one could spin horrifying tales of and genuinely fear, but once you got to know them the weren’t so bad. Further, I wanted to explore more concepts of distributed computing, which is, when there are additional nodes one can offload ones computations on, one can have additional power. I like this or a few reasons: it supports the idea of the swarm, it means that Traders fight better on their “home turf” and it creates a sort of feedback cycle where the swarm is strong, but once it starts to break down, it becomes dramatically weaker. Finally, I wanted to emphasize, like House Kain, the idea of unique and ancient technologies that make them better, but most Traders have lost: heirloom technologies. Taken together, I like to think this captures the spirit of Trader technology: fragile, precise, alien, heirlooms of a better era, and unique.
Trader tech should be isolated from the rest of the galaxy. It is, after all, Cutting Edge technology, and while Traders associate with other races and factions, their technology is uniquely their own. So rather than integrate with the galactic standard module, Traders would isolate into their own system, and that means Modifications over Modules. Like House Kain, Traders have specific modifications and customizations. Their standard tech is… fine, probably more comparable to Stellar Dynamics, or a cut below Syntech, until you start layering on modifications, at which point they start to get genuinely impressive, especially with Heirloom Tech modifications. The two worth drawing attention to are the Exofield Reinforcement and Responsive structure, the latter of which is inspired by their responsive structures in their ships. Like House Kain, they have a (very soft cap) limit on how many such advanced technologies they can have, and the result is that Trader effectiveness with cyberware depends on how much you are willing to invest. Non-Traders can gain these technologies too, but they tend to have an inferior effect, or they apply more Chrome, as they’re not built for non-Trader physiology. Only a few have been limited to Traders only, and these mostly depend on numerous neural connections.
Of course, Traders like to trade, and they like to borrow other people’s technology. They want to sell cyberware to Ranathim and Asrathi, and they would like to integrate into the broader technologies of the galaxy at least a little. To this end, I introduced Reinforced modifications, which dump a lot of the complexities of Trader cyberware in favor of something more robust and that would integrate better with non-Trader physiology. They also have the option of buying into the Modular system, but with a cost and a limitation.
This is, as always, a first step, and there will inevitably be feedback and revisions, but hopefully, it’s a reasonable first step. Here is the current state of the entire document, presented as is.
Continue reading “Trader Cybernetics 1: Musculo-Skeletal Cybernetics”