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Midnight Run

The Augmentations of Midnight Run.

a part of “Midnight Run”, a fictional universe by Bosch.

This is a cyberpunk RP set in 2112 about a group of working together to prevent a terrorist plot. Thatā€™s the starting point anyway, itā€™s cyberpunk so expect a of bit existential angst, jaded characters and augmentations.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Midnight Run”.
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The Augmentations of Midnight Run.

Tips: 0.00 INK Postby Bosch on Wed Dec 05, 2012 4:30 pm

Here we can discuss ideas for augmentations and list ones that are allowing as part of the plot.

Augmentations are going to be a big part of the RP and getting the right feel for them is important. At first I was thinking they would be pretty solid and aggressive looking, you kinow guns mounted on arms and the like. I thought about things for a while though and decided this didnā€™t really make sense. So Iā€™ve decided to go a more subtle route.

Most augmentations will just augment existing human abilities or be grafted on skin with nothing taken away. The implants will be not terribly dissimilar to cosmetic implants to today accept that they have a practical use. For example pectoral implants wonā€™t just make you look like you have Pectorals but actually add strength. More is explained about that below.

Of course limbs can be replaced with ones used on Synths and grafted directly on skin. However the vast majority of people would not go that far. This also opens up users to the disadvantage of having Synth limbs. For example if someone with augmented eyes meaning their own eyes with little extras falls victim to an EMP blast theyā€™ll just lose the HUD and be reduced to using their God given abilities. If the same thing happened to someone with Synth eyes they would be unable to see.

All suggestions will be considered and Iā€™ll be posting a few Iā€™ve come up with.

Neural Implants.

This type of implant can be used to act as communications connection to the Net and as the method for controlling augmentations. However additional implants can increase reaction time and perception or allow you to store data discreetly.

Strength enhancer.

Rather than hacking a limb off and replacing it with something entirely artificial this procedure replace organic muscle with the same Nanomuscle compounds used by the Synths. This augmentation is designed to increase strength. Like organic muscle strength in related to size so the larger a muscle is the stronger one will be, however this is at the cost of agility.

Liquid Body armour.

A type of liquid that under normal circumstances behaves as a liquid however when extreme force is applied like say a gunshot the liquid firms up and becomes rigid for a brief second to absorb the impact. The catch is it only works for extreme force therefore a punch wouldnā€™t activate it. Conversely some bullets will obviously be designed to penetrate it, similar to ā€œcop killerā€ bullets from today additionally if a grenade lands at your feet odds are youā€™re going home in two cars.

Concealed blades.

Small blades inserted beneath the fingernails. Theyā€™re razor sharp and when retracted completely unnoticeable. Theyā€™re also highly illegal. While blades are one way to go there are other devices that can be placed there for example a hypodermic needle.


Agility enhancer.

A different type of Synth muscle that instead of adding strength adds agility this time to cost is strength.

Contact Grafts

Permanently attaches a pair of Contact lenses to a userā€™s eye. Obviously they correct any vision defects however they also work with neural implants to display a HUD over the userā€™s normal vision. In addition they have a light enhancement function for low light. Comes with variable colour settings.

Cochlear implants.

The user has amplified hearing additionally it can used for as part of the neural implant as it allows the user to hear communications.

Bone Hardening.

This applies a coating of the same material Synth skeletons are made from to bone. Itā€™s not possible to replace or cover an entire skeleton. Normally used on the knuckles and forearms where impacts are likely.

Tip jar: the author of this post has received 0.00 INK in return for their work.

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Bosch
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