Been going working over some ideas to adjust the humanity rules (empathy, karma, whatever for whichever system) when it comes to cyberware. Usually the common rule is the more of your body that is not real the less human you become. Eventually ending up as a stone faced killer with no empathy or a raving madman.
Now the main reason I can see this being in most games is for game balance and power limitations. You get your good with the bad, but you also can't get to much good either or you flip out. Now this works but it also acts like a bit of crutch for the GM and is one less thing to worry about. But it doesn't seem all that realistic.
If somebody loses both legs in an accident. This could set you for a life in a wheelchair as a very permanent handicap. So why would a set of fully functional artificial legs run down your human empathy or mental stability. I means it's a miracle of modern science, you can walk, run and jump again. Just doesn't make sense to me that the joy of regaining your mobility would dump you into the downward spiral of cyberpsychosis.
So for me in any cyberpunkish game that I run, having a cybernetic replacement of something that was lost due to an accident will cost zero humanity. As long as it's just a simple replacement, no special gadgets, hidden guns, etc.
Now lets say time goes by and you get something added to those legs for your job or to make life easier. A plug in to power your laptop or recharge your legs batteries, a dermal pocket with a small flashlight for emergencies, stuff like that. Again zero humanity cost.
So when will it cost you? Well when you make the decision to go and have your perfectly good eye cut out of your head and replaced, that's when the costs will start up. The more you have modified by your own free will the more the cost will go up. Because you are consciously stepping away from your humanity, stepping away from your own body. Start carving off your legs and your mind has to been a different state than most normal people.
More on this topic later.
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