Most
people in Known Space don't like cybernetics and regard those
sporting them as freaks and wierdos or worse. The interfaces
available for use with computers at higher tech levels are pretty
good, holographic controls, data gloves, display visors, and having
chips wired into your brain looks like a very nerdy affectation for
little actual gain. Trying to hide cybernetic devices is also frowned
upon by most governments. The only reason you would want to do so was
because you were up to no good, and security forces tend to assume
anyone with implants is a spy or terrorist until they prove
otherwise. Cybernetics are also expensive, dangerous and and
frequently lead to mental illness.
Prejudice
'eff
off tinface!
As well as
the modifiers by tech level on p38 of the Monggose Traveller
Cybernetics books, add a -1d3 DM for degree of cultural bias against
cybernetics and a further -1d3 if there has been a recent incident on
the world involving a cybernetically enhanced criminal, spy or
terrorist. Then give a -1 DM for every 3 Law Levels the society has –
the higher the law level the greater the paranoia about crime and
subversion and the more dangerous a cyborg is in the popular
imagination.
Prejudice
at its mildest level to a flat refusal to allow the individual to
enter a business premises or home due to fears of covert surveillance
and people assuming that a cyborg is mentally ill. More serious
negative reactions may involve local toughs offering to fight the
cyborg in order to prove that real men are tougher than half a man,
local police forces taking a more violent than usual line with
cyborgs committing misdemeanours (That metal oaf is littering –
wait is he dropping a nanobot spy thingamajig? Shoot him!) and
concerned citizens calling the cops on the spot.
On most
worlds a special ID can be granted for those who have had implants
for legitimate medical reasons, which can defuse most cases of
prejudice. Others demand that cyborgs who have had elective
enhancements have a day-glo orange tattoo, especially those who have
concealable enhancements, so the public know that they are under
serious danger of being 'gargoyled', recorded and monitored against
their will.
Side Effects
'Ah, the anaesthetic is wearing off. You may feel the urge to scream...'
As well as
the survival roll on p35, make a second roll at -2 to see if there
are side effects, with an extra -1 per implant/improvement already
possessed.
These may
be constant pain from badly joined nerve endings, infection, feedback
from a new implant disabling another, Parkinson's disease, Tourette's
syndrome, outright implant rejection resulting in failure within 1d6
months, losses to INT, EDU and DEX due to general brain and nerve
damage. Each operation and type of enhancement will have its own
particular pitfalls.
The Law
'I am afraid your legs are illegal in this colony. Please report to the special customs agent, the guy over there with the oily overalls and the hammer drill...'
Plenty of
states outright ban elective cybernetics and put severe limits on the
capabilities of medical cybernetic implants. Weapons as part of a
cybernetic implant are treated as one category higher with regard to
laws relating to arms. It might be OK in a jurisdiction to have a
concealable handgun, but not if it is so concealable that it springs
out of your thigh or shoots from your wrist. Concealable cavities are
also frowned upon, and many jurisdictions will insist on them being
welded shut. Higher law levels will have strict laws about recording
devices and dmand that memory chips be removed from enhanced eyes and
ears and their wi fi blocked. Really nasty ones will wave these
things through, but put hackers on the job of putting viruses in the
software to monitor the cyborg and shut down the implant if law
enforcement deems it necessary. And what goes for entering a state
goes double for entering a corporate enclave and quadruple for
government and military offices. (Yes sir, you may come onto our
airbase, but only if you unscrew your head and legs).
Mental Illness
Bow
puny meat-things! I am Mechanisto the Great!
This is
the big bugbear. Any talent beyond the human norm seems to result in
some eccentricity as a side effect, and gaining that talent through
messing around with the brain and nervous system just makes those
eccentricities more extreme.
All PCs
have basic sanity of 11+1d6. Modify this using the table below
For each
10% body mass replaced by cybernetics -1
For each
extra skill level gained by cybernetic means -1
For each
stat point gained -2
For each
moderately superhuman ability (high speed, UV vision, armour) -1
Modification
directly affects brain -1d3
Major
deviation from human body plan (weapon, wheels instead of legs, grav
units etc) -3
A roll
under sanity must be made after every additional cybernetic
modification, and at the GMs discretion after every traumatic
experience the PC meets during play.
Failure
results in the acquisition of a behavioural quirk. Roll d10 on the
table below +1 per existing quirk, and repeats make an existing quirk
worse.
1 Mild
megalomania. I am just better at this than you thanks to my machine
parts. -1 on all social skill rolls.
2 OCD. Any
failed task must be repeated again and again until it is done right
to achieve machine like repeatability and perfection.
3 Clean
freak. Must keep cybernetic bits clean and in working order. Roll vs
Sanity on exposure to dirt or freak out about malfunctions and
infection.
4 Paranoia.
THEY don't like cyborgs. They ARE out to get me. -1 social rolls.
5 Paranoia
II. The computer is jealous of my humanity, the robots feel
threatened by me.
6 Depression.
Oh why did I do this to myself. I am a freak. -1 on all social rolls.
7 Mania.
I can do things a million times faster and more efficiently than
ordinary meat people. Look! -1 on all skill rolls, -2 on social
skills, roll vs sanity or become aggressive if fail in a task of contradicted.
8 Existential
paralysis. Is this real, or just an input from my machinery? Roll vs
sanity in any crisis situation or dither unable to work out what is
actually going on.
9 Schizophrenia.
Temporarily lose touch with reality. Roll vs Sanity every hour to get
back online.
10
Schizophrenia II. Lose all emotional affect, cannot feel or express
emotion. -2 on all social skills.
11 Mild
psychopathy. Total lack of empathy, see people as machines to be used
and manipulated with appropriate social inputs, feel no
embarrassment of fear. +1 social skills.
12 Major
psychopathy. Who or what the hell are these gibbering meat puppets?
-3 social skills, save vs sanity if opposed or become homicidally
violent.
13 Megalomania.
Who the hell are these sacks of slime? I am great! Automatically fail
all social rolls, save vs sanity at -2 or use violence on anyone who
fails to agree with your godlike superiority at everything.
14 Extreme
Paranoia. Get the bastards before they get you. Fail all social
skills, kill all humans in sight if fail sanity check at -3 (and
robots, and let's chuck in the cyborgs just to make sure).
15 Catatonia.
Endless paradoxes, feedback loops, depression and weltschmerz.
Totally useless, cannot move or think.
Removing
augments gives a repeat sanity check to lose a quirk, but not all
reverse operations will increase the sanity score – you can't put
back brain cells that have been flushed away to make room for a
microprocessor.
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