A series of Cyberpunk styled PDFs

I hate, loathe and despise any cybernetic system which turns heavy users of cybernetics into raving psychopaths.

You know, I read that so often that it amazes me.

Menawhile, the dehumanizing effects of technology have been a key part of the cyberpunk writing genre for ever...

Well, the duality actually - the dehumanizing effect of technology and the humanization of technology. How people can be less human than machines under the right circumstances.
 

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Without play testing your stuff, I'd say it's really good. I like the use of Grimm's Cybertales insanity tables being added to the mechanics of OGL Cybernet.
I also already use a Massive Damage Threshold alternative similar to yours. Mine is the DC for the fort save is equal to the damage dealt. yours is a bit more harsh.
The only thing I would be hesitant about using are the body conversions, they seem pretty powerfull, then again, they are costly in both coin & self, however I can see the possibility of a min/max-er taking the Genetek race & then going for the body conv. once they can get the -2 per die rolled.
I am REALLY looking forward to seeing what your friend has done w/ nanotech.
Please post it once you get your hands on it :)

I have not read the Character Traits or Getting a Life too closely, however, what I've seen looks good.

I really think I found what I plan on using for my games!!:D
Slingbld~
 
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I completely agree with the point that much (but not all) of cyberpunk has been about the dehumanizing effect of technology and the changes technology brings to society and culture.

What I object to is the game mechanics intruding in unbalanced ways. If technology is dehuamanizing, why is the only time it has a (game) effect is when someone inserts parts into your body? Or why is the body modification the only dehuamanizing technology?
I don't like the system in D20 because it is one of the few places where characters must take flaws or limitations for new abilites. This works OK in point buy systems (e.g. GURPS or Hero) because it's part of the game mechanics. But in most cyberpunk games it is an additional set of rules. And it goes back to the debates on adding flaws, drawbacks or limitation to D20 system, that they are simply munchkin bait.
Finally, I don't like the roleplaying restrictions imposed by the sytem. No, I don't like alignment's either.

Not to be completely negative, here is a suggestion for a substitute system. Instead of using Charisma, use Consitution for the Self score. As you add cyber implants, the meat gets replaced with metal or nano. When you run out of self, all the meat has been replaced, leaving you a complete cyborg. Now we need rules for cybogs and robots.
 

hmm, i have a system parked on my hd (non-d20) that i have been working on at slow times. nowhere near playable at this stage but the idea is that rather then have people turn into rampageing monsters i hope to make the effects of cyberware more social. basicly if you walk around with a supercromed arm you may be seen as cool and similar by the street crowd, but do the same in a corp meeting and you will most likely be labeld a freak.

then im trying to put in a system where its your actions that strip away your social abilitys, kill and rob and sooner or later you risk turning into something more towards a amoral animal then a human. here the cyber will just have the prosess along as you may well "look" at the cyber and think that your more then human or less then human so why are you tied down by a system made by humans.

a cyberlimb here will have a social effect but very low mental effect unless you removed a fully working arm for it. pure medical tech like a normaly working cyberheart and similar will be similar, alltho as its a hidden item the social effect will be lower (but if found out, may be there).

strength and reflex mods, ir vision and similar will have a very powerfull effect tho. being able to see the world in slomo and lifting extreme weights may trigger a superman feeling if at the same time your doing something criminal or similar. this is when things go downhill as your starting to see humans in a diffrent light. this may happen without cyberware but its easyer to do when you can point at something and state that hey, im something else then human...
 

Over the years, we have developed our own system for handling 'humanity loss' in games, without it being a direct hit to Charisma.

Effectively, the player has the choice of affecting Charisma or Wisdom (distancing himself from humanity), Dexterity ('the black shakes' from Johnny), or Constitution (as implants violate the single most important protective organ of the body).
 

Visceris said:
I do think that hacking off a limb and replacing it with metal will leave a person somewhat deranged.
Hmm, then I guess Lady McCartney is a dangerous psycho!

Seriously, it amazes me that you could make such an obviously false and prejudiced statement. (Apologies if you were joking.)
 

Half jokingly actually.

One of the reasons I choose Charisma I found Charisma is often a dumping stat for most of my players. They see Charisma as a cast off stat, even though I use Charisma based checks situations with NPCs, most having got a clue why most of the NPCs are somewhat hostile or unfriendly towards them.

Hellhound, I think you have something there. Set up a Humanity score system but for the Stats Dexterity, Constitution, Wisdom, and Charisma. Depending on what type of Cybernetic gear you get will determine what stat it will effect. Neural ware effects Dexterity, Bodyware will effect Constitution, Outward cybernetics would effect Charisma, while brain augmentation affects Wisdom. Hmmm...
 


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