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[CyberPunk] CyberPsychosis
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<blockquote data-quote="kigmatzomat" data-source="post: 3640877" data-attributes="member: 9254"><p>The trouble with cyberpsychosis is it is both too broad and specific.</p><p></p><p>Psychoses happen due to trauma. <em><strong>Some</strong></em> times getting an implant is traumatic. <em><strong>Some</strong></em> times getting an implant is therapeutic. A replacement limb given to someone who lost their arm in an accident mitigates the impact of the trauma. A soldier "volunteered" for an experimental replacement limb is traumatized. </p><p></p><p>Look at today's cosmetic surgery. For some people, getting a nose job or tummy tuck improves their overall mental health. For others, it is the start of a self destructive addiction to unnecessary surgery. But the thing is the psychosis was there waiting for an outlet, not a direct result of the implant. </p><p></p><p>Putting "cyber" in front of it implies that only getting implants has an impact on mental health while running over a puppy doesn't. </p><p></p><p>What you really need is a variant of CoC's Sanity system. Lose a limb in a firefight, lose San. Get a cyberarm or an organlegger replacment and get some of the San back. Get a clonal replacement to get most of it back (there's still some mental scarring from knowing your arm was blown off). Have therapy and get some San back. Have therapy before it happens and not lose so much.</p><p></p><p>Determine the potential SAN loss from implants based on their impact to sensory perception or body image. "The Man who Bit his Tongue" had limited sensory input from his cyborg body and part of the tongue biting was to provide a clear sensory input. IIRC, similar things happen in sensory deprivation tanks. If you get a combat limb with limited sense of touch, temperature, etc. then you take more SAN loss. Chrome plated arms, that constantly remind you that you aren't entirely you, will also cause mental strain. Get one with a full sensor suite and faux skin and you'll take less. </p><p></p><p>By that token, a pain editor (common piece of cyber in many games that filters pain signals before they hit the brain) might have a bigger psychological impact than that full sensor, faux skin cyberarm as the pain-free implantee becomes "The guy who kept pinching himself." </p><p></p><p>Tech that is invisible and imperceptible should have almost no psychological impact beyond the baseline "you had surgery." The amount of scarring will be the biggest reminder that your insides aren't factory original. </p><p></p><p>The psychosis system should also kick in during the healing period based on the experience of the injury. Somebody who rolls max for "injury based SAN loss" may have looked down into their own guts for a while and wakes up nightly being able to see that image only this time they see themselves on a slab in a morgue. Someone who rolls minimum (maybe zero) doesn't really remember any negative aspects, possibly having passed out immediately, and is really happy to have survived.</p><p></p><p>The addictive, self-destructive personality will be the schlub who rolls max san loss. </p><p></p><p>And the Psychoses should not be limited to "becomes sociopath." How about "becomes addicted to implants"? Psychological dependence on technology? Perhaps fear of surgery? </p><p></p><p>If you're basing it on CP2020, make it a lifepath type flowchart where as you lose SAN you develop progressively worse mental health. Put "sociopath" at the end of an "superiority complex" chain, put "implant addict/dependence" at the end of "inferiority complex" and "hypochondria/cowardice" as the culmination of "phobias."</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3640877, member: 9254"] The trouble with cyberpsychosis is it is both too broad and specific. Psychoses happen due to trauma. [i][b]Some[/b][/i][b][/b] times getting an implant is traumatic. [i][b]Some[/b][/i][b][/b] times getting an implant is therapeutic. A replacement limb given to someone who lost their arm in an accident mitigates the impact of the trauma. A soldier "volunteered" for an experimental replacement limb is traumatized. Look at today's cosmetic surgery. For some people, getting a nose job or tummy tuck improves their overall mental health. For others, it is the start of a self destructive addiction to unnecessary surgery. But the thing is the psychosis was there waiting for an outlet, not a direct result of the implant. Putting "cyber" in front of it implies that only getting implants has an impact on mental health while running over a puppy doesn't. What you really need is a variant of CoC's Sanity system. Lose a limb in a firefight, lose San. Get a cyberarm or an organlegger replacment and get some of the San back. Get a clonal replacement to get most of it back (there's still some mental scarring from knowing your arm was blown off). Have therapy and get some San back. Have therapy before it happens and not lose so much. Determine the potential SAN loss from implants based on their impact to sensory perception or body image. "The Man who Bit his Tongue" had limited sensory input from his cyborg body and part of the tongue biting was to provide a clear sensory input. IIRC, similar things happen in sensory deprivation tanks. If you get a combat limb with limited sense of touch, temperature, etc. then you take more SAN loss. Chrome plated arms, that constantly remind you that you aren't entirely you, will also cause mental strain. Get one with a full sensor suite and faux skin and you'll take less. By that token, a pain editor (common piece of cyber in many games that filters pain signals before they hit the brain) might have a bigger psychological impact than that full sensor, faux skin cyberarm as the pain-free implantee becomes "The guy who kept pinching himself." Tech that is invisible and imperceptible should have almost no psychological impact beyond the baseline "you had surgery." The amount of scarring will be the biggest reminder that your insides aren't factory original. The psychosis system should also kick in during the healing period based on the experience of the injury. Somebody who rolls max for "injury based SAN loss" may have looked down into their own guts for a while and wakes up nightly being able to see that image only this time they see themselves on a slab in a morgue. Someone who rolls minimum (maybe zero) doesn't really remember any negative aspects, possibly having passed out immediately, and is really happy to have survived. The addictive, self-destructive personality will be the schlub who rolls max san loss. And the Psychoses should not be limited to "becomes sociopath." How about "becomes addicted to implants"? Psychological dependence on technology? Perhaps fear of surgery? If you're basing it on CP2020, make it a lifepath type flowchart where as you lose SAN you develop progressively worse mental health. Put "sociopath" at the end of an "superiority complex" chain, put "implant addict/dependence" at the end of "inferiority complex" and "hypochondria/cowardice" as the culmination of "phobias." [/QUOTE]
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