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31

Well, from a literary standpoint, I'd say it's because the games you mentioned represent specific genres in which the concept of cyber psychosis does or does not fit. The cyberpunk genre is one in which, despite considerable technological change, human nature is proven again and again to be a nearly-unchangeable constant. This makes for some awesome 'human' ...


16

Finally, I had also thought about some kind of virus which would make robots turn against humans, in a society were security bots are the norm. I find that the best plots are engendered by taking elements of current events, exaggerating the causal themes, and inserting a unique twist, then time adjusting it and inserting it into your baseline campaign ...


15

Integrating an artificial limb or organ in place of a lost original seems to be, according to the literature (in the "related scientific resources" sense, not in the "fictional accounts" one) prone to cause problems. I haven't dug deep into it, but even skimming the top google finds seems to suggest that organ replacement can (though not necessarily does) ...


13

I've run CP2020 many a time (Usually Trauma Team games) The CP2020 book isn't as nicely edited as it could be it's true; then again it's far better than something that WW usually produce! The system itself is very simple, but what I'd recommend for a new campaign in the system is: As mentioned there is no real balance system for cyberpunk, you play it by ...


12

It is intended for conditionally boosted reflexes, which is the on and off values for the Sandevistan speedware if you have it. Of course, at some point I guess everyone nerfs the reflex boosters into "initiative only" and write the initiative value there as Xabei said.


12

1. You are the GM. Tiny quibbling rules like this are not things you should let stop you from designing an AWESOME WALRUS MAN. 2. Houserules are a thing, and it's not cheating to allow something in an edge case like this especially if you would allow it for players. Justify it in-world with a genius cybersurgeon if you feel you must. 3. A good rule ...


12

I have always run cyberpsychosis being due to the strange detachment that cyberware would impose on the character. In many novels affects are mentioned like: Eyes that never feel tired, when the rest of you is ready to drop (cyber eyes) (1) Always feeling everyone is slow (due to cybered reflexes) (1) Slightly wrong feelings from replaced nerves (cyber ...


10

Tell your Referee to throw a bit more varied challenges at you. If every encounter happens at circumstances where you can just run up punch their face off, then it is a dull campaign, not a dull character. When you're facing a sniper 800 meters away with your head in the crosshairs, you will see that things will get a lot more interesting. Tell your Referee ...


8

There are some things you can change, and some things you could ask your GM/group to change. Adjusting the way your character is built might not be possible - that's not something Cyberpunk is good at, and I assume you want a crazy-good brawler anyway, so crippling the character is counterproductive. Maybe one of these would help... 1) Play him differently. ...


8

There's lots of good answers here. I particularly like the first one of using stories from the news as inspiration. Here's some ideas that are still relevant, but perhaps were more obviously cutting edge 8 years ago: widespread use of drones, widespread use of mercenaries by both governments and corporations, and the use of child soldiers. For something more ...


8

If we look at Gibsonian cyberpunk (which really was the inspiration for CP2013 and subsequently CP2020) then there's something of a core element of the fetishisation of both style and technology (which form key elements of cyberware). This fetishisation might form a more 'realistic' core justification for cyberpsychosis that the raw effects of the cyberware ...


7

Cyberpunk 2020 claims to portray a dark, gritty and relatively realistic future, so let's try to extrapolate from there. There's no spec regarding the service ceiling of AV's in Maximum Metal, which is supposed to be the definitive guide on such equipment. However, there are a few passing references that identify the powerplant of an AV-4 as a future ...


7

Well, lets take the most relevant part of our existing society and try to extrapolate a little. Who are the most likely to suffer 'less than optimal' human relations - nerds. You don't need cyberware to know the anti-social nerd who is more at home with his computer than his girlfriend. So, Gibson's stories revolved around such people, those who were ...


7

I'd argue that there would be two sides to that coin. Psychological and neurological. The cyberpunk world is a rapidly changing world and people in it are in a constant struggle to keep up. At one point, augmenting yourself seems to be the only plausible way of doing this. Some people overdo this and put themselves in a position that is superior to ...


7

Cyberpunk is about a fast world overwhelming and crushing people. Pick a technological or social advance that occurs too fast and destroys the lives of a lot of people while catapulting a few others beyond humanity. Ideas: A new affordable and safe source of energy (practical fusion power at last, maybe) threatens to upset the balance of power(=oligopoly) ...


6

Seriously?... Film Noire: Pick any of them, move the story into a cyber punk setting. Any 20/30 police thrillers will do nicely as well. It's gritty, dark, and contains corruption going sky high. Instead of prohibition, use forbidden technologies -- maybe nanotech would fit nicely making all that cyberware obsolete. Instead of corrupt politicians, use ...


6

There's really only a limited number of ways to "fix" an overpowered combat character. The limiting factor here is the rest of your group... If the GM powers up your adversaries to your level, the rest of the group will be in trouble. If the GM tailors every encounter to combating you, the rest of the group will start to feel marginalized. With that said, ...


5

The non-cliche would be to build up stories about a neighborhood or sub-culture that the player characters can care about. When you get down to it there aren't that many things to do: get some(thing/one), protect some(thing/one), discover some(thing/one), escape some(thing/one), or affect somechange. Rather than looking for some new fresh idea, build on ...


5

AFAIK, it is for cases when REF differs for initiative and skill resolution (e.g. Sandevistan and Kerenzikov boosts).


4

I believe that certain kinds of armor also involve a REF penalty, so the slash would divide you into armored/unarmored REF. But a true 'punk is never going without armor, neh?


4

I don't think there's intrinsically any reason (from a science/science fiction perspective) that cyberware ought to lead to psychosis. After all, as far as the left half of your brain knows, the right half is actually some strange computer sending out a barrage of messages. But in non-utopian SF settings, there are some decent practical reasons why ...


4

It's for both game balance and the setting. Cyberpunk 2020, Shadowrun, and Eclipse Phase are future dystopias in which cybergear effectively grants superhuman powers. So what's to stop you from loading up on gear? In the first two, the game designers added setting-specific material that directly addresses this: the more cyber you've got, the more unstable ...


3

I'm primarily a Shadowrun player, but also an Eclipse Phase dabbler, I'd say that part of the reason for cyberpsychosis in Shadowrun is the "unnatural" state of being and Essence loss (though this is not necessarily the causality). In addition, cyberpunk tends to be about the consequences of actions, and it almost logically follows that changing your body ...


3

Well, if the reason in your opinion is too much power, then you should probably find a way to get a little weaker. Since you cannot reasonably unlearn martial arts skills, you should perhaps find a story device that somehow restricts you. Actually, I guess that should probably something the game master should take care off, but how about: You break your ...


2

The only fix is: House Ruling As every CP2020 player/DM knows, the rules are very fexible but easy to exploit. I'm a long-time CP2020 player and Im still tweaking the rules to make them more "real", for me a 12mm bullet should be, at least, as deadly as a Martial Artist. Some house ruling for melee/martial arts: Melee damage halves soft armor: Blunt ...


2

Most characters are great for their flaws. Have an event (or adventure) that shattered your character sense of worth by failing to protect X/save Y/whatever. Then you can role play how your character copes with failure, how he becomes different and how (eventually) he overcomes it.


2

It sounds like your character is overpowered in too many areas. "Glass cannons" and "Tanks" are fun to play because they are really strong in one area but weak in another. My suggestion is to reduce your defensive capabilities. Then you have a high-paced "kill bad guy before he kills me" situation, which is much more fun that "kill bad guy and laugh as he ...


2

If it were me, I would talk to the DM about possibly shifting some of the game focus. If you're playing the "bruiser," focus on role-playing that role to the hilt while the DM shifts the game a little more away from melee combat. That would give your uber-abilities more of a role as "the thing my character is good at, which expresses itself a whole bunch of ...


2

I found this article about some (expensive) real flying cars. That could be some base numbers to start with. http://most-expensive.com/flying-cars First one, X-Hawk seems very similiar to Cyberpunk AV's


2

TV Tropes covers the topic pretty well on the Cybernetics Eat Your Soul page. Competitive balance is called out as the primary rationale for cyberpsychosis, and it is pointed out that: It's also notable that this trope happened in few (if any) of the original Cyber Punk novels that inspired most of these games. And that: This trope usually ...



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