In my opinion, it is more
appropriate for cyberpsychosis to be worse in Tharkold than in the Cyberpapacy.
This is due to both the world laws of Tharkold and to the dominant religious
beliefs in the Cyberpapacy.
Tharkold is a harsh
reality, a world of pain, and that should extend to every aspect of the
reality, including cyberware. The world laws of Ferocity and Pain affect
cyberware and the people who possess it. Cyberware is always unpleasant
and painful to the Race, both physically and psychologically.
In the Cyberpapacy,
the doctrine of the CyberChurch states that cyberware is the body of Christ,
and that replacing organic parts with cyberware brings the individual closer
to God and Heaven. People who believe in the CyberChurch's doctrine (those
with the faith(Cyberpapacy) skill) want to be dehumanized
by their cyberware. As such, their faith partially protects them from the
psychological problems caused by cyberware..
Changes in Tharkold
A character's cybervalue
represents the amount of pain, both physical and psychological, he experiences
because of his cyberware. This "cyberpain" does not grant the character
any benefit under the Law of Pain.
Methods of reducing
pain, such as an MB Blocker or Shock Suppression Booster implant and painkilling
drugs, will not free a character from his cyberpain. While such methods
may block or reduce the physical sensation of pain, the psychological pains,
such as the "phantom pains" experienced by amputees or the emotional anguish
of feeling incomplete and "less than human", will not be stopped.
Some Race members (and
players) may feel that being "less than human" is not that bad of a condition
considering the advantages they gain from their cyberware. In fact, most
Race warriors (i.e., almost everyone) probably view cyberware as a "necessary
evil", the price to be paid for ridding their world of the Tharkoldu.
But sentiments are no
protection from the Law of Pain. The world law ignores any logic or
means that a character may use to avoid cyberpain, and will cause some amount
of misery regardless of what rationalizations or pain-blocking techniques
a character may utilize to overcome their pain. This even applies to the
Tharkoldu, though the different physiology of the techno-demons causes them
to experience pain differently from most other races and they are not as
adversely affected.
Characters who experience
a cyberpsychotic episode are more prone to violent forms of insanity due
to the Law of Ferocity. This applies to both Race and Tharkoldu.
Characters may still
reduce their cybervalues through treatment with the psychology skill,
the cyberharmony miracle and fortunate cyberpsychosis checks. No
piece of cyberware can have its cybervalue reduced to zero though, a character
will always feel some pain from each piece of cyberware.
Pain Checks
In some instances where
a character would normally make a cyberpsychosis check, such as after being
affected by a setback result, the gamemaster may instead call for
a pain check. The mechanic of the pain check is the same as the cyberpsychosis
check but the effects are different. Instead of reading the result points
on the cyberpsychosis table, any positive result points are read on the Interaction
Chart using the manuever column. The result of this check will remain
in effect for the rest of the scene or until the character can generate
a successful willpowerskill total against his cybervalue.
Example:Kev-Mal has a Spirit
attribute of 10 and a cybervalue of 8. A setback comes up on the Conflict
Line during a battle and the gamemaster decides to make a pain check instead
of a cyberpsychosis check. She generates a +5 bonus, for a cybervalue total
of 13. The three result points are read on the Interaction Chart and Kev-Mal
is sytmied by his pain for the remainder of the scene or until he
can generate a willpower total of 8 or higher.
Cyborgs
The cyberpsyche
skill no longer exists. Cyborgs are not allowed as player characters because
all cyborgs in Tharkold are permanently insane from their cyberpsychoses.
Theoretically, a cyborg could be treated and cured of his condition but
the constant pain caused by his large number of cybernetic components would
just drive him insane again in short order.
If a gamemaster is willing
to allow a Tharkold cyborg player character, there are two options for dealing
with the character. The first is that the cyborg has been successfully cured
of his insanity (as well as his Tharkoldu programming against the Race, since
the Race would never put one of their own through the process of becoming
a cyborg.) This approach has the drawback that the first time the character
must make a cyberpsychosis check, he will probably end up insane again due
to his high cybervalue.
The second option is
that the cyborg character is still insane, but it is a psychosis that does
not make him dangerous or completely useless to the Race. This can be unbalancing
because it allows the character to ignore the cyberpsychosis rules (he's
already insane, it can't get much worse.) This option should only be allowed
when the gamemaster is confident that the player is up to the task of roleplaying
the character according to his specified insanity.
Changes in the Cyberpapacy
Characters with the
faith(Cyberpapacy) skill are able to use the skill in place of their
Spirit attribute for cyberpsychosis checks. This represents their
belief that cyberware is a desirable thing and not something to fear or
loathe. Characters without the skill make their psychosis checks against
their base Spirit attribute normally.
Gamemasters may wish
to hold off on using this rule during the early period of the war to reflect
the fact that cyberware is new and unfamiliar to everyone, and that people
aren't quite ready to accept it just yet. After perhaps a year or two though,
believers are able to accept cyberware as God's will and their faith will
serve to protect them from cyberpsychosis.
Because the Cyberpapacy
is still learning the ropes of Tech 26, their cybernetic technology is
somewhat imperfect and no piece of cyberware can have its cybervalue reduced
to zero. As time passes and they become more proficient with the technology,
this restriction could be lifted and it will then be possible for the faithful
to replace unheard of levels of sinful flesh with clean, pure cyberware without
fear of cyberpsychosis.
Tharkold Characters in the Cyberpapacy and Vice Versa
Tharkold characters
in the Cyberpapacy who have not disconnected still suffer from cyberware-induced
pain because they are still affected by their world laws. Note though that
a cyberpsychosis or pain check may result in disconnection because their
world laws are involved. Tharkold characters who have disconnected are free
of the effects of their world laws and will make any cyberpsychosis checks
without their modifiers.
Cyberpapal characters
in Tharkold will suffer from cyberpain due to the Law of Pain unless
they are in a reality bubble or are carrying a talisman of some kind to
protect them from Tharkold reality. Note that the cyberpain may cause disconnection
as it is an effect of a non-native world law. While under Tharkold reality,
Cyberpapal characters use the Tharkold modifiers on the cyberpsychosis
tables. Cyberpapal characters with faith(Cyberpapacy) may still use
it to resist cyberpsychosis.
Other Cosms With Cyberware
The effects of cyberware
on individuals from realities other than Tharkold or the Cyberpaapcy is
going to depend a lot on the world laws of that reality as well as the culture
there. Cyberpsychosis may be something every cybered individual risks, or
it may only affect those who are already a bit unstable.
For example, in WEG's
Shatterzone RPG cyberware does not normally induce cyberpsychosis
at all, but it can be taken as a psychological disadvantage for a character.
In Shatterzone, cyberware does cause problems on setback
results but they are more like system failures than cyberpsychosis.
Other cosms could be
just as or even less restrictive. While there is no hard evidence in the
game material, from what we have seen of Kadandran characters they appear
to be relatively free of problems with cyberpsychosis. As a house rule, I
treat Kadandran characters with cyberware using the following rule, based
on the Shatterzone rules:
Whenever a setback
result comes up, a cybered character generates a Spirit value against
his cybervalue (as opposed to the gamemaster generating a cybervalue total
against the character's Spirit.) If he fails, he either suffers
a temporary system failure, takes fatigue damage equal to the amount he
failed by, or suffers a temporary and very minor cyberpsychosis effect.
Generating the Spirit
total does count as an action, so if the character wishes to do something
else that round it will require a multi-action. If the character wishes
to forego generating a Spirit total to avoid the multi-action penalties,
his base Spirit value is compared to his cyberavalue.
Cybered Characters in Other Realities
Currently the only other
reality in the Possibiilty Wars with a high enough Tech axiom to support
cyberware is the Star Sphere. The only effect its reality has on cyberware
is that Tharkold characters cannot disconnect from the related effects of
the Laws of Pain and Ferocity (due to the Star Sphere's Law
of Acceptance.) A Tharkold character who is disconnected uses the tables
without the modifiers.
In any of the other realities
in the Possibiilty Wars, cyberware itself is contradictory so the cyberpsychosis
checks will also be contradictions. Disconnected characters do not have to
make cyberpsychosis checks when affected by a setback result but gamemasters
may wish to roll on the psychosis table for disconnected characters to represent
the psychological effects of their cyberware being rendered inert.
REVISED CYBERPSYCHOSIS TABLES
The following tables
replaces the tables found in the Cyberpapacy and Tharkold sourcebooks
. When used for Cyberpapal characters, no modifications to the results are
necessary. When used for Tharkold characters, the results on the cyberpsychosis
table are increased by two levels for the Race and reduced by one level
for the Tharkoldu. When using the psychosis table for Tharkold characters,
add +3 to the die roll for both Race and Tharkoldu.
CYBERPSYCHOSIS TABLE
Result Points
|
Result
|
-10 or less
|
Gain inner strength, -3 to cyber value. Do nothing for
one round. |
-9 to -6
|
Gain inner strength, -2 to cyber value. Do nothing for
one round. |
-5 to -2
|
Gain inner strength, -1 to cyber value. Do nothing for
one round. |
-1 to 0
|
No effect. |
1 to 2
|
Minor disturbance, -1 to skill checks for one round. |
3
|
Feedback causes possible system failure; determine one
piece of cyberware randomly and roll on the appropriate System Failure table. |
4 - 5
|
Distracted, do nothing for one round. |
6 - 7
|
Increased disturbance, -2 to skill checks for one round,
-1 to skill checks the next round. |
8
|
Feedback causes two opportunities for system failure. |
9 - 10
|
Confused, do nothing for two rounds. |
11 - 14
|
Major disturbance, -3 to skill checks for one round,
-2 the next round, -1 the third round. |
15 - 16
|
Feedback causes three opportunities for system failure. |
17 - 18
|
Paralyzed, do nothing for three rounds; Active
Defense only is possible in third round. |
19 - 20
|
Temporary mental aberration; +1 to cyber value, roll
on Psychosis table , result lasts for one minute. |
21 - 22
|
More serious problem; +2 to cyber value, roll on Psychosis table , result lasts for 3-60 minutes (d20*3). |
23 - 24
|
Temporary insanity; +3 to cyber value, roll on Psychosis table , result lasts for 1-20 hours. |
25
|
Mental breakdown; roll on Psychosis
table , result lasts until character's cyber value is reduced through
some means. |
26+
|
Permanent insanity; roll on Psychosis
table , result is incurable through normal means. Character becomes
an insane NPC. |
|
PSYCHOSIS TABLE
Note: in cases
where two names are provided for a psychosis, the second name is how the
psychosis is referred to in the Cyberpapacy. The effects are the same, but
how the characters and others interpret the event can differ. Characters
with faith(Cyberpapacy) may view a cyberpsychotic episode as being
touched by God rather than as a problem to be avoided.
Roll (d20)
|
Result (Psychosis)
|
1 - 3
|
Hallucinations/Visions - character becomes distracted,
docile, uncoordinated; suffers a +2 penalty on all skill checks but gains
a +2 bonus to resist Interaction attempts due to inability to focus on the
real world. |
4 - 6
|
Fugue/Rapture - See description in Tharkold sourcebook
(page 109). |
7 - 9
|
Hebephrenia - see Tharkold SB, page 109. |
10 - 12
|
Catatonia - see Tharkold SB, page 109. |
13 - 14
|
Depression - see Tharkold SB, page 109. |
15 - 16
|
Panic - see Tharkold SB, page 109. |
17 - 18
|
Seizures/Seized by the Spirit - character becomes Catatonic
but experiences violent physical seizures similar to epilepsy. If the character
is not restrained and prevented from injuring himself, a bonus value is
generated and added to a damage value of the character's STR+5 and then compared
to the character's straight Toughness. (Occasionally a character will
make nonsensical sounds while in seizures, in the Cyberpapacy this is considered
Speaking in Tongues.) |
19
|
Rage - see Tharkold SB, page 109. |
20
|
Perverse Rage/Seized by the Devil - see Tharkold
SB , page 109. |
|
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page created 5/22/97, revised 4/11/2000