SURGERY, MAINTENENCE,  AND MEDICAL INFORMATION

Dr. Killekina Grey and her staff of highly respected and renowned surgeons, body sculptors, and technicians are able to perform even the most complex procedures right here at Electric Dreams.  From installation to repair, and even removal, we serve all your needs.  There is no more skilled and dedicated team of cybernetic surgeons to be found in the state of California.  Of course this level of expertise, and dare we say prestige, comes at an increased price.  Our surgical procedures cost, on average, double that of standard medical procedures, however you aren't just paying for the procedure, you get the best quality work for your money.  It's a fact that cybernetics installed and maintained or repaired here at Electric dreams are 50% less likely to suffer from malfunction.

In addition to our top rated staff, the facilities themselves are of the highest caliber, with the absolute latest in cutting edge technology.  All surgery is done on site, and we have a full floor of the Nakajimo Tower dedicated to recovery.  Here at Electric Dreams we leave nothing to chance, and though we can handle nearly any possible emergency that could arise, we also have an up to date contract with Trauma Team International, with an AV constantly stationed and prepped in the buildings helipad should the unforeseen emergency arise.

In addition to the latest and most fashionable cybertechnology, we here at Electric Dreams are aware that sometimes Metal just isn't for you, and as such we have our own body bank, where we will vat grow limbs and organs from your own DNA for the perfect match with zero chance of biological rejection.  For pricing information treat all Electric Dreams bodybank parts as being of excellent quality.



LAWS PERTAINING TO CYBERTECHNOLOGY


Now before we begin, we are required by law to inform you of the Laws concerning Cybernetics and there implantation and maintenence.

1.  It is illegal to install cybernetic weapons of any kind in a persons body.  Anyone caught doing so will have their medical liscense permanently revoked and could face up to 10 years in prison under the Cybercrimes act.

2.  It is illegal to have cybernetic weapons of any kind implanted in your body.  Possession of implanted illegal cybertechnology (including but not limited to: firearms, blades, explosives, electricity or EMP dischargers, laser weapons, Narcotics, biological or chemical weapons, and others) felony which falls under the Cybercrimes Act and is punishable by up to 10 years in prison.   Exceptions to this rules include defensive Electricity weapons of 500,000 volts or less, blades measuring less than 2 inches, and defensive chemical spray dispensers.

3.  Anyone undergoing, or has undergone, Full Cybernetic Conversion must register with the state police and submit to regular mental examinations to ensure the subject is fit to interact with society and is not a danger to himself or other.  Failure to do so is a felony which falls under the Cybercrimes Act and is punishable by up to 20 years in prison.

4.  Anyone who has had more than 20 percent of their body replaced must register with the state police and submit to regular mental examinations to ensure the subject is fit to interact with society and is not a danger to himself or other.  Failure to do so is a felony which falls under the Cybercrimes Act and is punishable by up to 5 years in prison.

5.  The theft or removal of a persons cybernetic implants without their written consent is a felony under the Cybercrimes Act and is punishable by up to ten years in prison.

6.  Possessing or receiving stolen cyberware is a misdemeanor under the Cybercrimes Act and is punishable by a fine of up to 5,000eb and/or 3 years in prison.

7.  Using or possessing illegal cybernetics during the commission of a crime is a felony which falls under the Cybercrimes Act and is punishable by up to 15 years in prison.

8.  The murder of an individual through the use of illegal cybernetic device is a felony which falls under the Cybercrimes Act and is punishable by up to 25 years in prison.

9.  You are responsible for your own mental state, any failure to properly evaluate and seek therapy if needed for your mental state in regards to mental illness resulting in the implantation or use of cyberware, or its relation to pre-existing mental illness or defect, that leads to excessive property damage or injury to others will result in you being charged as liable.  In the event of Cyberpsychotic Rage, the police will have full discretion in your immediate apprehension or termination.

10.  The knowledgeable sale or implantation of defective or faulty cybernetics is a misdemeanor under the Cybercrimes Act, punishable by fine of up too 5000eb and/or 6 years in prison.

11.  Implanting cyberware against a persons will is a felony under the Cybercrimes Act punishable by up to ten years in prison.
Standard Surgical Procedure Cost:
(Electric Dreams cost is x2)







(RULES REQUIRED FOR DEALING WITH THE CYBERNETICS PRESENTED IN THIS ARTICLE)





This article was created to be compatible with both the standard rules from the Cyberpunk 2020 main book,  Mike Van Atta's Cyberwares of the World which can be downloaded HERE, and CHEAP FBC 2.5, which can be downloaded HERE

In addition I have a few house rules and minor modifications which SUPERSEDE any rules presented in either official sources or any found in Cheap FBC.  These rules and modifications are as follows.

1.  The price for all Full Cybernetic Conversion packages in the official books is increased by 20%

2.  The cost for an Interchangeable Biopod is increased to 200,000eb and retains its Humanity Loss.

3.  Humanity Loss rules for cybernetics are changed as follows. 

(Reprinted from DROC'S MASTER RULES: SECTION 1)

CYBERNERNETICS AND THEIR RELATION TO HUMANITY LOSS
I'm not going to mince words here, I think the rules for humanity loss due to cybernetics are ridiculous.  According to the rules every implant you receive detracts from your empathy... this is a farce at best. Why would someone lose humanity from an implant that they don't see, don't think about and don't directly control. To my knowledge no one ever went insane because of his or her artificial heart or pacemaker, my uncle's hearing aid never caused him to go on a murderous rampage. (Although he did occasionally boast of being able to pick up radio transmissions.)

I understand the game designers didn't want to unbalance the game so they made all cybernetics dangerous but it can't always work that way. If cybernetics were driving people insane then they wouldn't be so readily available to the public. The Department of Health would set such strict regulations that only those with serious medical insurance or employed by major corporations or military would ever have implants at all. Ripperdocs would be more sought after by law enforcement than crack houses. (If cybernetics are a rarity in your game you probably implement the aforementioned regulations on cybernetics, but in most games cybernetics are commonplace)

People seem to forget that the primary reason for cybernetics is medical, not fashion or weaponry.  The most common reason to have major cybernetics implanted is to replace a non-functioning, or missing limb or organ.  Take for example the man who loses his legs in an automobile accident.  When he gets them replaced with cybernetic legs, he most likely isn't going to feel more (or less) than human and suddenly go on a mad killing spree.  More likely he will be extremely grateful that he can walk again, and function as a normal human being.  Most cybernetics are meant as prosthesis, replacement for damaged or otherwise not fully functional biological counterparts. And cyber installed in this context costs the least amount of humanity. Especially if it is not something seen or directly controlled such as internal organs, or Realskin covered limbs. People who voluntarily choose to have fully functional meat parts replaced with cyber receive tend to pay full HL cost. Of course then you start getting into the options for the limbs, or advanced organ replacement, and things begin to get a bit dicier in terms of humanity loss. Then at the end stage you have the cyber which is completely alien, or drastically changes the form and function of the human body. At this point you actually begin to take MORE than the listed humanity loss do to the higher stresses placed on both the brain, and the users relation to his body. You don't add an extra arm, or a tail, or cyber tentacles that erupt from your testicles without taking a serious hit to your perceived relationship with the human race. Of course if you are doing this kind of thing, you are probably a little past sane to begin with, so its only adding fuel to the fire.....

In an ideal world all necessary medical care would be free, but we cannot even accomplish this today, the world of 2020 is much worse. The FDA no longer cares about nutritional value of food, they are busier trying to battle food contamination epidemics.

The following is my system for a more realistic view on cybernetics and their corresponding humanity loss:
 

1) If the enhancement is not seen or directly controlled by the implantee then there is no humanity loss whatsoever. (this includes, *LIGHT* skinweave and subdermal armor, artificial organs and the like)

2) Cybernetics which replace normal body parts such as, basic cyberlimbs, basic cyber optics, and basic cyberaudio are reduced by 50% HL.  (NEW EXCEPTION:  if the implantee voluntarily chooses to have a perfectly functional limb or organ replaced he/she pays full HL as listed.  Real or Trueskin covered limbs reduce HL by another 50%, the same principle applies to basic Gemini type Full Conversions.)

3) Cybernetics which enhance the bodies normal functions such as muscle bone lace, grafted muscle, reflex boosters etc. are also at one half the listed humanity loss.  (NEW EXCEPTION: this only applies to cyber which does not drastically change the bodies appearance)

4) Anything which drastically changes the appearance of the implantee add 25% to listed HL.

5) Enhancements which are completely foreign to the body and/or are directly controlled by the implantee like cyber weapons, (not including scratchers and vampires) radar, sonar, gills, cyber links, audio visual options and virtually all other cybernetics will cost full humanity loss as listed.

*Authors note: these rules are meant to be fully compatible with all or most of the pre-existing rules associated with cybernetics. You may want to use some or all of these rules, but nothing here should drastically change your game. If you are worried about this happening simply raise the prices for cybernetics.



Written by Deric Bernier, images from Ghost In the Shell, Appleseed, Bubblegum Crisis, Trinity, Full Metal Alchemist, Rifts, Gurps, Tank Girl,  I Robot, Robotrix. Hajime Sorayama, and other unkown artists and sources.