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. |
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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) *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.
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