2. TITULO II: GOBIERNO DE LA FUNDACION
2.15. ARTÍCULO 24º. ADMINISTRADOR DE LA FUNDACION
CYBERPSYCHOSIS
Although the basics of cyberpsychosis are well docu- mented in Cyberpunk 2020, you might want a more pre- cise version of the illness. In each of these variations, the eventual result is a blind rage against people; however, these choices will begin to appear as personality flaws at an Empathy 2 or lower. Roll 1D10: [Solo Of Fortune, pg.10] 1-3 Blind hatred of humanity: Standard cyberpsychosis. 4 Catatonia: Withdraw from all contact with humanity. 5 Obsession: Centered on one focused idea.
6 Paranoia: They're all out to get you. Trust no one. 7 Delusions: Believe something unconnected to reality:
1-2: Immortality. You can't be killed.
3-4: Fantasy. Live in fantasy world of your devising. 5-6: Infallibility: You're never wrong.
8 Hyperactivity: Can't rest and run around as on speed. 9 Phobic: Deathly afraid of something. Sight or thought
of it will paralyse you with fear 80% of the time. 10 Schizophrenic: Your personality fragments, developing
into 1D6 different identities. At times of stress, any one of these may take over. Roll 1D6, assigning a value for each personality, re-roll any unassigned values.
CYBERNETICS MAINTENANCE
Cybernetics need periodic tuning and adjusting (every six months in recommended). A device monitors and tests ev- ery cybernetic implant against its imprinted operating pa- rameters and compares it with current physiological condi- tions (treat the machine as having a Cybertech skill total of 20 if a dice roll is required). This check-up costs 100eb, or it can be done using a techscanner, 30 minutes, and a Cybertech roll of 20+.
When a character goes in for a check-up, roll 1D10 on the table below. Add +1 to the roll for each three months be- yond six months since their last check-up.
D10 Result & Repair Cost
1-7 No problems.
8-9 Minor glitch. 1D10 x 50eb, 1-3 hours to fix. 10-11 Major glitch. 1D10 x 100eb, 2-6 hours to fix. 12 Implant must be removed and a new one fitted. Most major-power cybernetic implants require new batter- ies every year. Cyberlimbs use a battery each, a linear frame needs four, and one will run two cyberhands or a number of other implants. [Chromebook 3, pg.122]
SCANDINAVIAN CYBER CLINICS
You must book 6 months in advance, but an extra 10% of cost can boost you 1D6 months up the waiting list. Roll Humanity twice, subtract the second result from the first to get the actual Humanity Cost.
The course lasts 1 day per maximum Humanity Cost, and costs 1000eb/day plus normal operation costs. Cheaper clinics can be found that cost 100eb less per -1 from each die of the second roll. [Eurosource Plus, pg.138]
WATERPROOFING AND WETWIRING
Traditional waterproofing incurs the fashion seppuku of bul- bous sockets at the joints, on top of which is heaped the pain of regular maintenance, cleaning to avoid corrosion and damage, and a guarantee of only 100 meters' depth at the outside. Roll Streetwise vs. DIFF 20 to find a street clinic that can do this, and it'll run you 200% of the cyberware cost, and limbs gain a cumulative +1 EV.
Wetwired cyberware is engineered with enough polyceramics, organic contacts, and newtech to run you 300% of the original cost, but it's completely submersible down to 200 meters with no adverse effects. It isn't easy to find wetwired cyberware on the street (DIFF 25) - although in major port cities (Chiba, Galveston, Kawasaki, Kobe, Marseilles, Rotterdam, Seattle, Singapore, and Yokohama to name a few), it drops to DIFF 20. [Stormfront, pg.27]
CYBERWARE VS SALTWATER
While all cyberware is designed to fend off the occasional thunderstorm, most implants and enhancements aren't 100% sealed, this means that vast sectors of biochips, myomers, and other sensitive components could be ex- posed to the corrosive effects of saltwater. While leakage isn't a problem for short, shallow swims, a lengthy dive to NuSCUBA depths can wreck havoc with everything from cyberlimbs to neural processors.
If non-waterproofed cyberware is exposed to saltwater for more than 10 minutes, roll 1D6 + modifiers on the table below, and apply the result to a randomly-rolled cyberware item which is exposed (like audio, limbs, sockets, etc. - optics, totally internal implants and bioware are unaffected). [Stormfront, pg.27]
1-2 You're safe for now.
3-4 System hangs: Inoperable, but will be fine once dry. 5-6 Circuit corruption: Inoperable until fixed (Diff 15). 7-8 Severe corrosion: Inoperable until fixed (Diff 20) 9 Biofeedback: Make Stun roll. Rolls -2 until turned off.
Repair is Diff 25.
10 Catastrophic short circuit. As your nervous system dances make Stun roll at -3. All rolls at -4, and after 1D6+1 rounds you'll pass out. The item does give a spectacular show, with sparks leaping everywhere. Modifiers
Each Additional 10 minutes: +1 Each 15m depth: +1
CYBERWARE OVERRIDE CHIPS
Many customs points add override chips into cyberware control systems to disable weapon systems, or powerful cyberlimbs. These can be bypassed with a Cybertech roll of 20+, but it will take a Cybertech or Electronics roll of 28+ to prevent this tampering from being detected when the time comes for the override chip to be removed at the point of exit. In many places tampering with override chips is a crime with a mandatory prison sentence.
THERAPY PROGRAMS
There are three levels of therapy: Outpatient, where the patient attends sessions at the clinic/hospital; Inpatient, where the patient lives in the hospital and practices every day under medical supervision; and Intensive Care Therapy, where the patient not only lives in the facility but has their nervous system and psyche probed each day for "fine-tun- ing". The time needed for successful therapy is based on the complexity of the operations performed. Add up the surgery codes below to work out the therapy time. [Chromebook 2, pg.101]
4 Negligible = 1 Minor 2 Minor = 1 Major 2 Major = 1 Critical THERAPY TIMES
Surgery Outpatient Inpatient/ICT
Negligible 2 weeks 1 week Minor 6 weeks 3 weeks Major 8 weeks 4 weeks Critical 16 weeks 8 weeks THERAPY COSTS & EFFECTS
Therapy Cost/Week Time Required HP Regained
Outpatient 1,000eb 14 hours/week 25% Inpatient 5,000eb 168 hours/week 33% ICT 10,000eb 168 hours/week 50%
CYBERWARE VS COLD WEATHER
Cybernetic parts may be affected by the cold, especially if no precautions are taken to protect the exposed equip- ment. For example, cyberoptics can be protected by goggles that keep their ambient temperature above zero. An exposed limb suffers failure as the hydraulic fluid be- gins to freeze, reducing the Strength and Reflex for an affected limb by 1 per hour exposed, and adds 10% to the owner's chance of developing hypothermia (see Northwest Passage, page 57). Covering or heating the limb restores the complete function of the limb. Vigorously exercising the cybernetics allows normal movement for at least five minutes.
Thermal scanners (IR, thermograph) are less effective due to intense cold. They will need to be recalibrated using Cybertech.
Any chromed, metallic, or noncoated replacements adhere to any warm exposed skin. If ripped apart, an amount of skin equal to the contact area is removed. Although this hurts, damage is only temporary, lasting until first aid is applied. In combat allow 1d6 extra damage only if exposed skin is struck. [Northwest Passage, pg.59]
CYBERWARE UPGRADES
Task Diff Hours
Modifying a new part to fit an old model 20 1D6 Upgrading the mountings for new model 20 2D6 Products over 5 years old +1D3 Ubermensch or very early cyberware +1D3 [Eurosource Plus, pg.140]
CYBERWARE AND CHILDREN
The majority of nanotech, optics, audio and neuralware has no adverse effect on children after age 10. Most other cyberware must be replaced at each age level, as the body grows. [Home of the Brave, pg.17]
Children 10-11: Humanity Loss/3 Children 12-15: Humanity Loss/2
CYBERNETICS & RADIATION
Whenever the character needs to consult the Immediate Effects table, a roll is made on Mircowave Side Effects table (CP2020, p.98) for every 100 rads the character is exposed to, ignoring radiation history. If results 1,3, or 4 are rolled more than three times, the limb is destroyed (50% purchase price or more to repair). Shielding subtracts 500 rads from the short-term dose for cybernetic effects. [Deep Space, pg.20]