Cybernetics Eat Your Soul: Difference between revisions

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{{quote| ''If you are going to munchkin out in cyberpunk you have to cyber yourself up to the maximum... Some games try to penalize this with the half-hearted penalty of "losing your humanity", a concept that is in no cyberpunk literature and just exists as a feeble attempt to prevent munchkinism.''<br />
'''The Munchkin's Guide to Powergaming''' }}
 
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In many popular [[Cyberpunk]] [[Tabletop Games]], cybernetic implants cause "humanity loss", reducing your social traits and essentially making cyberware into a form of [[Body Horror]]. Too many implants may [[Sense Loss Sadness|reduce your character to catatonia]] or (far more often) [[Ax Crazy]] [[Psycho Serum|on steroids]]. If these settings also feature [[Psychic Powers]] or [[Functional Magic]], cyberware often reduces your ability to use those as well. This trope usually accompanies the broken lesson that ''only'' cyberware inflicts humanity loss -- sure, getting that [[Arm Cannon]] will dehumanize you, but not [[Moral Event Horizon|deliberately committing actual atrocities]], getting hooked on [[Drugs Are Bad|hard drugs]], learning [[Black Magic]], having a mental illness that is not fictional, or other expected sources of insanity. It is also a [[Broken Aesop]] when [[Ridiculously Human Robots]] are depicted as more...um...[[Shaped Like Itself|human]].
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[[Category:Transhuman]]
[[Category:Cybernetics Eat Your Soul]]
[[Category:Trope]][[Category:Pages with comment tags]]