“..You come to me
…................................................seeking guidance,
….........................growth,
…power.
…................................................I will help you,
….........................change you,
…................................................make you different.
…But there is a...
….........................price...
…................................................for evolution
….........................There is
…no creation
…................................................without destruction,
…no rebirth
.........................without death.
…................................................Will you
…sacrifice all
….........................that you are,
…to become that
…................................................which you
….........................could be?
…................................................Will you
…damage,
….........................to regrow stronger?
…................................................If not
….........................speak now,
…or forever hold your peace.”
---
Psychosurgery is one of the most powerful tools available to transhuman civilization. With it, behaviour can be altered, memories erased, and skills transferred.
But for some, this is not enough; they don't wish to simply change their behaviour or memories, they want to fundamentally alter the capabilities of the transhuman mind.
By co-opting and retasking neurological structures to create artificial ganglia, it is possible to instil artificial traits into the ego which persist throughout resleeving or the merging of forks. Of course, by sequestering neurons the process by definition inflicts significant damage to the mind, often manifesting as memory loss, neuroses or emotional distortion.
In order to imbue an ego with one of these abilities, occasionally referred to as “anomalies” to distinguish them from naturally occurring traits, a psychosurgeon must perform a two Psychosurgery task actions with a timeframe of 1 week per 10 CP points the anomaly costs, with a penalty to the roll equal to that cost.
During the first, the psychosurgeon configures the anomaly to conform to the patient's ego, and during the second it is “installed”.
Upon success, the subject immediately takes SV equal to half the anomaly's cost or their trauma threshold, whichever is greater. They do not, however, gain any Derangements or Disorders from this stress; the anomaly effectively takes their place.
They must then wither pay CV equal to the anomaly's cost, or alternatively gain negative traits, lose skill rinks or attribute points of equal value.
Appropriate negative traits include:
-Anomalous Mind
-Edited Memories
-Frail Sanity
-Identity Crisis
-Mental Disorder
-Modified Behaviour
-Morphing Disorder
-Neural Damage
-Phobia Disorder
-Uncontrollable Urge
Anomalies gained during character creation count against the characters limit of CP spendable on positive traits.
Anomalies are detectable on brainscans as neural damage – it takes a Psychosurgery roll at -20 to identify them as artificial, and another at -40 to determine their nature.
[u]Introspection[/u]
10cp
By providing sense information about the user's mind and enhancing certain cell's ability to reprogram others, this anomaly allows the user to perform psychosurgery and psychotherapy on themselves without any extra equipment, albeit with a -20 modifier.
[u]Multifaceted Problem Solving[/u]
10cp
This anomaly creates multiple copies of skill based knowledge using storage patterns from uplift and AGI mindsets, allowing problems to be simultaneously considered from multiple viewpoints.
This anomaly must be specific to a specific skill when it is created, but can be taken multiple times. Any time the subject succeeds on a roll for that skill, they get a +10 bonus to their MoS, to a maximum of that skill's associated attribute.
[u]Nonverbal Linguistics[/u]
20cp
This anomaly forms a secondary auditory cortex attached to the visual cortex, creating a new sense out of the synaesthetic combination of sight and hearing, whilst remaining distinguishable from both. This allows the direct linguistic interpretation of Kinesic information.
Subjects with this anomaly can apply their Kinesics as a Complementary Skill to their Language and Exotic Language skills. If they do not know a language, they can default to ½ their Kinesics skill.
[u]Pseudonarcotics[/u]
(Varies)
Whilst anomalies cannot directly be used to create drugs, their effects can be replicated by forcing the brain into the appropriate state. This avoids the risks of addiction but the process can cause significant problems.
The subject can choose to initiate a pseudonarcotic state at any time with the usual effects of the drug in question, but immediately take 1d10SV and 1d10DV. A successful WILLx3 roll modified by the drug's addiction modifier halves the damage.
The following drugs can be replicated via Pseudonarcotics at the cost listed.
Drive (10cp)
Klar (10cp)
Neem (20cp)
Grin (10cp)
Kick (20cp)
MRDR (10cp)
Phlo (20cp)
Comfurt (10cp)
The following augmentations and programs are also available as anomalies, for the CP cost listed.
Direction Sense (10cp)
Eidetic Memory (10cp)
Circadian regulation (20cp)
Emotional Dampeners (10cp)
Endocrine Control (30cp)
Antiglare (10cp)
Sense Filter (10cp)
Multitasking (30cp)
Oracles (10cp)
Mental Repair (30cp)
Mental Stability (40cp)
Panopticon (30cp)
Questions comments and suggestions?
—
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?