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You don and rsquo;t know how far you can trust what you see or feel or remember, because it could all just be a byproduct of your neural implant or illusions fabricated by a neurohacker. Self-evolving computer viruses and stray nanorobotic swarms have taken up residence in the components of your robotic prosthetic arm. Battles over access to neurocybernetic enhancement, life-extension biotech, and immersive VR paradises are fragmenting humanity into new strata of haves and have-nots. You can never tell whether the full-body cyborgs that you see in the street belong to military units, megacorps, or bands of hackers-for-hire and hellip; or maybe all three at once.
Such near-future cyberdystopias provide the perfect setting for a hard-SF campaign. But how much reality lies beneath their surface? Could a human mind really learn how to operate a full cyborg body that has wheels or wings or dozens of robotic tentacles, or would it be too and lsquo;alien and rsquo;? If relatively small changes in brain temperature can cause behavioral impacts (or even brain damage), is it advisable to implant a heat-spewing miniaturized supercomputer in someone and rsquo;s cranium? A neural jack that lets you instantly download new skills sounds great, but could such a thing actually work? And which of your cognitive functions could a hacker take control of by compromising such a device?
If you and rsquo;ve ever thought about any of these questions when designing or running an adventure, then Mnemoclave and rsquo;s Posthuman Cyberware Sourcebook series is meant for you. It and rsquo;s designed especially for GMs who want to give their campaigns a grittier edge and loads of surprises that and rsquo;ll keep their players on their toes and ndash; and for serious gamers who want to map out the potential and limitations of their characters and rsquo; cyberware from a new perspective.
This first volume in the series offers an introduction to the use of neuroprostheses for sensory, cognitive, and motor enhancement and explores distinctions between posthuman and transhuman cyberware. It and rsquo;s not simply a tale of artificial eyes with telescopic night vision or combat-grade cyberlimbs but also a blueprint for the development of neuroprosthetically enhanced imagination, emotions, and conscience and the creation of human-synthetic hive minds. The volume considers neuroprosthetic devices and rsquo; human hosts in their three roles as sapient minds, embodied organisms, and social and economic actors to explain how cyberware can be employed either as tools for personal empowerment and liberation and nbsp;or and nbsp;mechanisms of enslavement and zombification.
The book serves as a resource for designing campaigns or one-off adventures set in worlds with a cyberpunk, postcyberpunk, or biopunk milieu in which posthumanizing cyberware exists and societies are tilting toward the dystopian. The text includes dozens of special inserts with plot hooks, character traits, equipment descriptions, and ideas regarding setting and atmosphere that help you incorporate the material directly into your game, regardless of which rule system you and rsquo;re running. and nbsp;
This first volume in Mnemoclave and rsquo;s Posthuman Cyberware Sourcebook series was written by award-winning author and game designer Matthew E. Gladden. Future books will explore human-computer fusion and the processes of cyborgization; neural implant design; brainhacking, bodyjacking, digital-biological malware, and other threats; information security mechanisms for neural implants; the cyborg as an enhanced professional operative; neuroprosthetically augmented organizations (from megacorps to military units); and the and lsquo;neuroprosthetic society and rsquo; in both its utopian and dystopian flavors.