Excessive magitech augmentation risks the development of Cyberpsychosis, a dangerous condition that arises from the strain on the mind and soul caused by integrating too much artificial enhancement into a mortal body. Characters have a Humanity Threshold that represents their resistance to cyberpsychosis. You have a Humanity Threshold equal to 10 + Proficiency Bonus + Wis modifier. Each magitech augmentation has a Humanity Cost, which reduces the character's Humanity Threshold when installed. The effects of Humanity Threshold being consumed are cumulative effects, and are as follows:
0-2 Stage 0: Functional Cyborg
Immune system is altered, but no detectable symptoms. Most beings can comfortably live with this level of modification, and are considered "Functional Cyborgs".
3-5 Stage 2: Strain
The character experiences some mental strain. Disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks.
6-8 Stage 3: Stress
Paranoia begins to set in. Disadvantage on all Wisdom saving throws, and Charisma-based checks except Intimidation.
9-10 Stage 4: Unstable
The character suffers from erratic behavior. At the start of combat, roll a d6. On a roll of 1 or 2, the character attacks the nearest target.
11+ Stage 4: Psychosis
The character loses touch with reality. They are considered hostile to all creatures and must make a DC 15 Wisdom saving throw every hour or fall into violent madness.
Characters can take steps to mitigate or reverse the effects of cyberpsychosis:
Humanity Restoration:
Characters can restore their Humanity Threshold by removing augmentations. For every augmentation removed, they regain the Humanity Cost value. However, they take 2d10 psychic damage per augmentation removed unless the procedure is done by a professional artificer.
Therapeutic Measures:
Regular therapy with a arcane engineer or priest can delay cyberpsychosis progression.
Special Items or Spells:
Spells like Greater Restoration or specially designed magitech items can temporarily suppress cyberpsychosis.
Roleplay
Stage 1-2:
These stages are best for subtle roleplay elements, with characters showing slight paranoia, irritability, or difficulty connecting with others.
Stage 3-4:
These stages introduce combat and social challenges, forcing the party to weigh the character’s value against the risk they pose. The condition can also drive narrative hooks, such as needing to find a cure or escaping Imperial agents who seek to terminate unstable augmented individuals.
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