![]() Characters who are getting encased in a mobile life support coffin usually suffer this not from having parts replaced, but being put in large, scary and clumsy or destructive bodies. And that's without even touching on subtleties like how your intestinal flora affect your mind, or how extremely complex/high-performance cybernetic parts might simply demand more processing power than your brain can supply and eat away at your central nervous system that way. Replacing parts of your uniquely balanced glandular/hormonal system with pumps might not do your personality any favors, either. It does of course make a huge logical difference whether it is just limbs and other body parts being replaced, or if sections of the brain itself are being replaced with equipment which may perform inferiorly to, or merely differently from the original. It also becomes silly when Ridiculously Human Robots exist in the same setting and yet are depicted as more. This trope usually accompanies the broken lesson that only cyberware inflicts humanity loss - sure, getting that Arm Cannon will dehumanize you, but not deliberately committing actual atrocities, getting hooked on hard drugs, learning Black Magic, having a mental illness that is not fictional, or other expected sources of insanity. If these settings also feature Psychic Powers or Functional Magic, cyberware often reduces your ability to use those as well. Too many implants may reduce your character to catatonia or (far more often) Ax-Crazy on steroids. 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. ![]() Mordin Solus on the Collectors, Mass Effect 2
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