This rules fix some of the fundamental bugs in the Humanity Loss rules.
Maximum Empathy
Under the current rules in Cyberpunk 2.0.2.0, characters with high
Empathy are the ones that end up with lots of cyberware. This is wrong.
Nice people do not become cybersoldiers.
A cold-blooded killer with low Empathy is more likely to adjust to cyberware.
Since he
has little humanity to start with, he does not care if he is more machine
than man. A high Empathy character, on the other hand, can easily be
traumatized by cyberware.
All characters hava a Maximum Empathy limit:
Max Empathy = 10 - Humanity Loss/10. Round fractions up.
If actual Empathy is
lower than Maximum Empathy, there is no effect. If not, Empathy is reduced
to the maximum value.
As you can see, character's with low starting Empathy scores can
have more cyberware before borging out.
Example: Deathskull
is the enforcer for Evil Iron, a Satanic boostergang. He starts
out with an Empathy of 3. After a few upgrades, he has full body plating,
cyberlegs with hydralic rams and a Husqvarna Chainripp in his left arm. Total
Humanity Loss for this package is 68. This means that his maximum empathy is
4 [10 - 68/10 = 3.2, rounded up to 4]. No effect. Cool! Deathskull
can (and will) get more
cyberware before borging out.