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But not your tie and pocket protector, apparently.
"I think, and my thoughts cross the barrier into the synapses of the machine, just as the good doctor intended. But what I cannot shake, and what hints at things to come, is that thoughts cross back. In my dreams, the sensibility of the machine invades the periphery of my consciousness: dark, rigid, cold, alien. Evolution is at work here, but just what is evolving remains to be seen."
- Commissioner Pravin Lal, "Man and Machine", Sid Meiers Alpha Centauri

"Every implant exalts you. Every line of code in your subsystems elevates you from your disgusting flesh."
- SHODAN, System Shock 2

In many popular Cyber Punk Tabletop Games, cybernetic implants cause "humanity loss", reducing your social traits and essentially making cyberware into a form of Body Horror. Too many implants may reduce your character to catatonia or (far more often) Ax Crazy on steroids. If these settings also feature Psychic Powers or Functional Magic, cyberware often reduces your ability to use those as well. This trope usually accompanies the Wall Banger that only cyberware inflicts humanity loss - sure, getting that Arm Cannon will dehumanize you, but not committing actual atrocities, getting hooked on hard drugs, learning Black Magic, having a mental illness that isn't fictional, or other expected sources of insanity. It's also a Broken Aesop when Ridiculously Human Robots are depicted as more...um...human.

Sometimes considered a form of Competitive Balance gone bad, as game designers originally used humanity loss to keep player cyborgs in line — without any drawbacks, any Munchkin worth his salt would load himself down with Kill-O-Matic 3000s slaved to his neural systems so he could kill with a thought while his brand new shiny titanium limbs ripped battleships in half. This trope can also be considered a broad form of Adaptation Decay, as it happened in few (if any) of the original Cyber Punk novels that inspired most of these settings.

Of course, if the cyborg was dead prior to the cybernetics being installed, and it's mentioned that parts being reactivated have side-effects or don't work like the original, this is a case of Came Back Wrong.

In works of fiction, the "humanity loss" is often shown by the character turning evil, becoming emotionless or "hollow", or possibly even losing their memories.

Compare with Magic Versus Science, Science Is Bad and The Mind Is A Plaything Of The Body. See also Psycho Serum, Body Horror and Transhuman Treachery. If the "humanity loss" from cybernetics is seen as something desirable, see Ave Machina. See also Creative Sterility.


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