Mind re-programming
Yes, this is potentially one of the most interesting parts of the game. Challenging to roleplay, and with some very imaginative or sinister possibilities.
Some things ought to be relatively simple to do: increase/decrease activity in certain brain regions, simulate the effect of any existing drug, add and remove connections temporarily. While psychosurgery takes time and effort because it deals with the large-scale complex mental representations, this is essentially low-level firmware hacking. This can do some fun stuff:
- By simulating drug effects in only some regions and at some receptors, very specific and side-effect free treatments can be done. Including software alcohol that you can turn off instantly. I think a large number of people are also on permanent software antidepressants after the Fall - otherwise they would be too traumatized to function. [Low]
- Turn off area postrema so you don't get motion sickness (hat tip to Alastair Reynolds). [Low]
- Turn off parts of parietal cortex to get those depersonalization/unity with universe Zen moments. Might be a good way of just spending time without getting bored. [Low]
- Regulate emotional sensitivity up or down - turn off your amygdala to become fearless (and unable to recognize dangerous people). Change your general mood setpoint (the fact is that our level of happiness is relatively unaffected by events and situation, so why not set it to just below hypomania?) [Low]
- Allow external software to control your attentional focus. "Muse, I need to work on this project. Please focus me on it for six hours, or if a level 2 priority event happens. And yes, allow me to go to the loo." [Medium]
- Tune your VTA reward response so you become more of an rational optimizer. People with the "homo economicus" mod are less risk aversive than normal people, have less status quo bias, don't care about sunk costs and don't do hyperbolic discounting - most normal transhumans find their behaviour slightly odd but rational. [Medium]
- Control your blood pressure through nucleus ambiguus. [Low]
- Control sleep/awake states directly - your muse can wake you up to full alertness very rapidly by triggering nucleus coeruleus (and resetting various sleep activity), although it is not pleasant at all. A nicer wakeup process may take a few seconds from deep sleep to full alertness. And of course, you can emulate caffeine perfectly with no side effects. [Low]
- Control hunger: you can change your hypothalamic setpoint to make sure you approach your "ideal weight" (a bit oldfashioned in this day of anti-obsesity macros for medichines, but this is what little old ladies still do), remove hunger pangs or give yourself appetite for that truly vile meal. [Low]
- Control thirst: modify the subfornical organ. Note that this is commonly needed when sleeving a human in a synthmorph body, since the lack of proper osmosensory activity is often interpreted as very annoying "phantom thirst" ("I have no mouth, and I must drink!" as one Reaper-sleeved soldier once said) [Low]
- Change pain responses: reduce pain, lower pain thresholds to get a suitable level of suffering and irritation to behave right at a neogoth revival, or why not cut the link between pain (somatosensory) and suffering (anterior cingulate gyrus)? Of course, rewiring the brain so it gives pleasure has been a favourite execution method in the Night Cartel. You lock the altered victim into a cell with a single razor and wait... [Medium]
- Activate "flashbulb memory recording" by artificially upping acetylcholine to the hippocampus (or just increase the synaptic plasticity directly) during an experience. Conversely, if you know you will be subjected to nastiness, you can turn off memory consolidation and deliberately forget whatever it was. [Low]
- Change your sexual preferences (or level of interest) by modifying the preoptic nucleus. Probably requires some rewiring to tell the nucleus *what* stimuli to go for. "The latest fad here in Elysium is personalized paraphilias. Everybody is scrambling to get their own unique kink, and rumour says that Lindsay Turnell and Xi Zhou are in a spat about who was first with ursusagalmatophilia!" [Medium]
- Instantly reset your diurnal rhythm by modifying the superchiasmatic nucleus. Jetlag and gatelag are just a memory. [Low]
- Amplify or decrease feelings of love, kinship or friendship by modifying the oxytocin system and links between the fusiform cortex and the limbic system. "Darling, wouldn't you like an upgrade of our relationship?" (infatuation is most likely a somewhat separate system with amphetamine-like effects.) [Medium]
- Wireheading - why use drugs when you can re-wire your medial forebrain bundle to always give you pleasure that never habituates? And if you turn off plasticity in the nucleus accumbens at the same time, it is not even addictive. Sure, you won't care about anything while wireheading, but you can stop at any time you want (which you won't). [Medium]
- Reduce boredom effects by reducing basal ganglia habituation (quite dangerous, you could end up in a loop). [Low]
- Turn off the parahippocampal gyrus to induce a "freshness effect" - everything looks new, as if you have never seen it before. The exact opposite of deja vu. [Low]
- Increase mirror neuron activity (or add extra) to improve empathy. Or turn them off for a cool-headed outside look at what is going on. [Medium]
{Some of these are based on oversimplifications or particular theories of brain systems, caveat psychomedicus}
This is how I would likely handle these in the game:
The above changes are relatively easy to implement when somebody is an inert ego-recording. Just edit the neural data using the right psychosurgery software (make sure you comment your changes extensively and save the undo information!). This is essentially a bioware/cybernetic (cognovare?) enhancement built into the neural structure of the ego. When resleeved into a biomorph this will be how their brains get formatted. If they get uploaded again from the biomorph the modification will remain in the ego, but it is likely that much of the metainformation will get lost - it is going to be harder to undo if there is no access to the commented ego recording. In a synthmorph there is higher fidelity and no undo information is lost.
Whether cyberbrains allow on-the-fly editing depends on make and security settings. It is usually discouraged, but can be done.
It is possible to do some of these changes in a slightly more advanced form that can be turned on or off. Essentially extra neurons are added for an artificial neural network that can control the changes, and this network is then connected to a software hook that allows the owner of the brain (and maybe their muse) to control them.
Most edits just go one way, so of the possibilities in each entry usually only one gets implemented (although it is sometimes possible to stack them, especially with the advanced version).
In terms of cost, I think most would be Low with the exception of those that are either legally/morally problematic, and those that require more personal tuning. Making them controllable increases the cost to Medium from Low in most cases.
Many of these give skill or aptitude bonuses, but the size depends on the situation.
This already got pretty long, and this is just the firmware level. Just imagine what we can hack on the cognitive level, or when adding entirely artificial neural networks to the brain! Muhahahaha... {rushes off to my research institute}
Hm, very interesting. I always thought that the Mind Hack chapter is a bit underdeveloped, but then again, you can't cover all in one basic book. I like these ideas!
A lot of this stuff could already be done by existing psychosurgery. I like the "rational optimizer" mod, though; I think my next character will have it as a 5-point Modified Behavior flaw.

+4



) There are definitely people around in EP who have similar ideas. Actually, that suggests a new and interesting faction:


Oh, I forgot: there is probably a SV cost to add cognoware (cogware?) to one's brain. Adding things like this can mess up one's neural networks in subtle ways. I would guess the typical SV cost would be 1d10/2 for the [Low] and 1d10 for the [Medium] cost modifications. The rules are as for normal Psychosurgery (although it is not an opposed roll - the patient is being edited directly), and a +30 MoS halves the stress, a -30 Failure doubles it, critical success avoids all stress and critical failure adds a Trauma.