Yep. In the end the info will be chopped up like so: *A summery to get people oriented *A hefty chunk of 'at your leisure' information best skimmed while waiting for replies *Information players will only receive if they create characters that should know it As for the sort of dangers vampires have to look out for keep in mind that you are perfectly capable of being destroyed by a drunk driver or hail of gun fire. (Though luckily the heart will be a no issue for those not playing Dhampir.) I should probably mention that I don't plan to treat cybernetics like super-powers. They won't be glamorous, sleek or slide into the territory of Deus Ex/Ghost in the Shell. For military applications remember that no one is going to put millions (or even thousands) of dollars worth of tech inside of a soldier. Cost effectiveness and practicality are most important here. Cyborgs wont be turning invisible, shooting lasers or leaping off of skyscrapers. Think of the modern military and police force as being mainly autonomous drones with humans as tactical support. The choices aren't so much going to effect what cybernetics can do as much as where they fit into society. So far that's one vote for them requiring permits, licenses and insurance.