#Amputee Acceleration
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Amputee Acceleration
Look ma, no legs!
Type: Cosmetic/Misc
Class: Scout
Paintable: Yes
Accepted in game: No
This cosmetic was made by Steam users Spike Nitros, Howdot and Phe. Posted on November 28th 2023, you can vote for this here!
#Amputee Acceleration#cosmetic#tf2 workshop#the workshop mann#tf2#team fortress 2#the scout#tf2 scout#blu scout#red scout
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Disabled Characters in Reverse: 1999 - Part 1
Hello! With the new patches having been announced over the course of time, I figured it was time to renew an old lore-post of mine. This is the list of disabled characters in R:1999.


I posted these on twitter last week, but I decided to wait until the release of 2.2 so that I could uplift some spoilers for the game. Some minor spoilers ahead for 2.3 and 2.5 are ahead!
From the length of the entire text alone, I've separated it by 3 posts. This post here will guide you in the known characters who are physically disabled. I now have 14 characters in the main spotlight here, and I hope you enjoy reading this incredibly long post. So now, let's get started.
Chronic Illness: Cristallo, Rabies, Erick, Semmelweis, Barbara

Cristallo was born prematurely, with an added condition that makes her physically fragile. As seen in the game, she needs a life-support system to maintain her health when she’s outside. It’s also implied that her condition may be a recurrent cancer, as her arcane abilities are tied to a machine that provides cobalt therapy, a known advancement in radiotherapy in the post-WWII era.
In Sotheby’s anecdote, it’s been noted that Cristallo needs extra accommodations to her room, and it’s crucial that the electricity is kept running; she would risk having episodes like seizures otherwise.
Rabies is an odd case. In his stories, it’s stated that Adam Miłosz cured Alicia of rabies through unknown means, at the cost of contracting the disease himself. However, instead of the virus being acute and guaranteed to be fatal, it became a chronic illness to Rabies due to the abundance and use of arcanum.
Since the rabies virus attacks the brain, his cognitive capabilities and ability to recall things before the present had been impaired, making him rather docile and animal-like in nature as a result.
As revealed in her anecdote, Erick has a hereditary blood condition that came with her arcane skill. While her arcane skill grants her insane strength, overusing it will accelerate the effects of her blood condition to the point that it can turn fatal. To prevent this, she also inherited an armband from her grandfather, Harald. The armband suppresses Erick’s ability to use arcane skills, but by extension it also prevents her condition getting worse.
Semmelweis’ journey in the roguelike has been very clear that she suffers from the Beyond disease, a parasitic and incurable disease that mainly affects the brain by heightened hallucinatory symptoms paired with vampiric-like symptoms. The disease has a high fatality rate, but survivors tend to be granted abilities and urges equivalent to that of a vampire.
Semmelweis keeps her symptoms at bay through Lorelei’s arcane skill, and maintains her urges with sweets such as chocolate. While the Beyond Disease is most known for being passed on via contact, (e.g. biting) it has also been found to be genetically carried by some people.
(Bonus mention: Valentina is also a canon survivor of the Beyond Disease, having become a full vampiric-like being. She was the one that bit and infected Semmelweis)
Being born as a cross of 3 different beings, Barbara was born with a delicate body and she suffered a multitude of conditions growing up. Among them, asthma and insomnia were the most prominent. These conditions were incredibly debilitating for her growing up, and they continue to persist til her adulthood. Because of these medical scares (and her instinctive tendencies), she also has anxiety. For this—and strangely enough—her conditions can be alleviated with stuffed toys and the country music that she keeps on her at all times, much to her chagrin.
Amputees: Shamane & Willow

Shamane lost his left arm as a punishment for his previous failures. But after having lived without it for 20 years, the lack of it doesn’t bother him anymore. In fact, he finds pride in his loss, claiming it as a “token of bravery.”
Prior to the events of 1.3, he crafted his prosthetic arm as a means to avoid scaring kids. In his I2, we see that he was provided with a more modern prosthetic, likely provided by Laplace.
Willow is mainly characterised by her ability to perform in floor gymnastics having a prosthetic leg. Even when she lost her leg when she was younger, it didn’t stop her from performing to the best of her capabilities and reworking her skills in floor.
Blindness: Urd, Ms. Radio, Argus

Urd, despite her mysterious presence in the story, is most notable for her blindness. Throughout all her appearances, she's always found with a covering over her eyes, and has been referred to as the “blind woman” throughout the game many times even prior to her reveal. She also has recurring partial amnesia, with the “Storm��� being the main cause of it.
She still chooses to travel across cities despite it, documenting her travels and insights about each place as the “Friend From Afar.”
Despite all the awakened lacking any eyes, Ms. Radio is the only character that has explicitly stated that she does not have any eyesight. She uses her body vessel and the radiowaves to be able to sense things around her, and is a generally sensitive entity.
Argus is notable for her vision impairment and partial blindness due to an untreated injury paired with her arcane skill. She struggles to see at nighttime, and has to activate her arcane skill to be able to do work. She tends to use picrasma candies to keep her arcane skill running for as long as possible.
However, Argus will tend to overexert herself and her arcane skill, which can result in her having temporary complete blindness. She refuses to have her injured eye treated nor be provided a prosthetic either.
Others

Mobile Disability - Noire
Our new character here, Noire, is most known to be a wheelchair user! Whether she was born with a disability or not, this aspect is incredibly important for her and I’m excited to see how that will go for 2.5.
Speech Impediment - Balloon Party
Balloon Party as a child had contracted an illness that caused her to have a persistent high fever. In the end, she awakened her arcane skill this way, with her being able to cough up balloons that can be harmful or a cure to anything. However, it might have also affected her speech because of the physical strain that comes from coughing, it results to Balloon Party’s speech being slowed and having abnormal pauses before she speaks again.
Burn Scarring - Joe
Being a blacksmith, Joe gained a lot of burn injuries due to his work. He developed his skill over time, but it came at a cost; these scars became a part of him. Considering that Joe very likely never went to get proper treatment due to him growing up less privileged, it’s also likely that these scars crudely healed and can cause some pain. His scars are most prominently seen in his face, but they extend down the left arm and even both his hands, which are bandaged.
Albinism - Windsong
Windsong has indicators that she may have albinism; from her white hair, pale skin, and differently-coloured eyes. It can be assumed that she has Type 1 OCA, which leaves her to have the aforementioned features. There isn’t much beyond that mainly due to this being a popularized headcanon among the fandom, so what other symptoms she might have is open to interpretation.
Honorable Mentions
What is this section? The honorable mentions list is meant as a list for:
-Characters I realized I should've added here but it was too late
-Characters who have some headcanons/insights from other users from both Twitter and Tumblr, and I took it to consideration
I hope you enjoy these ones. :)
Oliver Fog - Depression, Arthritis/Chronic Pain (credited: @space-magician on tumblr)
Early on in childhood, Oliver had been exposed to how the London fog takes a heavy toll on his family and has experienced grief early on due to his father passing away from overexertion. It prompted him to start working as a (greatly desensitized) Fogwalker, feeling an unbearable weight on his shoulders metaphorically and even literally with how he struggles to get up in certain weather conditions. It hints towards him having chronic pain/arthritis due to the intensive nature of his work, as well as depression stemming from his grief.
Loggerhead - Short-Term Memory Loss
Loggerhead has short-term memory loss as an aftereffect of her awakening, causing her to slowly lose memory over the course of 3 days. However, Laplace provided her with a special film that allowed her to maintain her memories for longer.
Last Notes
Of course, these are only the first batch of this list, and I hope you'll have fun reading the next two installments here once linked. :)
Psychologically Disabled Characters
Neurodivergent Characters
Thank you!
#reverse 1999#character analysis#cristallo#semmelweis#shamane#ms radio#windsong#erick reverse 1999#rabies reverse 1999#barbara reverse 1999#willow reverse 1999#urd reverse 1999#argus reverse 1999#noire reverse 1999#balloon party reverse 1999#joe reverse 1999
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[ID: A photo of a mechanical push-pull hand control system, with "Driving without legs: Hand controls and modifications" "Disability 101" in white bubble text. /End ID]
One really common assumption I see about people who's disabilities effect their legs, such as leg amputations, spinal injuries or joint dysplasia, is that we can't drive. It's a common enough assumption that it makes its way into media portrayals of these kinds of disability all the time, though often in very subtle ways that are hard to directly point to, but noticeable once you know what to look for, or rather, what's missing. It's also an assumption I see come up more directly in the replies and reblogs to a lot of my content more often than I expected it too, and almost never as a direct question, but as statements that are part of a separate point. "My character is in a wheelchair so they need to catch the bus..." or "My leg amputee is missing the leg they need to drive so their friend/family member has to drive them to the place where the plot happens..."
but the thing is, It's a misconception! Having a disability that effects your legs or even arms in some cases (or results in you having none at all) doesn't stop you from being able to drive, at least not on it's own. It's not even a barrier to driving other kinds of vehicles, like motorcycles, aeroplanes or heavy machinery, and that's because of a type of assistive technology called vehicle modifications.
I've chosen to make this a disability 101 post, mostly because it is just kind of general disability-awareness content, even if I am focusing mostly on authors and creatives, but also because finding resources about this topic can be genuinely difficult if you don't know the names of the modifications or devices, so I've provided some resources throughout (and at the end in the sources section) that could be helpful for disabled people who are interested in getting these kinds of modifications themselves.
I do want to give a quick disclaimer before getting into this though, that I just have modifications, I'm not a mechanic or an expert on how they work, nor am I an expert of cars and other vehicles. Like anything, be sure to do your own research and fact check anything you see here, especially if the more technical stuff is relevant to you and/or your writing.
Ok, with that out of the way, let's get into it!
Cars
Lets start by talking about the vehicle modifications available for cars, trucks and other similar vehicles. For the sake of simplicity, I'm going to be referring to anything with more than 4 wheels collectively as "cars" but know this includes everything from actual cars, to trucks, to even road-trains.
Control Modifications
The most common type of control modification you'll typically see are called "hand controls" and there's dozens of types available for cars. How they do it changes, but they all work by taking the parts of a vehicle that are controlled with your feet, and make them controllable with your hands in some way.
The most common version of this, and the type I use, is called a "push-pull hand control". It works by replacing the foot pedals in (usually automatic) cars with a bar which sticks out from the side of the steering wheel that can be pushed forwards to apply the break, and pulled towards you to accelerate. This is the set-up I have in my car.
[ID: A photo of the interior of a holden car showing the steering wheel and dashboard. On the top left of the steering wheel is a round door-knob shaped grip assist, and on the bottom left is the bar of a hand control sticking out from behind the wheel. The bar has a foam grip on they end, and a circular control buttons for the blinkers, horn, headlights and windscreen wipers, though the top button is obscured by the steering wheel./End ID]
One way to set this up is done by attaching a long mechanism or pole under the steering column that physically pushes down on the pedals for you when you push or pull on the control bar. This is the type that I have, and as I understand, it's one of the cheaper ways to do it.
[ID: Another photo of the interior of the same car, this time showing the area where the driver's legs are supposed to go, which is covered in a lot of dust, the pedals and steering wheel. The hand control bar is fixed under the steering wheel, and a long metal rod connects the control bar to the pedals. /End ID]
(also please excuse the dirt, I live on a farm and it's been raining, so avoiding mud and dirt is impossible right now)
There are also versions of this systems that bypass the pedals entirely and connect the control bar to the car's internal systems. This is more commonly seen in electric vehicles or in cars that are being used by people with little to no control of their legs who might be at risk of pressing the pedals accidently - in which case, the pedals are also modified so they can be either folded up or shut off when the hand controls are in use, and then folded back down or turned back on when someone without a leg disability wants to drive.
There is also portable hand controls, which are very similar to permanent push-pull systems, but can be attached to almost any automatic car and removed as needed. Most I've seen have clamps that attach to the pedals, two adjustable poles, connected by a bar at the top, similar to push-pulls that essentially act as levers to press the pedals, and many are connected to the steering wheel via a Velcro strap. these are by far the cheapest and overall most flexible option, but they also happen to be mostly illegal where I live, so I've never actually seen them used in person. Technically, they can be used under very specific conditions here, but I've never met anyone who had them legally. Most people I know who tried to get approved were rejected. For everyone who doesn't live in or isn't writing a story set in NSW Australia though, Diamond Garrette has a demonstration of how they work on her YouTube channel, which I suggest checking out if you want to know more about them!
This isn't the only way the controls can be set up for the acceleration and breaking though. Other common variations include an over-ring control, trigger controls or joystick controls. In trigger hand controls, you still have a bar that extends out from the steering wheel that you push forward to break, but the accelerator is controlled using a trigger-like button underneath, similar to the accelerator on a motorbike. Joystick controls allow a driver to control steering and acceleration through a joystick (including sometimes the joystick built into the driver's power chair), and are usually a small part of larger modification systems. Over-ring hand controls, also called push-rings, are a type of control where the accelerator is tied to a ring that sits either over the top of the steering wheel, or just behind it, and you either use your thumbs to press down on it while you drive, or your fingers to pull it towards you if it's placed behind. The brake can either be another bar you push away from yourself like the others, or grip that sits beside the wheel that can either be pushed forward or squeezed in towards the wheel. If you'd like a demonstration for how over-rings work, Des Gosling Mobility has a demonstration on their youtube page! Trigger, joystick and over-ring controls are all often used by people who's disabilities effect their arms and legs, and who might have more difficulty with the heavier push-pull bar.
Because one of your hands will usually be occupied with most of these methods though (with the only exception being the over-ring and portable controls), many hand controls also have a second set of blinkers (indicators) controlled by buttons or a small flickable switch on either the hand control itself or a different location like the head-rest for easier access. While not as common, many also include extra buttons for the horn, windscreen wipers and headlights. On mine, I can control all of these "extras" through a small control pad attached to the bar, though only the blinker buttons and horn are actually connected (all the others cost extra).
[ID: A close-up of my hand control, described earlier, to show the buttons. /End ID]
Another thing you'll often see on cars with hand-controls is either a spinner knob or some other style of grip assist on the steering wheel itself. Spinner knobs - which you can see in the first photo on this post, usually look like a door-knob attached to the top left or right side of the wheel (depending on what side of the road you drive on) that allow you to turn easier with your remaining hand, but other options include tri-rod spinners (which are mostly the same, but with three rods the user can place their hand and wrist on if they have problems with their grip) and joystick controls, which I described earlier.
I mentioned before that most of these hand-controls are mainly used in automatic cars, and that's because manual transmissions add some extra complications that, honestly, most people I know just prefer to avoid. That's not to say hand controls are only for automatic cars though, they just aren't as popular due to the extra hassle it brings. One option I am aware of is called the "duck clutch" which is a small leaver installed on the back of the gear-stick that lets you control the clutch pedal. This video from Problem Management Engineering shows how it works, though the person in their video still uses their foot for the accelerator instead of a hand controlled accelerator/break.
There are many other types of control modifications outside of these, including alternate-side foot pedals for drivers who don't have (or can't use) the leg they'd need to reach the accelerator, pedal extensions for people with dwarfism, or chin controls for people with no use of their (or no) arms. It's always a good idea to check and see if there are options available for people with you/your character's disability before making the assumption that they can't drive at all. Obviously, not every disability can be accommodated behind the wheel. For example, some autistic people struggle with the sensory processing and fast decision making needed for driving, and no amount of modification can help with that. Conditions like blindness and dementia are also pretty sure-fire disqualifiers once they reach a certain point (as both these disabilities exist on spectrums), but it's always worth checking if you've never been told for sure, especially if you are not disabled yourself.
Modifications for access
Another common kind of modification you see in cars for disabled people help them get in and out, as well as occasionally where and how they sit.
larger vehicles like vans have the most options available. My previous work vehicle (owned by a disability organisation with mostly disabled employees) for example had a large sliding door on the side that you could open to reveal a small lift. When not in use, it would fold up and sit against the door and when we needed to get in or out, you'd open the sliding door and put the lift in the "open" position, and it would lift you up to be level with the van floor so you could just roll in, or lower you down to the ground to let you out. It was a converted tradie van (a big white van usually used by electricians and other tradesmen to carry large amounts of tools and equipment) that had the back seats and a lot of the interior torn out, so you could take your chair all the way up to the driver or passenger seats and just transfer in, and I've seen similar set-ups with the lift coming out of the back as well. The major downside of these kinds of modifications, is that they require a lot of space, both in and outside of the vehicle. I dreaded taking the work van anywhere other than our planned destinations because finding parking spaces large enough for the lift to fully extend (about a metre, if I remember right) was a nightmare - though many places now have parking spots next to the accessible spaces that are kept empty specifically to help with that (if you've ever seen a parking space with stripes painted over it, that's what they're for).
Some vans can also have small fold-out ramps instead of lifts, which are a lot cheaper and don't require a power supply, but these tend to only be good if your van is low enough to the ground to keep the ramp small, otherwise getting in and out becomes a challenge. This is the approach I see used the most in wheelchair accessible taxis too.
As for the seating in vans, some people are able to get the driver's seat modified to spin around, making getting in and out of the driver's seat easier. I've also seen this in some cars and trucks, where the seat can rotate outwards to make transferring easier, or in some trucks that are higher off the ground, the seat can come out and be lowered, and then lift the driver back into the truck. While less common, I have also seen a few vans that allow wheelchair users to push directly up to the steering wheel and drive from their chair once it's secured, such as Problem Management Engineering Spacedrive system (The video linked here also contains a demonstration of a joystick control modification).
Some smaller cars and trucks can also have chair lifts installed that store mobility aids like wheelchairs either on the top of the car or, if it's a ute (a truck with a bed on the back) in the open bed.
Getting in and out without modification
Not everyone has these kinds of modification though. In fact, most manual wheelchair users I know don't have any seating or access modifications at all. For people with mobility aids like manual wheelchairs, getting in and out can be done without modifying the car in a few ways:
If someone is able to walk a little bit, they may put their wheelchair (or other mobility aid like a walker) in the boot (trunk) of their car, or on the back seat if they don't have the boot space. If their wheelchair folds, this makes it easier, but even non-folding, rigid-frame wheelchairs can fit in most car boots by taking off the wheels. If, like me, you have a car with a tiny boot where that's really not an option, many people will slide their wheelchairs onto the back seat of the car instead. Usually, this is done by putting the footplate of the chair where a person's legs would sit, and sitting the frame on the seat with the backrest up against the car seat backrest. It kind of looks like a weird booster seat once it's in. After that, wheels sit on-top of the seat. This even works with tiny cars! If a human can fit, most wheelchairs can too.
But what if they can't walk at all? well, that's a bit trickier, but its still doable for a lot of people. If we're travelling with someone, we just get them to do the steps I mentioned before, but if we are on our own, most wheelchair users I know (and myself) will get into the driver's seat, take the wheels off our wheelchairs, put both the driver-side and passenger-side backrest as low as it will go so they're both basically laying down, then pull the frame over ourselves and place it on the passenger seat in the same position as I described before. frame on the seat, footplate in the leg area and backrest up against the back of the car seat backrest once it's sat back upright - or, if you're cars a bit of a tighter fit like mine is, just put the frame and footrest on the passenger seat and leave the car backrest laying down. Then we put the wheels on top (if they fit, they usually don't) or on the back-seat. I'm a bit out of practice, since I usually have someone with me when I use the car, but this is a sped-up video showing my whole process:
[Video Description: A fast-forwarded video of Cy, a fat, white double leg amputee wearing a light purple shirt and blue jeans that cover their stumps as they get into their car, a small, black holden SUV. They start by putting their phone in the car door storage, transferring into the driver's seat and laying the seat all the way back. They then turn their wheelchair away from them and lift it so it is balancing on it's front footplate while they remove the wheels and put them to the side. With a bit of manoeuvring, they pull their wheelchair frame up, over their body, but it gets stuck, requiring them to fold down the handle bars so it will fit. They try again, but their chair gets stuck on something inside the car, out of view. Cy lowers the passenger seat to a laying down position and then continues to pull the wheelchair frame in, placing it on the seat. Lastly, they put the wheels on the back seat behind them. The video then fade-cuts to show them getting back out again, which is mostly the same process but in reverse, starting with the chair frame. They lift it over themself, then lean the chair forward so it is resting on it's footplate again, but the backrest is leaning up against the doors. They pull out one wheel from the backseat and re-attach it to the frame, then rotate the chair around and retrie the other wheel to put it back on the other side. Once both wheels are on and the chair is re-assembled, Cy then lifts their seat back up and transfers back into their wheelchair, and gives the camera a thumbs-up. /End Video Description].
Obviously though, this won't be an option for everyone. Not everyone has the strength or flexibility needed to get their wheelchairs in and over their bodies. I personally struggle with getting in and out of the car by myself because I have short arms and a big belly which gets in the way of getting my chair over the top of me to put it on the passenger seat. For people with joint dysplasia, doing this might risk something dislocating. Some power-chairs can weigh hundreds of kilograms, and no one, even able bodied, is lifting that on their own. and some wheelchairs are just physically too large to fit in a normal car, and that's when these access modifications can come into play.
Less-than-legal modifications
Sorry for yet another disclaimer, but just a reminder that this post is mostly for writing advice, which sometimes includes writing for characters who can't or don't care about doing everything correctly and by the book. It is not a guide on how to do this or encouragement to try. Do not, under any circumstances, try anything in this at home!
Sometimes, for reasons we'll talk about in a minute, “proper modifications” might not always be an option. Maybe you're writing someone who just doesn't care about the law that much, maybe they need to use an unmodified car in an emergency. Maybe its a zombie apocalypse and you can't be picky. Maybe your character just lives somewhere where the law isn't as strict. In those cases, know that disabled people have been Macgyver-ing and DIYing their own solutions for as long as cars have been a thing, regardless of what the laws have to say about it. Being in a rural area with a lot of space to drive off of public roads, I've also personally seen quite a few... creative solutions.
One especially common method to get around a lack of hand controls in cars for someone without the use of their legs, is a walking stick. Just a cheap one you can get from the shops, to help reach the pedals. I have a family friend who used to drive his old farm truck this way (again, never on public roads) and I may or may not have tried it as a teenager. It's definitely not a safe or convenient way to do it, but it's... a way, I suppose? I've also seen a few home-made spinner knobs and chair lifts to help people get in and out of trucks easier, known a few leg amputees and little people who have extended their own pedals in old farm cars so they can reach without things like prosthetics or orthotics.
humans are shockingly creative sometimes. But once again, please, do not try these at home.
Other things to be aware of
I mentioned before that disability alone doesn't always stop people from driving, but there are other things to consider for disabled drivers that you should be aware of if you're writing us (or if you're a disabled person wanting to get modifications yourself) either because they can create extra barriers, or they're just important to know.
Initially, I tried to make this section as generally applicable to people in different countries and with different disabilities as I could, but outside of the "cost" section, I don't really think that's possible unless I wanted to spend weeks researching and trying to get answers out of insurance companies and governments and this post is already really long. So instead, I think the best approach I can make on a limited timeframe is to talk about the barriers I've faced, or that people I know have faced, to kind of give you a general idea of what to look for in your own research. What barriers you or your characters face will change massively depending on your location and disability, but hopefully this will give you a stepping-off point.
Cost
So the first major barrier that a lot of disabled drivers face outside of their actual disabilities, is the cost of these modifications.
The hand controls in my personal car that I've been describing throughout the article are considered basic, and when I had to get them replaced in 2024 due to an accident, I was quoted $8,925 AUD (which is a little over $5,700 USD), just for the mechanical push-pull mechanism, blinkers and horn button, and this is pretty average in terms of price for this kind of system. I have seen them go for cheaper, for example, my first set of hand controls were second hand and it still cost around $2,500 AUD, but this was several years ago now. I think around 2016. prices for everything related to disability in Australia have skyrocketed since then.
I also happened to be working in the office the day the quote came in for the modification to my old workplace's vehicle when we first got it, (the one with the side access lift, which also had a push-pull hand control but no additional blinker/horn buttons and rotating seats) and we were told it would cost over $50,000 AUD to do all the modifications. I'm pretty confident this was also a discounted rate too, since our company had several modified vehicles and we always went to the same place for installation. Once again, this was a good number of years ago now, probably around 2018 at the latest.
Like a lot of disability aids, depending on where you live, either government-run healthcare programs, public insurance or private (usually health or car) insurance can sometimes either subsidise or cover the cost of modifications outright. However, this isn't always an option for everyone and a lot of people end up having to pay for their modifications (and all the other extra legal hoops they have to pay for, that I'll talk about soon) out-of-pocket.
In Australia, the NDIS (A disability-specific public insurance system) is generally considered to be responsible for covering vehicle modifications in the public sector, and on paper at least, they do. But like with most insurance companies, there's a million different conditions and "gotcha's" that let them get out of paying for them. My first set of hand controls were funded by them, but not without a substantial amount of arguing and a small army of both medical and mechanical experts to vouch for both me needing the modifications for my disability, and my car actually surviving long enough for it to be worthwhile paying for them. You see, at that point in time, if your car was less than 3 years old or had less than a certain number of kilometres on the odometer (I have no idea what it was, something ridiculously low), you could get your hand controls covered, mostly no problem. Statistically though, most people with disabilities severe enough to even qualify for these modifications, didn't have the money for a car that new due to systemic barriers. There was a bit of leeway though, as long as your car was less than 10 years old, you could sometimes get them covered regardless, so long as you could prove your car wasn't falling apart on the road already. Unfortunately, my car was from 2004. So... a little bit outside that window. Honestly, I don't know how we got it approved. Today, those rules are a bit different, they've extended the "usually fine" margin to 5 years OR if your car is still under a manufacturer's warranty, but the 10 year cut-off is much stricter than it used to be (because as we all know, after 10 years your car just starts to disintegrate, obviously).
There are also a bunch of other seemingly random things that can disqualify you from getting vehicle modifications covered, including "not being good value for money" or there being other services available (when I applied they originally tried to argue this with me, and suggested public transport was an option). Honestly, whether or not you get approved for them or not just seems to come down to who was working in the office at the NDIA that day and if they'd had their morning coffee when they saw your request. If you want to know more, this is the publicly-available outline the NDIS has. If you live in Australia and you're thinking of getting vehicle modifications yourself, it's worth a read, but be mindful it's never as simple in reality as it is in these kinds of outlines.
In Australia, private health insurance will cover it sometimes, and I know a few people who got theirs that way, though I don't know what the process is like. I do know private car insurance will also replace existing modifications if you're in an accident that destroyed your old ones, which is how I got my second set of modifications. Also after a lot of arguing. You see, in Australia, our disability anti-discrimination law, the DDA, does protect disability-related car modifications as essentials that can't be charged extra for, but that doesn't mean insurance companies won't try to get out of covering them if they can. Many will claim they don't have to cover the modifications unless you paid for "extras" to be insured too, and bet on customers not knowing that's against the law. Unfortunately, the DDA is a massive law and while most people know it exists, they don't know exactly what it covers and this lie ends up working. Even if a person does know it's illegal, if an insurance company refuses to budge once its pointed out to them, many disabled folks don't have the time, energy or money to actually hold them accountable in court, so they still get away with it, and another barrier is created, even if, legally, it's not supposed to.
From what I was able to find, in America, private insurance companies will sometimes cover the cost vehicle modifications (assuming you can even afford insurance to begin with) but even if you get them, another barrier arises in the form of insurance premiums. unlike the DDA, their ADA doesn't always protect the modifications as essentials. Because of that, it's not uncommon to have to pay more on car insurance if you do have them and want them covered, which presents a different kind of cost barrier and makes driving with them legally riskier.
Legal restrictions and getting "approved" for use
I mentioned this in passing before, but in order to get modifications for your vehicle, at least in Australia, you actually have to get "approved" by your state government to be able to use them at all. Also, in NSW, for control modifications like hand controls, once you're approved to use them, that's all you're allowed to use. This means, if you and your friend both own a car with different kinds of hand controls, you're not allowed to use the other person's car. This was actually the case for me and my previous roommate, she had an over-ring, while I had the push-pull mechanism. Legally, we couldn't drive each other's cars. Despite both having hand controls and being physically able to drive each other's cars, we weren't legally allowed to.
This is because in most places around the world, the modification of cars in general and specifically the use of alternate controls systems like hand controls are very heavily restricted for a variety of safety reasons (some of which are reasonable, and others... eh... not so much) - Even some US states forbid things like spinner knobs from being used without state government approval. Australia is... a little extra in this regard, to put it mildly, and their restrictions can be serious barriers all on their own.
Usually, to get approved to use modifications here, you have to go out with an Occupational therapist to test which type of modifications work for you. For control modifications specifically, once a best fit is found, this will be added as a condition to your licence, meaning you can now only drive with that style of control. This isn't too bad if you get your modifications covered by the NDIS or insurance, since they'll usually cover the cost of the OT as part of this, but if you're one of the unlucky people that can't get covered, you also have to pay for the OT, which can be thousands of dollars on top of the other costs.
Access to installation and maintenance
Another major barrier for a lot of disabled people who need these kinds of modifications is physical access to someone who can actually put them in and maintain them.
You see, not just any mechanic can install disability modifications, especially control modifications. You have to go to a specific type of engineer. The only exception to this rule, as far as I'm aware, is the portable hand control, which is a big part of the reason why they're banned in my state, as they can't be assumed to be safe.
Unfortunately, this is a pretty niche area of speciality, so there aren't a lot of options to get the installations done. There are only 8 in all of NSW (which has an area bigger than 3 times the entire UK), according to Australia's National Equipment Database, and the vast majority of them are in the Greater Sydney Region. This means, if you don't live near Sydney, you're out of luck for the most part, unless you can spare a few days to make the trip (since the installation can also take some time). Some companies do offer to come and get the vehicle for you, but not all, and even those that do, may not be able to come get it if you're 8+ hours away.
And that's just the installation. Thankfully, normal car maintenance still can be done by a general mechanic, even with modifications installed, but if anything happens to the modifications themselves, you normally have to go back to the person who installed them for repairs. Personally, I now live around 4 hours out of Sydney, and around Christmas, the wiring in my hand controls failed. It was a simple repair, but my partner and I had to go all the way back to Sydney for it, and we had a lot going on at the time, so we had no choice but to leave it for over a month. Meaning there was a whole month where I just couldn't drive.
Uneducated Law Enforcement
Ok, so this one is kind of a... luck of the draw situation and it's not a common barrier in my personal experience, but I also recognise that, as a white person who can still pass as cis if needed, my experience here won't be universal. Disabled people with intersecting identities such as POC and visibly queer folks, may have a substantially harder time with this.
Unfortunately, because disability modifications are not super common in the general public, it's not uncommon for police to have never seen them before. And when police don't know about something, that can become your problem very quickly. Most of the time, there's no issue, but I have been accused on two separate occasions of having "illegal racing modifications" in my car, because the police didn't know what a hand control was and jumped to that assumption (I'm not even sure what they would have been confusing them for, I've seen racing mods and they don't look anything like hand controls). I was also once told I'd have to get my car towed when on my way to get it checked by a mechanic for registration, because the officer didn't believe me that a regular mechanic could do it due to my hand controls, so obviously I must be lying and trying to drive my unregistered car around town (I don't know what the law is in other places, but here you are allowed to drive an unregistered vehicle to the mechanics if they know you’re coming). Both situations were pretty minor and were resolved quickly, but they could have easily been a lot worse if the officers decided not to believe me, or in the case of the second situation, they didn’t believe the mechanic who had to be called to convince the officer I was telling the truth.
Other Kinds of Vehicles and Modifications
Cars aren't the only vehicle you can modify to drive with a disability, they're just the most common! Honestly, each other vehicle was originally going to be it's own segment, but this post is already incredibly long, so here's just a quick overview of the modifications I know about for other vehicles!
Motorbikes and trikes often don't need much in the way of control modification for most riders, but many bikes can be modified to be easier to balance on or hold a wheelchair, either on the back or side, and trikes can be made to allow the rider to stay and ride from their wheelchair directly.
The laws for this are different everywhere, but in Australia and the UK, light aircraft can also be modified to be accessible to people with some physical disabilities, including wheelchair users with hand controls. Wheelies With Wings is a Melbourne based organisation the specialises in helping wheelchair users learn to fly . For those in the UK, Freedom of the Air offer similar services. Though as you might expect, there are some pretty substantial cost barriers involved for this.
I also know a few people who have also (legally) modified their farm equipment, like tractors or even heavy machinery, like bulldozers.
Pretty much anything can be modified. More often than not, if something can't be, it's usually more due to legal problems than it being physically impossible.
Conclusion
There's so many kinds of vehicle modifications out there, for all different kinds of vehicles, this is really just a general overview, so be sure to research what would be applicable to you or your characters
Sources
Over Ring Accelerator Demonstration
Driving With A Disability - Portable Hand Controls
Duck Hand-Operated Clutch System
NDIS vehicle mods PDF
Vehicle Modification Agents Vehicle Modification Agents Database
Wheelies With Wings Facebook page Link
Freedom of the Air Link
#writing disability with cy cyborg#disability 101#long post#writing disability#disability representation#hand controls#vehicle modifications#accessibility#accessibility modification#driving#disabled#disability
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does fg have prosthetics?
(This one was largely written by @lsdoiphin.)
Yes, but they’re nothing special for the time period. So, hooks and pegs for the lower class, with more aesthetically appealing, comfortable, and complex prostheses for those who can afford it.
If you were wondering about the prospect of meur-powered mecha arms, that’s something that would probably be feasible… in the far future. The field of prosthetics is slow to improve, and there are a few reasons the Tri-Kingdom isn’t actively pursuing refinement:
1. Vestur has been at (relative) peace for a long time.
In the real world, big leaps in the field of prosthetics tend to coincide with postwar periods. This only accelerated in the post-industrial age, when war became grisly enough to yield tens of thousands of amputees from a single conflict. Before that, amputees were sporadic enough to be considered unlucky individuals rather than a specific demographic to be accommodated.
In the setting, war on home soil is out of living memory; the Vesturian peninsula has enjoyed peace for more than a hundred years. When the Tri-Kingdom goes to war, it goes to war off-peninsula on its own terms. A foreign enemy’s most gruesome weapons couldn’t hope to match a red conductor’s fire or a green conductor’s brambles. Simply put, they aren’t getting injured as frequently or grievously as their opponents.
2. The work of white practitioners decrease the number of amputations that need to be done in the first place.
Another common reason for amputation is to control severe infection: if the limb’s too far gone, it’s better to have it cleanly removed. (And essentially get a fresh re-roll on the chance/severity of infection, in any age before antibiotics...)
But white meur allows practitioners to remove damaged tissue, repair flesh, and close wounds instantly. This drastically decreases the risk of infection, salvaging limbs which otherwise might not have ever healed properly. Granted, the patient still needs to have access to a white practitioner and have their wounds seen to in a timely manner, but the end result is still a kingdom where less amputations are performed.
Less, but not none.
3. The amputees of the peninsula tend to be common laborers.
Barring unfortunate carriage accidents, it's rare for a nobleman or a commoner of wealth to lose a limb. Most amputations in Vestur are happening in rural areas, or to patients who had to travel/wait a long while in order to be seen by a practitioner. The cultural image of an amputee in Vestur is probably one of the following:
a Southern sailor who developed gangrene out at sea
a Northern frontiersman, who lost a limb to exposure or had an amputation following a hare bite
a Midland farmer from the rural eastern coast who endured some livestock or farm equipment accident
Of these groups, few have the kind of guilder to motivate innovation. Some of them are lucky if they can afford something like a peg or the hook in the first place - it's a large expense. Some will scrimp to get a peg if it allows them to keep working, but these must be commissioned and fitted. For the most part, the poorest will use solutions the local craftsman can make (like crutches) or simply adjust to life with one arm.
The upper class can commission prostheses that allow some movement, but they’re solely mechanic in nature and custom-made to the buyer. Think of the IRL jointed peg legs invented by Ambroise Paré, or the metal hands of the 16th-18th centuries.
In short: it would probably take a large scale war to spark Vestur’s interest in prosthetics. (Either that, or it would need to become a personal issue for a very wealthy nobleman willing to fund research as a dedicated obsession. And the resulting designs would need to be cheap and easily reproducible by local craftsmen.)
#sorry for no cool meur-powered prosthetic arms. i wish#there's a lot about meur that hasn't been discovered yet at the time the story starts#i encourage you do your own research if you're actually curious about irl age of enlightenment prosthetics!#our understanding of the IRL history likely has some holes#asks#world: forever gold#worldbuilding
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What chronic illnesses/disabilities were most common among chozo? How did their society treat them?
Broadly speaking, across all planets the Chozo inhabit and factoring in all the tribes, commonality can be a little hard to quantify. We have a few to look into, though.
There are plenty of maladies with real world human counterparts. Here's a quick non-exhaustive list of a few notable ones before I delve in detail:
Physical ailments like arthritis
Developmental disabilities like dyspraxia and cerebral palsy
Autonomic disorders (dysautonomia; diseases that inhibit function of the automatic nervous system), such as Ehlers–Danlos syndrome, postural orthostatic tachycardia syndrome, and Parkinson's disease (obligatory plug for Dysautonomia International's free online education resources)
Gastric issues (think IBS or Crohn's Disease)
Statistically speaking, the Thoha have seen the most cases of autonomic disorders, particularly accompanied by hypermobility and joint issues. Gastric disorders are most common among the Ithloc. Amputees are the most numerous by far among all tribes in the modern day, factoring in at 75% of the total living population. Blindness and Deafness are also fairly common.
The Chozo at large are a polite people: accommodations are made at every given opportunity and no expense is spared in pursuit of it. Individuals with gastric issues are afforded as many breaks as they require and resources are tirelessly poured into alleviating their distress. Folks who experience chronic fatigue or are otherwise physically disadvantaged are likewise granted as much leeway as they need. On most Chozo-inhabited planets, populated areas contain numerous public resting spots, and mobility devices are readily available.
There are ways to restore lost sight and hearing entirely, but not everyone who was born deaf necessarily wants to be "fixed". Many Chozo elect to learn sign language, and holographic software that translates the spoken word into sign language as the user speaks is widespread and easily accessible. Most records are digital and can be dictated by screenreaders, but physical media can be scanned and dictated as well with 100% accuracy. Aids for those with varying degrees of loss in either of these senses are freely available.
It's not all sunshine and roses: sometimes a disabled individual will deal with rude assholes. They're not an infallible utopic monolith: but Chozo society generally condemns looking down upon folks who need more help. The Thoha especially revere the image of the selfless warrior who uplifts the frail and downtrodden, diligently answering their every call. Respect and dignity for the sick and elderly are common themes among the moral fiber of all tribes. They're not perfect, but the Chozo certainly have their priorities figured out when it comes to disabilities.
So that's the scoop on disabilities with human equivalents in the real world. Now here's a little bit about Chozo-specific disabilities:
Rostrate Keratin Disorder
RKD is a systemic disease characterized by rapid overgrowth of the rhamphotheca and deformity of the beak. Secondary symptoms include the formation of lesions on other keratin-heavy sections of the body, including the arms and legs.
The rate at which the beak's exterior layer grows in those with RKD causes elongation of the mandibles and an uneven bite: this interferes with an individual's ability to groom and feed themselves.
There's no known cure: treatment includes salve to keep the lesions down and trimming the beak and talons regularly. Experimental gene therapy is in the works to tone down accelerated keratin production in those afflicted with RKD.
Wing Rot
Wing rot and the loss of one's wings in general is considered a disability: wing loss is the single most common disability affecting the Chozo population at large. Wing rot is a disease largely characterized by the reduction or complete halt of blood and air flow to the wings, weakened wing muscles, flight feathers growing brittle and dull, and in too far gone cases, necrosis. Wing rot is caused by a pesky bacterium most commonly introduced by mites, but disease isn't the only thing that can make one lose their flight organs.
All Chozo are born with wings, but maintaining them is increasingly difficult as one enters their twilight years. Elderly Chozo, generally speaking, do not fly often. Blood pressure disorders, respiratory issues, anemia, and other issues can exacerbate existing cases of wing rot, but they can also damage these limbs well enough on their own. Lack of exercise and poor preening practices are often associated with wing rot.
More below because I went off on wings.
How Did We Get Here, or "Why Wings Suck"
Flight is extremely metabolically taxing: the Chozo respiratory system is built the way that it is specifically to help fuel flight. On an animal that has both humanoid arms/legs and wings, wings are very demanding limbs.
People on the Internet who are familiar with human skeletal anatomy often joke that the human spine is an evolutionary fluke and an absolute train wreck to maintain: the same can be said for Chozo wings. Raven Beak has had work done on his wings to keep them intact on top of a focused diet and training regimen + consistent daily exercise. Specifically, he's had his dorsal passage manually broadened to ensure the humeral diverticulum is never pinched (no matter how weird he sleeps on it. Ever woken up to a numb arm because the way you slept on it cut off circulation? I have), and the parabronchii network delivering oxygen to the blood in his wings artificially extended. He keeps his wings rigorously free of mites, dirt, dead feathers, and other maladies to prevent disease and keep them sleek. Disease is a wing killer, and the big one's name is wing rot.
It's a lot easier to amputate one's wings before they reach 700 than it is to help them keep their wings. This is largely attributed to the respiratory bridge to the wings being so narrow: the respiratory system branches into the wings through an air sac encased in each yardarm (humerus of the wing). Weakening airflow paired with wing rot is a recipe for disaster: the latter worsens the former.
For Chozo, respiration is continuous and involuntary: damage to the yardarm near the shoulder begets damage to the respiratory system itself, which brings with it yet more opportunities for infection. Breakage in the Chozo yardarm is exceedingly painful, and it speaks volumes to Raven Beak's resilience that he can not only deal with the loss of one wing in the middle of combat without anesthesia, but deign to pull the other one straight off immediately after losing the first.
If airflow is impeded or restricted, there's little or no oxygen flowing into a given wing. That's a problem! The other air sacs in the respiratory system aren't sheathed in a large hollow bone, so they don't have this issue. One bad accident in an individual's youth can lead to issues that necessitate amputation before the sunset age is even reached if not treated properly.
Wings are tools for flight and courtship: from an evolutionary perspective, Chozo who have lived beyond reproductive age aren't typically doing much in the way of bolstering their species' population (that's not to say they're not doing it for fun), and joint issues / weakening bones or muscles can make the former a bit harder to do.
Dealing with Lost Wings
On the social side of things, Chozo who lose their wings are not treated any lesser by their peers, though the loss is seen as a thing to be grieved. The Mawkin take wing loss harder than their neighbors because flight can be an advantage in battle (though a risky one). Wingless warriors are not looked down upon in any capacity, but winged heroes are mad put on a pedestal. A lot of it has to do with the image of their forebears as mighty winged vessels for the blood of war, but as their lives grow longer, keeping these limbs becomes a challenge.
Despite their relative volatility compared with other phocomeles, wings are an integral cultural symbol for the Chozo at large. They're used in festival and courtship dances. One can use their wings to carry objects if they're savvy enough. They're also vital vessels for nonverbal communication and implicit status symbols: some facets of Chozo body language are only communicated through wings: losing them causes a whole avenue for others to understand you to disappear.
The loss of wings for a Mawkin warrior is more of a personal challenge than something that's looked down upon socially: there are resources available for coping with phantom limb sensations, and amputees are looked after diligently by their community during recovery. Personal feelings of perceived inadequacy just come with the territory when you live your life surrounded by icons of winged warriors guarding the loft in their armored glory.
For someone who grows up hearing about glorious winged founders and worshiped protectors, losing a part of oneself so thoroughly entwined with the ancient image of sublime perfection can be world shattering. Other tribes are better equipped to handle these losses philosophically: while the Thoha revere their ancestors, they recognize that wingless life is easily adaptable. They put less stock in physical traits like their wings, and more in their sense of elevated mindfulness and philosophical morality. Wings are useful as a second set of limbs: their part in expressive body language can never be replaced. To the Thoha, this is outweighed by accommodation and the removal's accompaniment by the lift of a major physiological burden. Without wings, one spends a lot less time on personal grooming. That's more time spent meditating, engaging one's peers in a playful thought exercise, or engineering something useful.
On the other hand, the Hatzu's wings are largely vestigial and unsuited for flight. Plenty of Hatzu tribesmen elect to have their wings removed early, especially if they don't really care about the appendages' cosmetic appeal. The Thiloo (penguin Chozo) are the only other Chozo who match the Mawkin's enthusiasm for wing maintenance because their wings are adapted for swimming: a Thiloo without wings is one who is more sluggish and less capable than their peers in the water. There are ways to make up for the lack of wings, but their wings' unique evolutionary utility is a point of pride for the Thiloo.
A large part of Mawkin bathhouse culture revolves around preening, especially wing maintenance. The loss of one's wings can be perceived as a failure not in the individual, but on behalf of the community. "We failed to tend your wings, sibling. We failed to send for a physician early enough to save them." When there were still folks around to partake in said bathhouse culture, Raven Beak would always find himself swarmed with citizens and soldiers ready to inspect his broad, slick wings for duds and unwelcome visitors without fail. Mawkin society can only be considered a meritocracy insofar as warriors who perform great deeds, tenured scientists responsible for positive or immense change, and citizens deemed pillars of their communities are granted first priority in daily preening rituals. Bathtime isn't just "get clean and get out" for the Mawkin: it's a time to socialize and assist each other.
The Mawkin don't treat their wingless peers as any less of a Chozo for not having them, and indeed go to great lengths to soften the blow (in part because most of them can empathize)... but my goodness, the personal burden is immense.
Some folks will always feel like a part of them is missing, but others still find that their lives are more convenient in some ways. It's a lot easier to hide when you feel threatened or offended by something when you don't have wings to involuntarily flare as part of a flight response or threat display. Chozo without wings can also comfortably lay down on their backs!
Dealing with Lost Wings, Part 2: Seamless Prosthesis
Most folks adapt pretty well to losing their wings all things considered, but some folks suffer severe dysmorphia: thus the existence of biomechanical wings. The recovery is long, and one's newly synthesized appendages may feel very itchy for a good month or so after surgery (particularly around the attachment site, where new nerves/blood vessels are integrated with the rest of the body and circulation needs to be monitored heavily), but it's possible to install new wings.
Chozo from any tribe can experience dysmorphia and opt for biomechanical prosthesis, but Mawkin warriors are statistically most likely to pursue this avenue of renewal by a long shot. Again, they're not socially punished for lacking wings, but wings are a huge part of their identity.
Biomechanical wings are a huge responsibility and need to be maintained better than a prized show dog. Appendees need to be monitored by their surgeon in case there are any issues, and there can be many issues: chief among them being adaptive failure, wherein the rest of the body doesn't recognize the wings as appendages, and the immune system begins attacking all the new stuff. This is a huge problem when your "new stuff" includes a respiratory organ, a rather large network of veins/arteries/nerves, and a vast expanse of musculoskeletal tissue. Once the recovery period (which includes the first molt) is over, a recipient of new wings is generally good to go, but the wings will need to be examined thoroughly every time they go in for a medical exam.
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Gaza now has the highest number of child amputees per capita in the world following over a year of Israel's attacks on the Palestinian enclave, United Nations Secretary-General Antonio Guterres has said.
The UN chief added that many children are losing limbs and undergoing surgeries without anaesthesia in remarks read out by his deputy at a Cairo conference aimed at accelerating humanitarian aid to the enclave.
Calling the situation in war-torn Gaza "appalling and apocalyptic", Guterres warned that conditions faced by Palestinians in the territory may amount to the "gravest international crimes."
#free palestine#gaza genocide#free gaza#save palestine#palestinian genocide#i stand with palestine#muslims matters#all eyes on palestine#israel is committing genocide#gazaunderattack#help palestine#pray for palestine#palestine solidarity#sudan genocide#palestine genocide#genocide#free free gaza#war on gaza#gaza strip#israel is a genocidal state#israel kills children#child killers#save the children
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(Quds) The United Nations reports that Gaza has the highest number of child amputees per capita globally, following over a year of Israel’s war on the enclave.
“Gaza now has the highest number of child amputees per capita anywhere in the world — many losing limbs and undergoing surgeries without even anaesthesia,” UN Secretary-General Antonio Guterres said in remarks delivered by his deputy at a Cairo conference focused on accelerating humanitarian aid to Gaza.
#palestine#free palestine#gaza#free gaza#jerusalem#current events#israel#yemen#tel aviv#palestine news#children#united nations#amputees
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New Scout Collection, Amputee Acceleration! Vote now on Steam Workshop This collection was created by: Pheディア (https://steamcommunity.com/profiles/76561198104501269) HowDot (https://steamcommunity.com/id/HowDot) Spike Nitros (https://steamcommunity.com/id/Spike_Nitros)
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What Are the Latest Innovations Transforming the Prosthetic Limbs Market in 2024?
The global Prosthetic Limbs Market Size was valued at USD 1.95 billion in 2023 and is projected to reach USD 3.07 billion by 2032, growing at a compound annual growth rate (CAGR) of 5.18% during the forecast period of 2024–2032. This impressive growth reflects the increasing demand for advanced prosthetics, improvements in healthcare infrastructure, and greater awareness about mobility restoration technologies. As the population ages and the number of amputations due to diabetes and traumatic injuries continues to rise, the prosthetics industry is rapidly evolving to meet these new challenges with smart, efficient, and customized solutions.
https://www.snsinsider.com/assets/images/report/1731997958-709192537.png
Market Dynamics and Key Drivers
The rise in limb loss cases due to road accidents, diabetes-related complications, and vascular diseases has significantly increased the demand for prosthetic limbs globally. In addition, ongoing R&D in materials such as lightweight carbon fiber and AI-integrated components has resulted in more functional and comfortable prosthetic limbs, further accelerating market adoption.
Healthcare professionals and patients alike are placing higher value on customizable and user-friendly prosthetic devices that restore near-natural movement. Countries with aging populations, especially in North America, Europe, and parts of Asia-Pacific, are leading the charge in prosthetic limb demand, thanks to supportive healthcare reimbursement policies and government initiatives.
Technology Paving the Way for Market Expansion
The introduction of myoelectric prosthetics and bionic limbs powered by microprocessors is transforming patient outcomes and daily usability. These innovations not only improve mobility and dexterity but also enhance the quality of life for amputees. Manufacturers are investing heavily in AI and sensor technologies to produce smarter, responsive prosthetics capable of real-time movement correction and muscle signal detection.
Regional Outlook
North America continues to dominate the prosthetic limbs market due to its advanced healthcare ecosystem, favorable insurance coverage, and significant investments in innovation. Meanwhile, the Asia-Pacific region is expected to witness the fastest growth, with countries such as India, China, and Japan focusing on improving access to prosthetic care and expanding orthopedic services in rural areas.
Competitive Landscape
Key players in the prosthetic limbs market include Össur, Ottobock, Blatchford, Steeper Group, WillowWood Global, and Fillauer LLC. These companies are pursuing strategic partnerships, new product launches, and regional expansion to stay competitive in a rapidly advancing industry.
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#prosthetic limbs market#prosthetics industry growth#medical device market trends#prosthetic limb technology#global prosthetic limbs forecast
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Artificial Limbs Market Drivers Include Technological Advancements, Rising Amputations, and Government Healthcare Support
The artificial limbs market, a vital component of the broader medical devices and rehabilitation sector, is experiencing steady and significant growth globally. Driven by advancements in materials, biotechnology, and robotics, artificial limbs are becoming increasingly sophisticated and life-enhancing for users. Multiple factors act as strong market drivers, creating a dynamic ecosystem that supports innovation, accessibility, and improved patient outcomes. This article delves into the primary drivers propelling the artificial limbs market forward.

Rising Incidence of Accidents and Amputations
One of the most direct and impactful drivers of the artificial limbs market is the increasing number of limb amputations worldwide. Road accidents, workplace injuries, war-related trauma, and natural disasters contribute to a growing number of individuals requiring prosthetic support. The World Health Organization (WHO) estimates that more than one million people undergo limb amputation every year globally. This consistently high demand continues to expand the market for artificial limbs, particularly in low- and middle-income countries where accident rates are rising but access to traditional rehabilitation may be limited.
Technological Advancements in Prosthetics
Technology is transforming the artificial limbs industry at a rapid pace. Innovations such as myoelectric limbs, sensor-integrated prosthetics, brain-machine interface (BMI), and 3D printing have made artificial limbs more functional, comfortable, and lifelike. These developments are not only increasing user satisfaction but are also reducing the cost and customization time associated with manufacturing prosthetics. For instance, 3D-printed prosthetics are now helping patients receive tailor-made limbs within days instead of weeks, accelerating recovery and rehabilitation.
Companies are heavily investing in research and development to make prosthetics smarter and more responsive. For example, bionic arms that provide sensory feedback and leg prostheses that adapt to different terrains automatically are no longer the stuff of science fiction—they are becoming the new industry standard.
Favorable Government Policies and Reimbursement Programs
Government initiatives and insurance coverage for prosthetic devices are acting as powerful drivers in both developed and emerging economies. Many governments have recognized the critical importance of supporting amputees through subsidies, free prosthetic programs, and universal health coverage.
In countries like the United States, Medicare and Medicaid reimbursements significantly aid prosthetic device affordability. Similarly, nations in Europe and parts of Asia are improving access through national health schemes. This institutional support encourages patients to adopt artificial limbs and enhances the financial sustainability of prosthetic care providers.
Increased Awareness and Changing Social Attitudes
Changing perceptions around disability and increased awareness about prosthetic technologies are also driving the market. The narrative has shifted from disability to empowerment, thanks to public campaigns, social media advocacy, and the visibility of athletes and celebrities with prosthetic limbs.
Modern users now seek not just functionality but also style, personalization, and enhanced physical capabilities from their prosthetic devices. This shift is motivating manufacturers to develop diverse, high-quality options that meet aesthetic as well as functional expectations.
Growing Geriatric Population and Disease-Related Amputations
With aging populations across the globe, diseases such as diabetes and peripheral vascular disease are leading to more limb amputations. Diabetic foot ulcers, if untreated, often result in lower-limb amputation. The International Diabetes Federation (IDF) estimates that over 540 million people are currently living with diabetes worldwide, with a large share at risk for complications requiring amputation.
This demographic shift is a critical driver for artificial limbs, as older adults seek solutions to maintain mobility and independence post-amputation. The demand for user-friendly, lightweight, and durable prosthetics is increasing, which in turn drives market innovation.
Rising Demand in Emerging Economies
Emerging economies, particularly in Asia-Pacific, Latin America, and Africa, represent untapped growth potential for the artificial limbs market. Rising disposable income, urbanization, and improved access to healthcare services are leading to increased adoption of prosthetic devices. Furthermore, international NGOs and health initiatives are supporting limb replacement surgeries and prosthetic fitting programs in underserved regions, expanding the market reach significantly.
Conclusion
The artificial limbs market is driven by a powerful mix of demographic, technological, medical, and social factors. From the rise in trauma-related amputations and age-related diseases to rapid technological innovation and supportive government policies, the market is poised for strong growth in the coming years. As access improves and technology becomes more affordable, artificial limbs will not only restore mobility but also enhance the quality of life for millions of individuals across the globe.
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Reverse: 1999 : Disabled Characters
The game doesn't stray too far on the neurodivergent allegory for the arcanists themselves. But at the same time, there are also inclusions of other characters who are very much known to be disabled. So for this post I'll delve into that, just a bit.
Now, there are 10 characters that I want to put in the spotlight. These mostly lean towards being canon, but a part of these are also researched upon and shortened so the post doesn’t become way too long.
Cristallo, Rabies, Erick : Chronic Illness
It's quite self explanatory that Cristallo herself has a chronic illness. She was born prematurely, with an added condition that makes her physically fragile. As seen in the game, she needs a life-support system to maintain her health when she's outside. It's also implied that her condition may be a recurrent cancer, as her arcane abilities are tied to a machine that provides cobalt therapy, a known advancement in radiotherapy in the post-WWII era.
Rabies is an odd case. In his stories, it's noted that Adam cured Alicia through unknown means at the cost of contracting rabies himself. However, instead of the virus being acute and guaranteed to be fatal, it becomes a chronic illness to Rabies due to the abundance and use of arcanum. And since the rabies virus attacks the brain, his cognitive capabilities and ability to recall things before the present had been impaired, making him rather docile and animal-like in nature as a result.
Erick, as revealed in her anecdote, has a hereditary blood condition that came with her arcane skill. With her arcane skill making her physically powerful, overusing it will accelerate the effects of her blood condition to the point that it can become fatal. To prevent this, she also inherited an armband from her grandfather, Harald. The armband suppresses one's ability to use arcane skills, but by extension it also prevents Erick's condition getting worse.
Shamane : Amputee
Shamane's circumstances are also self-explanatory. He lost his arm for unknown reasons, but after having lived without it for 20 years, it doesn't bother him anymore. However as we know, he crafted his prosthetic arm as a means to avoid scaring kids. (which I think is quite cool in itself)
Ms. Radio, Bessmert : Blindness
Ms. Radio and our new friend, Bessmert, are both canonically blind. Ms. Radio has stated that she cannot see, and asks Vertin to left in places where she can feel temperatures to make her feel at peace.
And as we know, Yenisei (or in other words, Yenisei's VA) has stated in the 1.6 livestream that Bessmert is known to be blind, but even with that, she's a great researcher and guide to her.
Mesmer Jr. : OCD [Content Warning: Mentions of Self Harm and Suicide.]
Mesmer Jr.'s character has heavily implied throughout the main story and her own to have OCD as a result of the traumatic experiences she had gone through from her field of work and her family’s history in it. She identifies that she has "incurable" anxiety, which causes her to think differently about arcanists and act a little irrationally from our own perspective. This anxiety results in double checking everything and having a slightly intensive routine.
This routine is created as a means to maintain herself and her own sanity, but an imbalance or interruption can greatly upset her. As a result, she has conflicting ideals, experiences hallucinations and panic attacks, has suicidal thoughts, and actively inflicts self harm as a means to cope with her anxiety. However, she’s calmer and at peace with herself when she's left alone in a quieter and clean space, away from others, and where nature is heard more than constant buzzing. In short, Mesmer Jr.’s mental health is really complex and would be better if it's explored in a separate post.
Baby Blue : Alice in Wonderland syndrome
It's no secret that Baby Blue has Alice in Wonderland syndrome, or in other words dysmetropsia. This affects her perception of reality and her ability to recall, but this in turn makes her arcane abilities all the more powerful. As a result, she doesn't realize that she's growing up, yet it seems she doesn't mind that much. This doesn't seem to affect her physically either; In fact, it has a heavy influence on how she displays her arcane skills.
Poltergeist : Social Anxiety
Poltergeist has been known to be anxious in social settings which conflicts with her people-pleasing tendencies. She's also insecure about herself which adds up to her not wanting to be directly perceived. At the same time, she doesn't like being left alone as a result of having been ignored and forgotten post mortem. Poltergeist is also elaborate (i.e. not wanting to be looked at for too long) yet awkward at the same time when communicating them.
However, I'm not sure how to describe Poltergeist's case quite well, but the idea of her having social anxiety resonates greatly in my mind, so it can be treated as a partial headcanon.
Balloon Party : Autism and Speech Impairment
Balloon Party as a child had contracted an illness that caused her to have a persistent high fever. In the end, she awakened her arcane skill this way, with her being able to cough up balloons that can be harmful or a cure to anything.
However, it might have also affected her speech because of the physical strain that comes from coughing, it results to BP's speech being a bit slow and having abnormal pauses before she speaks again. Though, this also might be a sign of her possibly also having autism, where rigid and uneven language development is a common pattern in how autism affects one's ability in communication. Her speech also has a pattern of echolalia, having a flat tone, and lack of control of it.
However, speech impediment isn't everything about autism, and there's a lot more about BP's character that also connects with it such as her special interests. I can better explore this in a different post, which will be explained below.
Last Notes
These are the characters I’ve written down, most of these are less headcanon and more of observations I’ve found when looking into these characters. Some people from the lore chat have also added their own insights on some of them. (Thank you lupjo for beta-reading through it and helping me out)
Of course, there are a few more characters I want to discuss because of the implications of them having autism / ADHD, but these will be written in another post in the future because I still need to research and gather other information. Additionally, it would be an opportunity to talk about the connections between an arcanist’s and neurodivergent person’s relationships with modern society.
Congrats for reaching the bottom of this post, and feel free to add your own ideas or headcanons about the characters here and/or any other ones.
#reverse 1999#cristallo reverse 1999#erick reverse 1999#rabies reverse 1999#shamane#mesmer jr#baby blue reverse 1999#poltergeist reverse 1999#balloon party reverse 1999#i still have difficulty explaining these things#time to disappear for months again
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Artificial Limbs Market Drivers: Government Funding and Healthcare Initiatives Paving the Way for Growth
The artificial limbs market has witnessed significant growth over the past few decades due to various drivers that continue to shape its future. With advancements in technology, growing awareness, and an increasing number of amputations worldwide, the demand for artificial limbs is projected to rise. In this blog, we’ll delve into the key market drivers that are contributing to this growing industry, along with some trends that are expected to accelerate its growth.

1. Technological Advancements in Prosthetics
One of the most significant drivers of the artificial limbs market is the rapid pace of technological advancements in prosthetics. Today, prosthetic limbs are not only functional but also offer enhanced mobility, comfort, and aesthetics. Innovations like 3D printing, robotic prosthetics, and neural-controlled prosthetics have revolutionized the field, allowing for the development of more advanced and customizable limbs. The use of lightweight materials such as carbon fiber and the integration of sensors that respond to muscle movement or nerve signals have led to prosthetic limbs that feel and function more like natural limbs.
2. Increasing Incidence of Limb Losses
The growing incidence of limb loss due to accidents, congenital disorders, and diseases like diabetes, cancer, and vascular diseases has created a heightened demand for artificial limbs. As the global population continues to age, the number of individuals suffering from conditions that require amputations is expected to rise. Additionally, road traffic accidents, industrial accidents, and military combat injuries contribute to a higher need for prosthetics. This increase in the number of amputations worldwide is one of the primary factors driving the market for artificial limbs.
3. Rising Awareness and Acceptance
There has been a significant increase in the awareness and acceptance of prosthetics among patients, caregivers, and healthcare professionals. With social media platforms and medical outreach programs highlighting successful stories of amputees using prosthetic limbs, more individuals are seeking solutions that improve their quality of life. Furthermore, the stigma surrounding the use of artificial limbs is gradually diminishing, which has led to greater acceptance and demand for these products. The growing awareness also encourages more individuals to seek timely medical interventions and opt for prosthetic solutions as part of their rehabilitation process.
4. Government Initiatives and Funding
Governments around the world are playing an essential role in driving the growth of the artificial limbs market by supporting initiatives to improve healthcare accessibility. Various government programs and health insurance policies now cover the cost of prosthetics, making them more affordable to people who need them. For example, the U.S. government has passed laws like the Americans with Disabilities Act (ADA) to ensure that individuals with disabilities, including amputees, have access to necessary medical equipment and services. These initiatives not only provide financial support to individuals but also promote the development of the prosthetics industry.
5. Growing Demand for Customization and Personalized Solutions
As patients increasingly seek prosthetic limbs that match their specific needs and preferences, the demand for customization and personalized solutions is growing. This trend is fueled by the desire for improved comfort, functionality, and aesthetics. Technological advancements, such as 3D printing, have enabled the creation of tailor-made prosthetics that fit the unique anatomy of each patient. Moreover, patients are now able to select the materials, appearance, and functionality of their prosthetic limbs, enhancing overall satisfaction. This shift toward personalization is one of the key drivers propelling the artificial limbs market forward.
6. Improved Healthcare Infrastructure
The global improvement in healthcare infrastructure, especially in developing countries, is another major driver of the artificial limbs market. Enhanced access to healthcare services, including specialized rehabilitation centers and prosthetics clinics, has made it easier for amputees to receive high-quality prosthetic solutions. Additionally, the growing presence of trained professionals, such as prosthetists and orthotists, is ensuring that patients receive the best care possible. As healthcare systems improve and become more inclusive, more individuals are seeking prosthetic solutions, further driving the market’s growth.
Conclusion
The artificial limbs market is on a robust growth trajectory, driven by advancements in technology, increasing awareness, a rise in amputations, and supportive government policies. As the market continues to evolve, the demand for customized, functional, and affordable prosthetic solutions will only grow, leading to a more inclusive and accessible future for amputees worldwide.
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Looking at 16 Games - 4 Arcade Games
Time Crisis
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Time Crisis is an arcade game in which the main objective is to progress through a castle-like complex with the ultimate goal of saving a kidnapped girl, the way you go about this is through stages, you can hide behind cover, pop up, and shoot and when all enemies in the area are dead your character automatically runs to the next point of cover, it's hardware was unique in the sense that it uses a foot pedal to get behind cover and a physical gun controller with a laser that you point at the screen to shoot, I believe this adds a deep layer of realism and helps immersion as you point the controller as if you're holding a gun. I'd say the firearm controller was the best suited, although I think the pedal could have been better, it doesn't necessarily make sense to me to have a pedal for darting around corners, perhaps when you point your gun straight down you hide back behind cover would have been a better addition. The game is fairly inaccessible to any amputees as two important factors needed are being able to aim accurately and having an extremity like a finger to pull the trigger, you can't use your foot in place of your arm or vice versa due to needing to operate the pedal too.
Daytona USA
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In Daytona USA, the player's goal is to come first place in a looped race against AI competitors whilst driving a car, the arcade cabinet itself and hardware it contains is very unique in the sense it simulates a car's cab, allowing the player to feel the feedback of actually turning the wheel, accelerating with the pedal and shifting gear with the stick. I believe the hardware is the most suited to the job & reduces the difficulty of the game itself as it's more cohesive than having to use a joystick for instance. This game is less accessible to a younger audience due to firstly needing the basic knowledge of how to drive a car and secondly needing to be tall enough to reach the pedals, it's also not accessible in the slightest for the visually impaired due to having to rely on sound cues to ensure you haven't crashed that car, I think with practice and memorizing the map it'd be possible as you could determine the speed from the sound, although the game isn't build to accomodate these people.
Road Rash
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Road Rash is a motorcycle racing game where your main objective is to finish the race avoiding all obstacles as you speed through the city, you're able to kick other riders off of their bikes and you must be careful yourself not to fall off of your own bike. To control the game, all I could find after a lot of research was either a PS1 controller, or for the original cabinet a joystick. I read there was meant to be some interesting leaning mechanic but no matter how hard I looked I couldn't find anything for it, the joystick itself is not revolutionary and I definitely think that there could be a type of motorbike controller similar to what is found on modern arcade machines for better player enjoyment/engagement. The joystick however does render the game incredibly accessible leading to only visually impaired players to struggle, which seems to be a trend among these older arcade games.
After Burner
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After Burner is an arcade game in which you pilot an aircraft and fend off fighter jets with high-octane air to air combat. The controls feature a joystick inside of a motion-activated cockpit, I personally from the get go think the motion-cockpit is impressive for the time this game was released (1987) and I feel it very much adds to the difficulty of the gameplay as you're being disoriented as you try to aim, the joystick itself is an ergonomic way of connecting the player with the aircraft ingame and I feel it's the most appropriate controller they could have used for the job. This machine has a lot less accessibility lending itself to the motion controls, this make it unsuitable to anyone with a heart condition, motion sickness and younger kids.
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Cedars-Sinai invites Dutch health-tech startups to US showcase
- By InnoNurse Staff -
Cedars-Sinai will host ten Dutch health technology startups in Los Angeles to share best practices for bringing breakthrough ideas and solutions to the US market (February 12-16).
The Cedars-Sinai Accelerator will lead the Netherlands HealthTech Mini-Accelerator 2024 Program, which promotes the growth and development of early-stage firms dedicated to improving healthcare and healthcare delivery.
Read more at Cedars-Sinai
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Other recent news and insights
Temperature-sensitive prosthetic limb enhances amputees' dexterity and sense of human connection (Cell Press/Medical Xpress)
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