Implant Complications - Cities Without Number

Sometimes a less-than-perfect installation results in unfortunate side effects

In case of an imperfect installation of cybernetic systems, complications can occur, unique to each system. To resolve these issues, the problematic cybernetic implant must be removed. If a user wishes to reinstall the same system after a failed attempt, they must first remove the original implant, undergo a month of therapeutic medical treatment costing as much as the original installation, and then make another installation attempt. Each additional attempt incurs a cumulative -1 penalty on all subsequent installation tries, even if re-implanting used cybernetic components.

Result

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{$compRoll}

Roll on "Implant Complications" (cols="2", filter="{$compRoll}")


Subcharts

Implant Complications (d12)

d12 Result Result

1

Unreliable

The first time each day that it's important that the system function, roll 1d6; on a 1, it's nonfunctional until it receives maintenance.

2

Inefficient

The ware incurs an additional 0.5 System Strain cost.

3

Loud

When the system is operating, it's loud enough to be heard clearly five meters away, making stealth impossible. Systems that are

4

Fussy

The required interval between maintenance is halved.

5

Bad Connection

Each time the cyberware is triggered, there's a 1 in 6 chance it fails to activate and the action is wasted. Cyberware that is always on is not hindered by this.

6

Blatant

Cyberware that normally requires Medical or Touch detection now becomes obvious on sight, perhaps due to excessive scarring or required surface-mount support

7

Debilitating

Pick an attribute in some way relevant to the cyber. The attribute suffers a 1d2 point penalty to its base score that persists as long as the system remains implanted.

8

Uncooperative

Add 1 System Strain if this isn’t the only implant of the same category, such as Limb/Nerve/Body.

9

Complicated

The complexity of the installation increases the minimum skill level required to maintain it to either Fix-1 or Heal-1.

10

Exhausting

Maintenance on the system is exceptionally taxing. After it's done, the user needs to spend 24 hours of downtime resting; if they omit this, they gain 2 System Strain immediately

11

Power Hungry

The user needs to supplement the system by plugging into an urban power grid or vehicle power port for a half-hour each day. Without this, the system goes inert until re-powered.

12

Petty Annoyance

It has some small quirk or deficiency of fit that causes no real problem in its functionality.