Result
{% compRoll = roll_chart cols:1 name:"Implant Complications" %}
{$compRoll}
Roll on "Implant Complications" (cols="2", filter="{$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. |