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.