Installing Cybermods - Cyberware & Slickware

There are two kinds of CYBERMODS (MODS): CYBERWARE and SLICKWARE. Cyberware is cybernetic hardware that is physically installed and augments your body. Slickware is software you install in your brain via a Slicksocket. Every player has a certain number of SLOTS they can use to install mods. For every 10 points of Strength (rounded down) a player may install 1 piece of Cyberware. For every 10 points of Intellect (rounded down) they may install 1 slot of Slickware provided they have a Slicksocket Players who wish to install more mods than they have slots should see the rules for Overlocking.

Installing Cyberware

Getting cyberware installed at a professional cybersurgeon's installation facility like The Chop Shop requires a Body Save at [+]. Failure means the mod is installed but you take Xd10 damage where X is the number of slots being installed and you gain a Malfunction (pg. 17). Critical Failure means your body rejects the implant in its current form and you must roll for a Mutation (Back Cover) as well as the usual Panic Check. Critical Successes reduce Stress by 1d10 in addition to a successful installation.

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implants

Cybermod Malfunctions Table

Roll Cybermod Malfunctions Table: dice: [[Installing Cybermods - Cyberware & Slickware#^e747cb]]]

dice: d100 Cybermod Malfunctions
00-14 Loud
15-29 Ghastly
30-44 Irritating
45-59 Painful
60-74 Sickly
75-89 Fragile
90 Knockoff
91 Complicated
92 Finnicky
93 Poor Fit
94 Traumatizing
95 Interference
96 Underpowered
97 Poorly Designed
98 Mutation
99 Explode