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 |