Implants
Implants can be added to characters to either replace or augment any part of their body.
Bulk
All implants have a Bulk, this represents how invasive the implant is, how much wear and tear it causes to the character’s body. The Bulk of a character’s implants cannot be higher than their total endurance.
Penalties and Bonuses
Most implants provide a variety of bonuses and penalties as well as special abilities to the characters wearing them, as a rule of thumb, however, unless the implant description says otherwise, if a character has more than one of the same implants, any bonuses or penalties granted by that implant do not stack.
Types of Implants
Prosthetic Implants
Prosthetic implants are usually mechanical parts that can be grafted to replace a lost limb. A character can usually only have one Prosthetic Implant per limb
Dermal Implants
Unlike prostheses, Dermal implants are meant entirely to augment a character, placed under the skin and all over the character’s body, a character can usually only have one Dermal Implant at a time
Neural Implants
Neural implants are directly connected to a character’s brain and either receive or feed information from it. A character can have a maximum of two Eye Neural implants and one Cortex implant
Grafting an Implant
Installing an implant on a character requires at least three successful Medicine tests, each test requiring one hour. The difficulty of the tests is determined by the conditions on the table at the end of this section, to a minimum of 2. A character may attempt to Take their time by spending two hours on a single test. For every two failed tests during the operation, the character receives an automatic Endurance wound. Additionally, at the end of the Operation, regardless of whether it was successful or not, the character receives an additional automatic Endurance wound.
After receiving an implant, characters need to consume a special medication once a day called Synthsense. If the medicine is not consumed, the implant will cease to work and the character will experience excruciating pain. Every week after the operation, the character may roll a Vitality test, If the test is passed, the character will have adapted to their implant and will no longer need Synthsense.
The test starts at Difficulty (6) and goes down by one degree of difficulty every week, to a minimum of Difficulty (2)
| Implant Surgery Difficulty | |
|---|---|
| 3 | Base Difficulty |
| +1 | Dangerous or precarious location |
| +1 | Not in a proper operating rooms or medical bay |
| +1 | Single medic/doctor |
| +1 | Patient possesses 3 Endurance or less |
| -1 | Proper operating room or medical bay |
| -1 | At least three people or mechs proficient in medicine performing the operation |
| -1 | Patient possesses some regeneration factor or genetic modification |
| -1 | Patient possesses 7 Endurance or more |