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Cybernetics are implanted enhancements that provide negative and positive bonuses to character skills. These bonuses will never make a character's skills above 5 or below 0.
Cybernetics can be installed and uninstalled pending some restrictions, but you can only have one cybernetic installed at any given time.
In these sections, the term "patient" refers to the character who is requesting the cybernetic operation.
The term "doctor" refers to the main entity that will be performing the operation.
The following things are required to all be true before any install/uninstall cybernetic operation can proceed:
The process of performing cybernetic operations takes a few steps. It consists of two steps: the preparation and the operation itself.
The preparation is a simple process that will perform the following steps:
The operation procedure is where the doctor and any assistants will actually try to install or uninstall the requested cybernetic. There are risks involved in the operation and they are listed below:
There are a few activities that can interrupt the operation procedure. These activities are listed below along with the concequences of the actions:
You can determine your chance for success by using the below formula:
Success Chance = round(1 + (Skill * 4.5) + (Bonus / 2.5) + Install * (0.5 * CivilationLevel * 2.2))
The difficulty to install a cybernetic. The lower the number, the harder it is to install or uninstall
|Cyborg Metallurgy Unit||30|
|Cyborg Electronics Unit||30|
|Cyborg Weapons Unit||30|
|Cyborg Close Combat Unit||30|
|Cyborg Ranged Combat Unit||30|
|Cyborg Engines Unit||30|
A cybernetic operation lasts for 24 hours. This means that while undergoing the patient will be Unconscious for this entire duration.
The doctor that is performing the operation will receive XP, upon the completion of the operation. More XP will be given for a successful operation.
If you fail to install/uninstall a cybernetic implant another test is performed. This test is to see if you have a critical failure, in which case, there is a 10% chance of rolling a critical failure.
If critical failure was rolled, then the cybernetic implant that you were trying to install/uninstall gets damaged and becomes a faulty cybernetic. Faulty cybernetics are defective cybernetics that have been fused to the user making it impossible to remove them.