Implant Complications

If a surgery results in a complication or cyberware removal damages the tech, the following table is used. If the resulting complication somehow does not apply to the cyber, it counts as a result of 12.

d12 Complication
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 always on make this noise constantly.
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.