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Rules For Installing Implants?

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Zen Shooter Zen Shooter's picture
Rules For Installing Implants?
Are there rules for installing bioware, cyberware, and nanoware in morphs post-character creation? The enhancements are in the gear chapter, but I can't find any rules about surgery costs, recovery times, or anything like that.
nezumi.hebereke nezumi.hebereke's picture
Re: Rules For Installing Implants?
The technology is advanced enough that all of that should be minimal. I'd reference the general healing rules for using a healing vat. Maybe scale it down a little bit, since this is a planned, intentional surgery, not repairing massive trauma.
CodeBreaker CodeBreaker's picture
Re: Rules For Installing Implants?
The Healing Vat rules reference being used for implantation, as do the Cyberware rules. The morph is put into the healing vat (which is at least a High cost), nanobots do their thing, and when they are done the patient is healthy and ready to go. So, at least when using healing vats, you would purchase the implant you want for normal costs, you would rent out a healing vat for a High cost, the nanobots would take as long as they normally would to create that implant (I think its an hour per cost level?) and when they are done everything is fine. That would follow the same rules as a normal nanofab operation, as detailed on page 285. That includes the programming test.
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Zen Shooter Zen Shooter's picture
Re: Rules For Installing Implants?
Thanks, Codebreaker. I didn't think to look in the healing vat equipment description for the implanting enhancements rules. EP 327 says that minor implants (although it fails to specify which implants are "minor") require only an hour in a healing vat. Major implants require twelve. So... If you can kidnap a morph, render them unconscious, sneak them into a healing vat for the required time, and then let them out without their realizing what's just been done to them, you could install all sorts of implants with stealthed signals that are not slaved to the morph's PAN. Multiple Personality? Ghostrider Module? Poison Gland?
nezumi.hebereke nezumi.hebereke's picture
Re: Rules For Installing Implants?
Some things I would tend to rule take less than an hour. For instance, a nanotat or cortical bomb. The only surgery required is cut and heal. You may be able to install some of the devices you mentioned that easily if the difficult parts are already implanted (so for instance, if you already have the multiple personality mod, implanting a ghostrider module shouldn't be so hard). The rules are only guidelines, so run them like that. Also both cyber and bio may be installed discretely over time by introducing constructor nanobots, genetic modification + some chemical cocktails, or other ingenious methods.
thelabmonkey thelabmonkey's picture
Re: Rules For Installing Implants?
One way you could do it would be to introduce a retrovirus which altered the DNA of your victim, then get them shot up bad enough that they need to jump in a healing vat on their own. According to the rules, the healing vat will rebuild your body (including implants) based on medical records or "the patient's body", which I'd read as DNA markers and genetic code. "If the patient’s body or medical records contain information about their implants, bioware, or advanced nanotechnology, all of these modifications are also fully restored." so they could emerge from the vat with a bio-tracker or something as if it were *supposed* to be there. No back-alley doctor required, and they had to use their *own* resources to get it put in.
Arenamontanus Arenamontanus's picture
Re: Rules For Installing Implants?
As I see it, implantation does a few points up to a wound of damage. Being done under controllable circumstances, this is usually not a problem: the implantation is done, followed by repair (as surgery or using the healing vat table on p. 327). So putting in an emergency farcaster might take one hour for the actual insertion (making one wound), followed by two hour of repair for the wound inflicted. Since it was all very controlled, it probably takes less time - at most 1.5 hours or so. Healing vats can be good nightmare fuel when you think of what they really are doing. In one of my recent game sessions a character had been badly wounded by a TITAN device and was put into a healing vat. As he lay there it was discovered that the device was still active and was taking control over the vat. He was still conscious, immobilized and felt how the vat was now doing increasingly major surgery on him - without sedation. Meanwhile the other character tried to get into the vat to save him, but found himself stymied by the paranoid security measures the first character had taken...
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