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cybernetic_surgery_feat

Cybernetic Surgery (Feat)

You can graft cybernetic attachments onto living tissue as well as remove them.

Prerequisites: Treat Injury 8 ranks, Surgery.

Benefit: You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.

The consequences of failure are severe: if your check result fails by 5 or more, the installation or removal of the attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check fails by 10 or more, the Constitution damage is treated as permanent drain instead.

A character who undergoes cybernetic surgery (successful or unsuccessful) is fatigued for 24 hours. This period may be reduced by 2 hours for every point above the DC that the surgeon’s Treat Injury check obtains, but the fatigue time can never be reduced below 6 hours.

Normal: A character without this feat takes a –8 penalty on a Treat Injury check to install or remove a cybernetic attachment. This penalty is reduced to –4 if the surgeon has the Surgery feat.

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cybernetic_surgery_feat.txt · Last modified: 2021/12/04 00:39 (external edit)