Augment Installation

allanimal

Mongoose
Maybe I missed it, but is there any rules about installing augments? I assume it is some sort of medical procedure, but how much does it cost? How long does it take? Can ship's doc do it in a back alley with a staple gun and a blowtorch, or do we need a high tech medical facility with a cadre of medics attending to the character?

When it came up last night in our game, the players had passage on a ship off world leaving in two days. They were on a class A starport on a TL-F world, so I let the player find an augments dealer who would install the gear with medicinal slow applied, letting him get the wafer jack in before the ship left. Maybe I was too nice... I only charged him Cr2000 for the installation (based on Cr500 for the drug, Cr100 for 1 month medical costs, Cr400 for the "I want it now" surcharge and Cr1000 for the "I'm a gullible Traveller with more credits than brains" tax.)
 
allanimal said:
Maybe I missed it, but is there any rules about installing augments? I assume it is some sort of medical procedure, but how much does it cost? How long does it take? Can ship's doc do it in a back alley with a staple gun and a blowtorch, or do we need a high tech medical facility with a cadre of medics attending to the character?

When it came up last night in our game, the players had passage on a ship off world leaving in two days. They were on a class A starport on a TL-F world, so I let the player find an augments dealer who would install the gear with medicinal slow applied, letting him get the wafer jack in before the ship left. Maybe I was too nice... I only charged him Cr2000 for the installation (based on Cr500 for the drug, Cr100 for 1 month medical costs, Cr400 for the "I want it now" surcharge and Cr1000 for the "I'm a gullible Traveller with more credits than brains" tax.)

There's nothing wrong with being a nice referee, if your players want to waste their CR on tech that is basically useless as the current rules stand you should encourage them.

but the book does need more clarification I imagine they are planning to put most of the rules for cybernetics into the Central Supply Catalogue but the basics of how to have things installed should be in the core book.
 
Samcollins said:
A wafer Jack is useless?
At the time of writing that particular response I had seen a typo in the table for expert programs that contradicts the first part of the table... that made it seem like the jack was basically a waste for the player in question... who was in fact me. (and it was a waste as it wasn't used once during play thanks to that typo in the table as I thought the bloody thing was useless all game)

typo said:
If the travller does not have the skill, the expert program offers a +1 DM
I'm pretty sure now after seeing another post that addressed this that it should read if the traveller DOES have the skill it grants a +1DM.
 
Another point, on page 99:

It could be noted that in the Third Imperium, implanted augmentations are generally disapproved, and often illegal -- except where they constitute variant human races. There's a general note to that effect in the second paragraph, but it might deserve stronger mention, unless this book explicitly stays away from specific setting information.
 
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