QUOTE (Molly Hayes @ May 4 2010, 08:25 PM)
Would someone mind typing out the step by step T#s and surgical times so I can calculate the cost and do the rolls? I hate bringing work, but I can't get anyone else to help me with this mess. Thankfully, this will be my last surgery.
First, find out what rating medical center you have access to (p144) (or resolve that in some fashion). For two positive options, you need at least… um, Standard Illegal, which is the bottom level. Your surgery planner also needs at least two levels in (Knowledge) Medicine. Though now that I look, you actually need Alpha/Bioware- or Beta/Cultured-equipped (as appropriate for the higher of the grades of 'ware involved).
Second, obtain or create a medical profile. This is a (Knowledge) Medicine (4) test with a base time of 48 hours, and your character must be present for a quarter of the total time. If you're concealing implants from the profiler, use the rules on p145. This step and the next two are optional, if you don't mind dying horribly on the operating table.
Third, calculate your surgery planning time for removing your current bioware. Base time is 60 hours for transimplant surgery, multiplied by six if it's cultured; if the removal is to be done with positive options, remember to add the multiplier for the threshold modifier. Remember to choose two negative options. TN is 4 plus the number of positive options you chose, which is probably none since you're just removing 'ware and don't need anything special to get the hole.
Fourth, calculate your surgery planning time for implanting the new bioware. Base time is 60 hours for transimplant again, multiplied by the threshold modifier for your positive options (which I don't have time to look up) and the 6x cultured bioware modifier if applicable. I'm pretty sure the modifiers are additive. Choose two negative options again, TN 4+positive options which will make 6.
Fifth, obtain the new implant you're going to install. You can just put the one you took out right back in in hopes of getting positive options, but keep in mind that removing Bioware incurs a permanent Stress point. You can alternately obtain a normal organ to install so you don't need to make the surgeries back-to-back, but I'm assuming you aren't doing that.
Sixth, take Deadly Stun.
Seventh, your surgeon will roll Biotech (specialized if appropriate) with complementary dice equal to medical gear rating. Base TN is 4 modified by the appropriate surgery location, conditions, or patient condition (in particular, for this surgery you're guaranteed to have Bio Index, so apply that modifier). If you're removing cultured bio, it's an additional +1. Your surgeon needs at least 3 successes to not incur negative options. Base time is the TN, reduced by any successes not used for options (so probably any above 3). Take Physical damage based on the bio index of the removed 'ware according to the table on p151; this is base index, not modified by options or grade..
Seventh, your surgeon will roll Biotech (specialized if appropriate) with complementary… you get the idea. Base TN is 5 modified by pretty much the same things as above, modified by your new Bio Index total and an additional +1 for it being your second procedure this session. Your surgeon needs at least 3 successes not to incur negative options. To get you the two positive options you want, the surgeon needs 5 successes, and additionally at least one success must beat the TN by 2 (beating by 1 will give you one positive option). Take physical damage based on the bio index of the installed 'ware according to the table on p151; this is base index, not modified by options or grade. Note that when you go into Deadly or overflow due to surgery you autostabilize and don't risk permanent damage, though you still may need to check for Magic Loss. If these two operations would put you over your overflow, well, I guess you're doing the surgery in two phases.
Eighth, roll for healing time.
Congratulations! You just survived an encounter with the Shadowrun surgery rules! Hopefully.
~J