Fusion

Fusion is an immunosuppressant drug in the Reboot.exe setting, which allows the body to accept cybernetic implants. It comes in an injector very much like an insulin pen, and a single canister contains seven does. Players with cybernetics must track their "Fusion Dependency”. Each enhancement will have a Fusion cost or "Cybernetics Point" associated with it (*check in the Cybernetics page*), and this is cumulative. As you gain more enhancements, the frequency with which your character must take Fusion will increase as follows.

## Dependency

* **1 - 5 Dependency**: You must take 1 unit of Fusion once per week.

* **6 - 10 Dependency**: You must take 1 unit of Fusion every three days.

*Note: You cannot take Fusion more often than your required dose, or else the drug destroys your immune system. Overdosing is almost always fatal or otherwise renders a player character in intensive care for significant time, if they are lucky enough to have access to a hospital.*

* **11+ Dependency**: You must take 1 unit of Fusion daily.

## Missing Doses

If you miss a dose of Fusion, your character begins to become sick as the body starts rejecting your cybernetic implants.

* **If you miss a single dose**, localized itching and pain begins and it becomes more difficult to use your enhancement. You suffer -1d6 to all checks that utilize your cybernetics.
* **If you miss two doses in a row,** your body begins to be racked with fever and your skin takes on a sweaty pallor. It becomes hard to concentrate, and harder still to use your cybernetics. You suffer -1d6 to all dice pools, and -2d6 to all checks that utilize your cybernetics.
* **If you miss three doses in a row**, necrosis sets in as your body destroys your nerve links and flesh bonds to your cybernetics. You suffer -2d6 to all dice pools, and cannot attempt any action that utilizes your cybernetics.
* **If you miss four doses in a row**, irreparable nerve damage has occurred and your body is run ragged. At this stage, injecting Fusion will not reverse the damage done. Your cybernetics need to be surgically removed or your character faces death in 1d6 days. Replacement cybernetics will require more significant work to install, removing more dead and healthy flesh to reach healthy nerve tissue. A hand cybernetic that was lost due to failing to inject fusion would likely need the arm from the elbow down removed to make getting a new cybernetic possible. Specific injuries obtained this way are up to the narrator.

*If you manage to begin taking Fusion again before missing four doses in a row, your debuffs reduce by one level per scheduled dose you take until returning to normal.*

**Example**: Gary has a Fusion Dependency score of 7, which means he needs to take 1 unit of Fusion every 3 days. He fails to get access to Fusion for 9 days in a row missing a total of 3 doses. Wracked with infection and desperation, he somehow manages to get his hands on a stockpile of Fusion. He takes a dose, and his penalties reduce from -2d6 to all dice pools (missing 3 doses in a row to - 1db to all dice pools and -2d6 for all checks that utilize cybernetics missing 2 doses in a row. The next time he is scheduled to take Fusion, his penalties reduce to -1d6 to all checks involving his cybernetics (as if he had missed 1 dose). And finally, upon taking another dose of Fusion he is back to normal. In total, it took him 9 days to recover.

**Source**

NuYou - A cyberpunk setting for the cogent roleplay system

Written by @NarratorDave