The skill to keep cybernetics implants in operative order and avoid infections and damages.
Roll 1d100 versus DR 100 + modifiers
+5 bonus to 1 cybernetic tech module of your choice. Per 10 Success Rate, you gain +1 extra bonus to that tech module.
If the cyborg implant has suffered damage and operates with penalties you may use this skill for repair. The repair will eliminate penalties permanently: -5 penalty eliminated with a succesful roll. Per 10 SR eliminate -1 extra penalty.
Usable once per long rest. It takes approximately 20 minutes to use this skill and it affects only 1 implant for 24 hours.
Your claw blades have suffered a bent when you fumbled an attack at a heavily armoured opponent. This causes both pains when you retract the blades and impairs (-5 to Tech Module) the efficiency of your attack. Next morning you spend half an hour in a sterile lab with your customized toolbox and fix the blades rolling 56 on a d100 + your skill bonus of 34 + 20 for the sterile lab. With a 110 success you eliminate the -5 penalty permanently.
Cyborg implants can purvey the bearer great benefits, but the machine-biology interactions is not without its risks. Infections may occur, electronic parts may lose power and blades and wirings may be damaged during combat and other use. With the operate implant skill you know how to keep implants in functioning order and are able to minimise tissue or nerve damage to the cyborg subject.
It is of course possible to rely on the assistance of professionals, but most people with implants will prefer to be able to handle minor damages and health risks on a daily basis - and through their own effort. A well cared for implant is often easier to use and it may have greater effect.
This skill is normally not sequenced.
The skill is not normally countered.