+4 Medicine for implant install; halve implant rejection risk; repair damaged implants.
The character specialises in neural and cybernetic surgery. The
character gains +4 to Medicine checks for installing, removing,
and repairing cybernetic augmentations. The risk of implant
rejection is halved (CON check DC reduced by 5). The character
may repair damaged or malfunctioning implants with a Medicine
check (DC 20) and 1 hour of work.
Rules Reference
Field
Value
Combat Action
Category
augmentation
Runtime / Classification
out-of-combat
Runtime / Duration
Runtime / Effect Kind
other
Runtime / Magnitude
Runtime / Trigger
Runtime / Uses
Notes
Special: The rejection risk reduction applies to all implantation procedures. The implant repair can restore functionality to damaged, malfunctioning, or partially destroyed implants. Repair requires access to the implant (it must be installed in the patient or accessible). This feat does not allow installation of implants beyond the character's augmentation capacity.
Benefit
condition: +4 to Medicine checks for implant installation, removal, and repair
Field
Value
condition
+4 to Medicine checks for implant installation, removal, and repair
modifier
4
target
medicine-implant-check
condition: reduces implant rejection CON check DC by 5
Field
Value
condition
reduces implant rejection CON check DC by 5
modifier
-5
target
implant-rejection-risk
condition: repair damaged implants with Medicine check (DC 20) and 1 hour work
Field
Value
condition
repair damaged implants with Medicine check (DC 20) and 1 hour work