Cybertech (Cyberpunk RED)
Definition
Cybertech is the skill for chrome: installing implants, repairing damaged ones, diagnosing a malfunction, and understanding the neural interfaces that connect hardware to a person. In a setting where most characters are partly machine, that makes it both a technical and a medical discipline. At the table Cybertech is what keeps expensive implants working. Cyberware takes damage in fights, degrades, and occasionally fails at the worst moment, and a proper clinic is not always available or safe. It is also the skill for the darker side of the setting: identifying what somebody else is running, removing something that should not be there, and knowing what an implant is doing to the person carrying it.
How it works
Tips
Frequently asked questions
Can I install my own cyberware?
Technically the skill allows it, and it is a very bad idea. Self-installation carries a heavy DV increase at most tables, and a failure damages you rather than the implant.
Does Cybertech affect Humanity?
Not the skill itself, but everything it installs does. Humanity starts at EMP times 10 and each piece of chrome reduces it, so the person doing the installing is often the one tracking the crew's psychological cost.
Cybertech or Basic Tech?
Cybertech for anything implanted or neurally linked. Basic Tech covers general machinery. External gear that plugs into an implant sits in the middle, and GMs usually allow either at a penalty.