Is there a trade skill for the construction of bionic parts, implants, or gear? I know there is a trade skill for drugs as well as weapons and armor, but that is all i can find thus far.
Trade skill for implants?
I've been using Trade (Armorer) for the construction of implants related to combat and Trade (Technomat) for most others.
As far as I understand "Technomant", those guys do not developed anything but simply keep them running.
@The questions
I would stick to Tech-Use (for the developing). Or you could make it similiar to an "Exploration Challenge", with focus on skills like
- Tech-Use
- Medicine
- Common Lore(Tech)
- Logic
- etc.
In my campaign they aren't using it to develop anything, only build the implants based on a previously existing pattern.
Still, the difference is something rather more fundamental. A Technomat is a mechanic. A Tech-Priest is an engineer.
And even basic bionics don't really strike me as being the kind of thing that just anyone can slap together, even if they have schematics.
Aye, a technomat has no real understanding of how to assemble or improve a tech device, only how to maintain it.
It works that way because I am the GM and in my campaign my word is law. Also, Tech Use was becoming far too useful.
Sure, just go ahead and make one.
Trade Cyber-engineer. Make it exclusive to the Tech-Priests and Hereteks and make it so that you can't get it unless you have Medicae and Tech-use both at +10.
You can go on to argue that if the player have Trade Cyber-engineer +20, Medicae +20, Tech-use +20 and Forbidden knowledge Inquisition +10, then he can make the Rite of Setesh, provided the proper materials and working conditions.