====== Neuromancy ====== {{ ::neuromancy.png?nolink&600 |}} **Neuromancy** is a knowledge [[skills|skill tree]] Grants the ability to install [[cyberware]] into other players and increases the user's [[cyberware capacity]] when completed. ===== List of skills ===== ^ __Skill__ ^ __Prerequisites__ ^ __SP Cost__ ^ __Levels?__ ^ __Description__ ^ | **[[Neuromancy]]** | None | 15 SP | No | You are a technowizard, skilled in merging TRACE energy with technology. | **Neuromancy allows you to perform cybernetic operations, install implants, and push the boundaries of the human form.** | | **[[Transhumanism]]** | Neuromancy | 15 SP | None | You can now install cybernetic implants into other people, not just yourself. | | **[[Neurodoctor]]** | Transhumanism | 10 SP | None | Your surgical precision eliminates risk of neurosickness from cybernetic installations. | **Patients no longer suffer this side-effect after a successful operation.** | | **[[Ripper]]** | Neurodoctor | 10 SP | None | With proper tools and technique, your cybernetic installation success rate is improved to 65%. | | **[[Biotic Reversal]]** | Ripper | 10 SP | None | Utilize your delicate art to rip man from machine and remove cybernetic augments from unconscious patients, willing or not. | | **[[Nano Tech]]** | Biotic Reversal | 10 SP | None | Your mastery of nanotechnology allows you to meld man and machine with greater precision. | **Cybernetic operations now have an 80% success rate.** | | **[[The Flesh is Weak]]** | Nano Tech | 15 SP | None | You have rejected the limitations of flesh. | **Your biotic limit for cybernetic augmentations is increased by 5, allowing far more extensive modification.** | Where possible, skill lists will try to emulate the shape and flow of the in-game skill tree to ensure optimal readability, however this will not always be possible due to the shapes or interconnectivity possessed by some trees. {{tag>skills}} {{tag>skills}}