Neuromancy
Neuromancy is a knowledge 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.