Skillchips

Материал из SS220 /tg/station13 (Space Station 13)
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Skillchips are chips that enable a specific skill while implanted into the user's head. There are chips that provide mechanical advantages, and there are "just-for-fun" chips (takes 1 slot).

The skillchips that provide mechanical advantages have some limitations:

  • You cannot ever have more than one active at the same time.
  • You can change mid-round from one to another with the help from a skill station, but there’s a cooldown.

They are intended to provide advantages when performing the role they are associated with. Implanting a chip requires free chip slots, depending on complexity. You start with (3) complexity slots. Job skills require (2) slots. You can have at most (5) chips, even if they would need (0) slots.


List of job related chips:

  • Cyborg C1-RCU-1T skillchip - Roboticists start with them - Allows you to see cyborg wire assignments as if you are holding a blueprint.
  • Engineering C1-RCU-1T skillchip - Station engineers start with them - Allows you to see airlock and APC wire assignments as if you are holding a blueprint.
  • B0RK-X3 skillchip - Cooks start with them - Allows you to use CQC in the kitchen and coldroom.
  • R.D.S.P.L.X. skillchip - Research Directors start with them - Allows you to suplex immovable rods by clicking them with an empty hand.
  • HYPERG1G4 skillchip - Psychologists start with them - Grants immunity to supermatter induced hallucinations, and grants the ability to make it "calmer" by being near it.

Implanting skillchips

Chips must be implanted with a skill station. You can only implant yourself. The process takes time.


After implanting, the chip must be activated. This is done with the same machine. Activation triggers a long cooldown, preventing you from activating a different chip.


Extracting skillchips

To remove a chip from yourself you must use the skill station.


To remove/steal a chip from someone else you must apply a sharp object directly to their severed brain.