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New Biofiber Technology allows the permanent grafting of skill responses to an existing organic neuromuscular system. A skill HardWire can accentuate any active, non-knowledge/information-based skill. Once installed, the Skill HardWire is permanent and should never need maintenance within the user's lifetime.
The installation procedure involves wiring Biofiber trunks to the Neural Processor and down through the limbs and neck. Nanites are then introduced which tie these biofiber trunks into the body's muscle groups. The wetware then introduces signals through these lines to create pre-programmed responses that won't actually over-write the skill use, but supplement it (perfectly steady hands, ability to draw a weapon by pure reflex instead of having to think about it, assuming a Weaver II firing stance while drawing by reflex). Through mild impulses the SkillWires also keep important muscle groups seemingly still through minute, pre-arranged twitches.
SkillWires are still the newest wet-ware from the Chiba bio-clinics, and getting your hands on them can require some major digging. Currently standard SkillWires are for Handgun, Rifle and SMG skills, Athletics, Drive, Motorcycle, Pilot and a few martial arts (Karate and ArasakaTe). Other REF-based skillwires are definitely possible, but depend on some CyberTech recording the appropriate skill impulses.
In game terms, SkillWires provide a +1 to the selected skill per level of skillwiring. Munchkin Alert: These have the potential of serious munchkinizing, therefore they require a Very Difficult (mk I), Near Impossible (mk II) or Impossible (mk III) StreetDeal, Resources or CyberTech roll to obtain. Also the very high price indicates the cutting edge technologies involved, and are fairly prohibitive to most PCs.
Mark I Skill HardWires | 8,000eb | D3 HL | MA Surgery | +1 to REF Skill |
Mark II Skill HardWires | 18,000eb | D6+1 HL | MA Surgery | +2 To REF Skill |
Mark III Skill HardWires | 30,000eb | 2D6 HL | MA Surgery | +3 to REF Skill |
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