Multi-Slot Skillwire Node
An expanded skillwire socket that holds up to three chips simultaneously, sitting above the standard Skillwire.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 4 |
| Category | wetware-neural |
| Rek Cost | 38000 (Houses data-guilds, Core academies) |
Notes
Benefit: An expanded skillwire socket that holds up to three chips simultaneously, sitting above the standard Skillwire. Each loaded chip grants up to 4 ranks in one chosen non-physical skill (Computers, Astrogation, Bureaucracy, Xenology, Medicine, Linguistics). Chips do not stack with personal ranks in the same skill; use the higher. Swapping chips is a 1-minute action per chip. Moderate benefit level.
Install Risk: Medicine DC 17 for the triple-seat install. Recipient makes a Fortitude save DC 15 or gains Botched Implant: cross-bleed between chips, -2 to INT-based skills for 1d4 days until a Medicine DC 16 reset. Failure by 5+ burns out one slot permanently.
Origin: Houses data-guild contractors who bill competence by the hour, Families retainer-house staff who serve multiple roles, and Core academy graduates expected to switch specialisms.
Signature: Tracked. Houses-licensed, DRM-locked. The triple-slot form factor is flagged on the grid and restricted at most Core academies to commissioned staff.
Strain: Three chips load three times the DRM traffic. Each chip in the node phones home to the grid, logging your location once per hour per active chip. On a node reboot (the operator's call) all chips dump simultaneously and you lose the benefits until reloaded.