---
# System prepended metadata

title: Skills (Rohesie)
tags: [' Jobs', ' Balance', ' Skills', Appended, ' Antags']

---

---
tags: Appended, Skills, Jobs, Balance, Antags
title: Skills (Rohesie)
---
# Skillchips (Rohesie)

## Intro

Skillchips are a compromise between hard innate Bay skills and hoardable, transient tg item-based skills. The idea is to give jobs and roles mechanical benefits to specialize on their jobs, being more effective at them, without hardlocking other roles out of it. There are two kinds of skillchips.

## Meme skillchips

The non-job-related skillchips are freeform tools to add non-game-balance-affecting skills. They follow their own rules. They cannot in any way or form impact game balance.

## Role-related skillchips

Any skills that provide mechanical advantages are locked behind roles and a series of rules:

* You cannot ever have more than one active at the same time.
* You can change mid-round from one to another, but there's a cooldown.
* They provide balance-affecting advantages to performing the role they are associated to.

Some skillchips may have additional requirements. For example, a security skillchip might only be used on a mindshielded target.

### Antag skills

In order to impersonate crewmembers, some antags may require access to the job skills. This could be achieved in several ways, not limited to this:

* Traitors may buy a dynamic skillchip that lets them swap between skillsets on a cooldown.
* Changelings may acquire the skills of the crewmembers they are impersonating.

### Specific skill examples

Disclaimer: not set in stone.

* Roboticists can see robotics wires as if they had a blueprint.
* Engineers can see airlock and apc wires as if they had a blueprint.
* Cargo techs can fireman-carry crates.
* Paramedic gear advantages (faster firemancarry) are transferred to the skillchip.