DIGITAL IMPLEMENTS
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TECHNICAL IMPLEMENTS

MEDICAL IMPLEMENTS [M-IT]

(May only target lifeforms)

CHEMS

BIOMECHANICS

[T1] BAKATO

The user creates an organic drone the size of a small lifeform. This life form has an innate psionic connection to the user that created it, a user may have this connection with only one Bakato at a time. Any attempt to create another Bakato will cause the original to become INOPERABLE.

For STAT block, click here.

[T1] METABOLIZER

The user creates a Modification [MOD] in the form of a filtering artificial organ. Slotting this Modification [MOD] makes the user immune to TOXIC damage. Outside of combat, the user restores one health point [HP] per minute. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T1] SECOND SKIN

The user creates a Modification [MOD] in the form of a reinforced layer of epidermis. Slotting this Modification [MOD] raises the user’s endurance statistic and Damage Threshold [DT] by two (2). This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T1] TUNED LIGAMENT

The user creates a Modification [MOD] in the form of highly specialized sinew synapses. Slotting this Modification [MOD] raises the user’s reflex statistic by two (2) and increases their movement speed by 1 unit. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T1] REFRACTIVE LENS EXCHANGE

The user creates a Modification [MOD] in the form of artificial ocular muscles. Slotting this Modification [MOD] raises the user’s perception statistic by two (2) and they do not receive the BLIND status in DARKNESS. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T1] DEFIBRILATOR

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes seven (7) SHOCK damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the PRONE status. If the target received the NATURAL DEATH status in the last thirty seconds (five rounds of combat), they regain one (1) Health Point [HP] and lose the status.

TOXINS

[T1] CAUSTIC

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes five (5) TOXIC damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the POISONED status.

[T1] FEVER

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes five (5) HEAT damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the BURNED status.

[T1] MIGRAINE

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes five (5) NERVE damage. This damage ignores Damage Threshold [DT].

[T1] LETHARGY

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the user may choose to lower the target’s strength, endurance, or reflex statistic by two (2) for the next ten (10) minutes.

[T1] SALVE

The user administers a remedy which heals the target by one (1) Injury Level [IL] + the target’s endurance modifier.

[T1] BOOST

The user administers a fast acting super drug. For one minute, the target Gains The Edge on modifier rolls for the statistic of the user’s choice.

[T1] ANTIBODY

The user administers a metabolic stabilizer. The target is cured of all diseases and loses the BURNED, FROZEN, and POISONED statuses.

[T1] PAINKILLER

The user administers a pain inhibitor. The target’s Damage Threshold [DT] is raised by two (2) for thirty (30) seconds (five rounds of combat).

[T1] ADRENALINE KICKER

The user administers a stimulating agent, temporarily increasing a target’s response time. For the thirty seconds (five rounds of combat), the target’s attacks deal an extra two (2) damage. At the end of the duration, the target receives the STUNNED status.

[T2] FACSIMILE

The user draws upon their anatomical knowledge of a lifeform to construct a rudimentary simulacrum. The user must designate a Breather to study the lifeform’s anatomy, choosing one of three options between Biped, Quadruped or Winged to develop a culture of its DNA and incubate a rapidly developed clone. This process is taxing and meticulous. If the user attempts to create a second Facsimile, the original miraculously dies.

For Biped STAT block, click here.

For Quadruped STAT block, click here.

For Winged STAT block, click here.

[T2] CRANIAL NERVE STABILIZER

The user creates a Modification [MOD] in the form of specialized neural axons designed to resist high levels of stress. Slotting this Modification [MOD] grants the user immunity to NERVE damage. Outside of combat, the user Gains the Edge on all cool Tests and Resists. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T2] EXOSKELETON

The user creates a Modification [MOD] in the form of a tough exterior bone structure. Slotting this Modification [MOD] gives the user a built-in Damage Threshold [DT] of six (6) and they count as armored. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T2] SYNTHETIC TENDONS

The user creates a Modification [MOD] in the form of powerful, artificial sinew. Slotting this Modification [MOD] raises the user’s strength statistic by two (2). In addition, when the user deals damage with a martial weapon attack, the target must succeed on a strength Resist or receive the PRONE status. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T2] POST-MORTEM

The user accesses their medical knowledge to gain information from a lifeform’s corpse. As long as the user has collected a physical sample from the target corpse, they may answer questions surrounding the target’s cause of death. For example, if the user has collected a lifeform’s eye, they may use encoded cellular imaging to construct a visual of the last thing the target saw before death.

[T2] PSEUDO-MYOCARDIUM

The user creates a Modification [MOD] in the form of an augmented heart muscle. Slotting this Modification [MOD] grants the user an additional minor action on each of their turns. In addition, at the beginning of each of their turns, the user restores an Injury Level [IL]. This effect lasts until the user suffers an Injury Level [IL], rendering this Implement [IT] INOPERABLE.

[T2] NEURO

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes seven (7) NERVE damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the STUNNED status.

[T2] PATHOGEN

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes seven (7) TOXIC damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the POISONED status. In addition, on a failed save, all enemies within one (1) unit of the target must succeed on an endurance Resist or receive the POISONED status. This process repeats until there are no valid targets.

[T2] BOTULISM

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes seven (7) TOXIC damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the POISONED, STUNNED, and BLINDED statuses.

[T2] PARALYSIS

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes ten (10) SHOCK damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the STUNNED status. At the end of each of the target’s turns, they must repeat this Resist, ending the status on a success.

[T2] POTASSIUM IODIDE

The user administers a medication that subdues the effects of radiation poisoning. Until the next Breather, the target gains resistance to RADIATION damage. In addition, the target restores an amount of missing max Health Points [HP] due to RADIATION damage equal to one Injury Level [IL] + their endurance modifier. This does not restore Health Points [HP] lost this way.

[T2] MOOD STABILIZER

The user administers a cocktail of dopamine regulators and neuroinhibitors to calm the target’s nervous system. For the next hour, the target becomes immune to the STRAINED, ROUTED, and PSYCHOSIS statuses and becomes resistant to SHOCK and NERVE damage.

[T2] STEROID

The user administers a strengthening serum. For one minute (ten rounds of combat), the target Gains the Edge on all strength and endurance Tests and Resists and the damage they deal with martial weapons increases by two (2).

[T2] SUPER STIMULANT

This narcotic pushes a lifeform to its physical limits. At the beginning of each of their turns, the target suffers an Injury Level [IL] and may take an additional major action during their turn. This effect lasts until the target is DOWNED.

[T2] ANESTHESIA

The user administers a powerful numbing agent. For thirty (30) seconds (six rounds of combat), the target’s aptitude and reflex statistics are halved (0.5x) (rounded down) and their Damage Threshold [DT] is raised by an amount equal to the user’s aptitude modifier. In addition, if the target is DOWNED while this effect is active, they do not receive the BLEED OUT status and instead fall UNCONSCIOUS.

[T3] EVOLVED BAKATO

The user reaches the pinnacle of constructing bioorganic intelligence using the Medical Hibernation Chamber. The user enhances their Bakato’s statistics, doubling its size, increasing its durability, and improving its understanding of commands. The evolved Bakato, although somewhat limited in articulation, may communicate verbally. In addition, it may use its creator’s Codec. If the user attempts to create a second Evolved Bakato, the original dies. This Implement [IT] cannot be used without a Medical Hibernation Chamber.

For STAT block, click here.

[T3] ARTIFICIAL BACKUP

The user creates a perfect inert clone of a target, consuming this Implement [IT] on use. The clone remains dormant within a Medical Hibernation Chamber for as long as the target is alive. If the target ever undergoes Natural Death, their mind awakens in the clone’s body. This Implement [IT] cannot be used without a Medical Hibernation Chamber.

[T3] CARCINOGEN

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes five (5) RADIATION damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or receive the POISONED status. In addition, on a failed save, all enemies within two (2) units of the target must succeed on an endurance Resist or take five (5) RADIATION damage and receive the POISONED status. This damage ignores Damage Threshold [DT]. This process repeats until there are no valid targets.

[T3] MUTAGEN

The user takes an aptitude Test to administer this Implement [IT] to a target. On a success, the target takes five (5) RADIATION damage. This damage ignores Damage Threshold [DT]. The target must then succeed on an endurance Resist against the result of the user’s aptitude Test or have their DNA permanently altered, giving them the POISONED status until they undergo Medical Hibernation.

[T3] WONDERDRUG

The user administers an experimental remedy of their own creation. The target regains all of its Health Points [HP], including reduced maximum Health Points [HP] and is cured of any maladies affecting it. In addition, the target loses the BLIND, BURNED, FROZEN, POISONED, STRAINED, ROUTED, STUNNED, IRRADIATED, and OBLITERATED statuses.

[T3] SUPER SERUM

The user administers a top-of-the-line performance enhancing drug of their own creation. For a number of minutes equal to the user’s aptitude modifier, the target Gains the Edge on all Tests and Resists and their Damage Threshold [DT] is raised by five (5). This effect ends when the target is DOWNED.