MEDICAL IMPLEMENTS
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DIGITAL IMPLEMENTS

TECHNICAL IMPLEMENTS

[T-IT]

HARDWARE

[T1] REPAIR

The user may use the Repair action on a target without any other requirements. If the target is an object, it restores half of its maximum Condition [CD] and loses the SHREDDED status. If the target is a bot, it restores one (1) Injury Level [IL] + the target’s endurance modifier.

[T1] DRILL

The user takes an aptitude Test to create a hole one (1) nano unit wide (15mm) through a physical lock or object one (1) unit away. On a success, they deal 20 BALLISTIC damage to the target’s Condition [CD]. This damage ignores Damage Threshold [DT].

[T1] HAZARD

The user rolls an aptitude Test to create a hindering Zone within ten (10) units. All targets within the Zone when it is created and any targets that move through it must succeed on a reflex Resist against the result of the user’s aptitude Test or receive the PRONE status. In addition, the Zone is considered Hazardous.

[T1] AFFIX

The user may take an aptitude Test to connect two objects to one another. On a success, the two targets receive the ADHERED status until the next breather. Alternatively, the user may use this Implement [IT] to grant themselves a climbing speed equal to their movement speed and the ability to climb on any surface for the next hour.

[T1] REFLECTOR SHIELD

The user deploys a personal shield generator, granting target armor an ENERGY Shield Threshold [ST] equal to the user’s aptitude modifier. This effect lasts until the Shield Threshold [ST] reaches zero (0).

[T1] SURGE PROTECTOR

As a reaction, the user deploys an instrument that protects a target from electricity. The next time the target would be dealt SHOCK damage, it gains resistance to the damage and this effect ends.

ROBOTICS

[T1] SENTRY DRONE

The user constructs a small drone affixed to a single surface. The drone obeys the user’s commands to the best of its ability. The user may pick the drone up as a major action, allowing them to Deploy it on another surface as a minor action. Controlling a drone requires an immense amount of calculations per second: if the user attempts to command an additional drone the original will become INOPERABLE.

For STAT block, click here.

[T1] AIRBORNE DRONE

The user constructs a small flying drone. The drone obeys the user’s commands to the best of its ability. Controlling a drone requires an immense amount of calculations per second: if the user attempts to command an additional drone the original will become INOPERABLE.

For STAT block, click here.

[T1] WORKER DRONE

The user constructs a medium sized, terrestrial drone. The drone obeys the user’s commands to the best of its ability. Controlling a drone requires an immense amount of calculations per second: if the user attempts to command an additional drone the original will become INOPERABLE.

For STAT block, click here.

[T1] GUIDED SHOT

The user enhances a gun’s targeting, causing its next attack to automatically hit.

[T1] SECOND SIGHT

The user deploys a camera that adheres to any surface within five (5) units. As a minor action, the user may tap-in to the camera’s visual feed, allowing them to draw line of sight for the purpose of locating targets. The camera has a Damage Threshold [DT] of ten (10) and a Condition [CD] of five (5). Once deployed, the camera remains active until the end of the next Breather.

INVENTIONS

[T1] LAUNCHER

The user encodes a program into a projectile launcher. The user may give another target Implement [IT] a range of ten (10) units until the end of the next Breather.

[T1] TRIGGER

The user encodes another target Implement [IT] into a detonating device. The user may choose between proximity or detonator. If proximity is chosen, when a target moves within one (1) unit of the device it triggers, resolving the effect of the encoded Implement [IT]. If detonator is chosen, the user may use a reaction to activate the device, resolving the effect of the encoded Implement [IT].

[T1] DUPLICATE

The user encodes a program which duplicates another target Implement [IT]. If the chosen Implement [IT] has only one (1) target, its user may choose two (2) targets instead. This effect lasts until the end of the next Breather.

[T1] GRAVIUM RAY

The user takes an aptitude Test to fire a ray that alters the molecular mass of an item within ten (10) units. On a success, the item’s LIFT score raises or lowers by an amount equal to the result of the user’s aptitude modifier until the beginning of the next Breather.

[T2] BLAST

The user encodes a program into an explosive capsule. The user may give another target Implement [IT] a blast radius of one (1) Zone until the end of the next Breather. As a major action, the user may throw the explosive capsule up to five (5) units away. All targets within the blast radius are targeted by the encoded Implement [IT]. Implements [IT] without targets encoded this way do not function.

[T2] PROPULSION

The user outfits a target with a velocity generating device. If the target’s size category is Medium or smaller, the target gains a flying speed of a number of units equal to the user’s aptitude modifier. If the target already has a flying speed, it increases equal to the difference between the two totals. If the target is inanimate, the user controls when the object flies but cannot control which direction it travels (the Star Guide [SG] controls its direction). This effect lasts for one hour.

[T2] STASIS

The user takes an aptitude Test to manipulate a target’s molecular mass. If the target is inanimate and sized Mega or smaller, it becomes locked in space for a number of minutes equal to the result of the user’s aptitude Test. No amount of force may move it for this duration. If the target is a being, it must succeed on a strength Resist against the result of the user’s aptitude Test or become STUNNED and HALTED for a number of minutes equal to the user’s aptitude modifier. The target may repeat its Resist each time it takes damage.

[T2] SELF-MENDING ARMOR

The user deploys a set of automatically repairing Armor. If the target’s Damage Threshold [DT] is currently lowered, it is restored to full. Any target Deploying the Armor cannot have their Damage Threshold [DT] lowered by SHREDDING and has resistance to any damage against its Condition [CD]. This effect lasts until the end of the next Breather.

[T2] JESTER DRONE

The user creates a drone capable of projecting holograms and cracking digital security. In addition, all targets of the user’s choice within six (6) units of the drone may add the user’s aptitude modifier to their Tests and Resists made to HIDE.

For STAT block, click here.

[T2] IMPROVED FIREARMS

The user upgrades a drone’s onboard firearms, increasing their damage by an amount equal to half the user’s aptitude modifier (rounded up). This effect cannot stack and lasts until the end of the next Breather.

[T2] OVERCLOCK

The user pushes a robotic being (bot or drone) to its limits, allowing it to take an additional major action on each of its turns but suffer an Injury Level [IL] at the beginning of each of its turns. This effect lasts until the machine is REPAIRED.

[T2] FIRMWARE UPDATE

The user installs this implement as a cartridge into a target bot or drone. When this cartridge is first Slotted, the target receives the STUNNED status. The user may choose to increase the target’s strength, perception, or reflex statistic by two (2). In addition, the target’s Damage Threshold [DT] is raised by two (2), the target’s movement speed increases by one (1) unit and the target’s martial weapon attacks have the KNOCKBACK FX. This effect cannot stack and lasts until the end of the next Breather.

[T2] DISMANTLE

The user utilizes their robotics knowledge to gain information from a machine’s wreckage. As long as the user has collected a scrap from the target wreckage, they may answer questions surrounding the target’s destruction. For example, if the user has collected a starship’s flight log, they may access encrypted data which describes the obstacle the ship collided with before crashing.

[T2] SUBSYSTEM

The user permanently affixes their drone with a Rig. The drone may use any Implements [Implements] Programmed into its Rig. Once affixed, the Rig cannot be removed. After a Breather, all Implements [IT] within the drone’s Rig replenish.

[T2] BREACH

The user takes an aptitude Test to raze an unoccupied unit within melee range. On a success, this Implement [IT] DEMOLISHES all objects or walls in the unit, dealing twenty (20) BALLISTIC damage to each target.

[T2] TRAP

The user rolls an aptitude Test to create a debilitating Zone within ten (10) units. All targets within the Zone when it is created and any targets that move through it must succeed on a reflex Resist against the result of the user’s aptitude Test or receive the user’s choice of the HALTED, PRONE, or STUNNED status. The user makes this choice when using this Implement [IT]. In addition, the Zone is considered Hazardous.

[T2] REFRACTIVE COATING

The user covers an object with a layer of light-reflecting material. If applied to an Armor, it gains the Camouflage FX (see Armor). If applied to an object, the object is obscured from vision. A target attempting to detect it must succeed on a perception Test against the user’s aptitude Test. This effect has the duration of one hour.

[T3] MANIFOLD

The user manipulates space-time to create a fold in reality. Once this Implement [IT] is used, the user opens a wormhole one (1) unit wide within melee range. Any target within melee range of the entrance may take a major action to store or withdraw objects from the Manifold as they choose.

If a lifeform ever fully enters the Manifold they may survive for one hour before suffering ten (10) VOID damage. If the user uses this Implement [IT] again before the Manifold is closed, stored items may be accessed from either entrance.

In addition, a target may use one (1) unit of movement to travel between the two (2) Manifold entrances.

If the user uses this Implement [IT] while there are already two (2) entrances, the user chooses one entrance to close and a new one is opened. As a major action, the user may close the Manifold, expelling all contents into unoccupied spaces within melee range.

[T3] X-RAY

The user applies their mastery of physics to alter the code of a target Implement [IT]. The Implement’s [IT] damage type is changed to RADIATION. If it is already RADIATION, it becomes VOID instead. This effect lasts until the end of the next Breather.

[T3] PINNACLE DRONE

The user constructs a masterpiece of robotics. The drone takes the form of the user’s choice between Tower, Jet, and Tank. It obeys the user’s commands to the best of its abilities. Controlling a drone requires an immense amount of calculations per second: if the user attempts to command an additional drone the original will become INOPERABLE.

For Tower Drone STAT block, click here.

For Jet Drone STAT block, click here.

For Tank Drone STAT block, click here.

[T3] TARGETING MATRIX

The user takes an aptitude Test to project a magnetic field over a Zone within ten (10) units. All targets within the Zone must succeed on a reflex Resist against the result of the user’s aptitude Test. On a failure, all attack rolls with weapons dealing BALLISTIC damage made against the target(s) automatically hit. This effect lasts until the end of the user’s next turn.

[T3] VAPORIZE

The user takes an aptitude Test to dismantle an object at the molecular level. As long as the result is higher than the object’s current Condition [CD] it is destroyed, reduced to specks of stardust. This Implement [IT] can only target objects size Mega or smaller.

[T3] PSEUDOPHLEX™ SHELL

The user deploys a personal shield generator, granting the target a UNIVERSAL Shield Threshold [ST] equal to the user’s aptitude modifier. In addition, as long as this effect is active, the target has resistance to all damage types. This effect lasts until the Shield Threshold [ST] reaches zero (0).