Cybernetic & Medical Tools

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### Cybernetic Implants

Comprised of an assortment of implants grafted to the patient's bone structure and connect to their nervous system. These implant allow for the user to be on par with subject of biogenetic enhancements.

* +1 to a chosen attribute. Multiple Implants may be installed, but no two may affect the same attribute.

### Skill VI's

A virtual intelligence is an advanced form of user interface software. VIs use a variety of methods to simulate natural conversation, including an audio interface and an avatar personality to interact with. Although a VI can provide a convincing emulation of sentience, they are not self-aware, nor can they learn or take independent action.

Some VI's have to configured to assists the user with specific tasks, providing a wealth of useful analysis and data within their specialized field.

* +1 to a chosen skill. Multiple VI's may be used, but no two may affect the same skill.

### Subdermal Reinforcements

By using micro-fabricators below the patients skin, an ablative weave of nanocarbons can be formed severely limiting the effect of incoming small arms fire.

* +1 to soak. May not be installed multiple times

### Medi-gel

Medi-gel is a common medicinal salve used by paramedics, EMTs, and military personnel. It combines several useful applications: a local anesthetic, disinfectant, and clotting agent all in one. Once applied, the gel is designed to grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids--most notably blood--as well as contaminants and gases. The gel is a genetically engineered bioplasm created by the Sirta Foundation, a medical technology megacorp based on Earth. Technically, medi-gel violates Council laws against genetic engineering, but so far, it has proved far too useful to ban.

It takes a maneuver for a character to inject a medi-gel in themselves or another. Medi-gel is a one-use item, and automatically heal 5 wounds. Characters can use medi-gel more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth medi-gel heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the medi-gel and for him to be able to use them at full effectiveness.

### Medi-Pack

The medical kit carries instruments for emergency held surgery, a better diagnostic computer and medi-scanner, advanced synth-nutrient replicators for sustaining a patient's vital nutrients, spray splints, and counter-radiation and biological poison drugs. This medi-pack allows the user to perform relatively complicated medical procedures in the held, and can rival the infirmaries on smaller starships.

It allows characters to attempt to heal others using Medicine checks without penalty as described on page 219, and additionally grants a boost die on all attempts. In addition, the internal medi-gel storage grants the user the equivalent of one medi-gel per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).

### Medical Table

For those who have suffered extensive physical trauma, a medical table is usually the first step for their recovery. It is comprised of a wide variety of surgical tools, medical scanners, and injectors with a complement of medications. Several networked VI's can assist a skilled doctor or treat the patient with minimal guidance.

Characters can also recover using a Surgical Table. The rate of recovery depends on the character's state of health. A wounded character recovers at a rate of one wound per two hours. An incapacitated character recovers at a rate of one wound per six hours. At the end of each 24-hour period, the character may attempt one Resilience check to remove one Critical Injury. The difficulty is equal to the Critical Injury's severity rating. On a successful check, the character recovers from the Critical Injury and is no longer affected. On a failed check, the character retains the Critical Injury effect, but still recovers one wound