Quicklinks
Medical License I: Appetite Suppressant | Stimulant | Visual Desensitizer
Medical License II: Adrenaline Booster | Combat Stim | Ocular Morph: Darkvision | Ocular Morph: Thermal | Visual Enhancer
Medical License III: Extrasensory Injection | Prime Material Injection
Enhancements are medical devices that either increase an individual’s potential and talents or augment them with new abilities Enhancements typically comes with a risk of side effects, especially for the more experimental devices, and these side effects come in the form of ailments or other negative effects.
Under-Licensed Use. If you attempt to use any enhancement that you do not have the license for, your inexperience makes it dangerous. There is a 30% chance that when you attempt to apply an enhancement the target creature must succeed a DC 20 Fortitude saving throw or it takes half of it’s maximum health in damage and the effects of the enhancement are not applied, other than any ailments caused by the enhancement.
Medical License I Enhancements
Appetite Suppressant. This drug must be injected and comes as a small vial of translucent grey liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature it experiences a numbing in its gut and must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Malaise ailment until cured.
Once administered the target has no desire to eat, and has difficulty keeping any food down, the creature also does not gain any levels of exhaustion for failing to eat. This effect lasts for 24 hours, after which the creature suffers 1 level of exhaustion.
Brand | Cost | Save DC |
Envital | ¢ 55 | 12 |
Kayana | ¢ 35 | 15 |
Nebula | ¢ 20 | 18 |
Stimulant. This drug must be injected and comes as a small vial of orange liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, its breathing and heart rate increases rapidly and the creature must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Insomnia ailment until removed.
Once administered the target no longer suffers any ill effects of exhaustion for the next [duration]. While under this effect, you can not take a rest, but still gain exhaustion levels as normal.
Brand | Cost | Save DC | Duration |
Igakuri | ¢ 80 | 15 | 8 hours |
PharmaForge | ¢ 25 | 10 | 2 hours |
Remedic | ¢ 235 | 18 | 3d20 hours |
Visual Desensitizer. This drug must be injected and comes as a small vial of metallic liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, the drug’s compound shrink the creature’s pupils and the creature must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Blurred Vision ailment until removed.
Once administered the creature becomes immune to the blinded condition for 1 minute. If the target is already blinded, the blinded condition ceases. However, the drug can not heal permanent blindness.
Brand | Cost | Save DC |
Ditreate | ¢ 55 | 10 |
Envital | ¢ 25 | 12 |
Kayana | ¢ 10 | 15 |
Medical License II Enhancements
Adrenaline Booster. This drug must be injected and comes as a small vial of red liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature it experiences a rush of adrenaline and must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Heart Arrythmia ailment until cured.
Once administered the target is able to take a reaction once per turn instead of once per round. This effect lasts for 1 minute.
Brand | Cost | Save DC |
Envital | ¢ 225 | 15 |
Nebula | ¢ 135 | 20 |
Remedic | ¢ 60 | 25 |
Combat Stim. This drug must be injected and comes as a small vial of bright pink liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature it becomes energized and must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Nerve Damage ailment until cured.
Once administered to a creature it gains [shielding] damage negation.
Brand | Cost | Shielding | Save DC |
Envital | ¢ 110 | 10 | 12 |
Kayana | ¢ 155 | 15 | 16 |
Remedic | ¢ 200 | 20 | 20 |
Ocular Morph, Darkvision. This drug must be injected into a creature and comes as a small vial of black liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature its eyes become glazed over and the creature must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Nausea ailment until cured.
Once administered the creature gains darkvision up to 60 feet for [duration]. If the creature already has darkvision, the creature becomes blinded for the duration.
Brand | Cost | Duration | Save DC |
Nebula | ¢ 380 | 24 hours | 25 |
Remedic | ¢ 150 | 8 hours | 20 |
Ocular Morph, Thermal. This drug must be injected into a creature and comes as a small vial of swirling red and blue liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature its eyes become glazed over and the creature must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Nerve Damage ailment until cured.
Once administered, the target loses the ability to see normally and gains thermal vision for [duration]. If the creature already has thermal vision, the creature becomes blinded for the duration.
Brand | Cost | Duration | Save DC |
Nebula | ¢ 380 | 24 hours | 25 |
Remedic | ¢ 150 | 8 hours | 20 |
Vision Enhancer. This drug must be injected into a creature and comes as a small vial of clear liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, the drug’s compounds allows a creature to magnify their vision to see nearby objects in incredible detail and the creature must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Disoriented ailment until removed.
Once administered the creature gains [bonus] to both awareness and perception for [duration].
Brand | Cost | Bonus | Duration | Save DC |
Envital | ¢ 135 | + 2 | 8 hours | 15 |
Igakuri | ¢ 85 | + 1 | 24 hours | 15 |
Nebula | ¢ 200 | + 4 | 1 hour | 25 |
Remedic | ¢ 170 | + 3 | 1d4 hours | 20 |
Medical License III Enhancements
Extrasensory Injection. This drug must be injected into a creature and comes as a small vial of reflective liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature its eyes become glazed over and the creature must make a DC [save DC] Fortitude saving throw. On a failed save the target suffers the Skin Damage ailment until cured.
Once administered the creature gains blindsight up to 30 feet for [duration]. If the creature already has blindsight, the creature loses blindsight for the duration.
Brand | Cost | Duration | Save DC |
Nebula | ¢ 760 | 24 hours | 30 |
Remedic | ¢ 300 | 8 hours | 25 |
Prime Material Injection. This drug must be injected and comes as a small vial of crystal blue liquid with what appears to be specks of dirt floating inside. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, the drug’s compounds mimic the presence of the prime material plane and the target becomes [side effect] until removed.
Once administered the creature becomes immune to all planar effects for [duration]. If the creature is already under any planar effects, the effects are removed.
Brand | Cost | Duration | Side effect |
Envital | ¢ 550 | 1 minute | Skin Damage |
Nebula1 | ¢ 1,000 | 16 hours | Heart Arrhythmia |
NeuroBuild2 | ¢ 230 | 4 hours | Nerve Damage |
Remedic | ¢ 900 | 1 hour | Insomnia |