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.

BrandCostSave DC
Envital¢ 5512
Kayana¢ 3515
Nebula¢ 2018

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.

BrandCostSave DCDuration
Igakuri¢ 80158 hours
PharmaForge¢ 25102 hours
Remedic¢ 235183d20 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.

BrandCostSave DC
Ditreate¢ 5510
Envital¢ 2512
Kayana¢ 1015

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.

BrandCostSave DC
Envital¢ 22515
Nebula¢ 13520
Remedic¢ 6025

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.

BrandCostShieldingSave DC
Envital¢ 1101012
Kayana¢ 1551516
Remedic¢ 2002020

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.

BrandCostDurationSave DC
Nebula¢ 38024 hours25
Remedic¢ 1508 hours20

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.

BrandCostDurationSave DC
Nebula¢ 38024 hours25
Remedic¢ 1508 hours20

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].

BrandCostBonusDurationSave DC
Envital¢ 135+ 28 hours15
Igakuri¢ 85+ 124 hours15
Nebula¢ 200+ 41 hour25
Remedic¢ 170+ 31d4 hours20

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.

BrandCostDurationSave DC
Nebula¢ 76024 hours30
Remedic¢ 3008 hours25

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.

BrandCostDurationSide effect
Envital¢ 5501 minuteSkin Damage
Nebula1¢ 1,00016 hoursHeart Arrhythmia
NeuroBuild2¢ 2304 hoursNerve Damage
Remedic¢ 9001 hourInsomnia
1 Nebula Prime Material Injection has it’s duration reduced by 4 hours for each humanity the creature has. If the creature has 4 or more humanity, this injection will fail to remove any planar effects as well.
2 NeuroBuild Prime Material Injection will only make the target immune to, or remove, Celestial planar effects.