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Medical License I: Injection Gun | Life Signature Scanner | Vitality Monitor
Medical License II: Disease Detector | Poison Detector
Medical License III: Curse Detector | Hospital Authorization | Planar Influence Detector


MedTech are medical devices that are used to monitor patients, apply other medical items, and diagnosis maladies. MedTech can be portable or hospital grade equipment that cannot be easily moved and altogether they form the arsenal of a proper doctor or surgeon.

Under-Licensed Use. If you attempt to use any medTech devices that you do not have the license for, your inexperience makes it impossible. You are unable to use any medTech devices that you do not have the licence for.


Medical License I MedTech

Injection Gun. An injection gun is a small hand held device around the size of a medium handgun. It weighs 2 pounds and costs 75 credits. As an action, you can take any substance that must be injected, and inject it to a target willing or helpless creature within 5 feet. Without an injection gun, injected substances can not be applied to a creature.

Life Signature Scanner. A life signature scanner is a small handheld device with various scanners and compartments. This scanner requires a small battery to use and can hold up to 6 memory strands. It weighs 3 pounds and costs 450 credits. As an action, you can use this device to scan the life signature of a single piece of evidence. Doing so drains 2 cells of energy from the devices battery.

Substances that can be considered evidence for a life signature scanner can vary. However the length of time that they are viable as evidence differs.

  • Keratin (e.g. hair, fingernails) holds a life signature for 1 hour.
  • Bodily fluids (e.g. blood, sweat, tears, saliva) holds a life signature for 3 days.
  • Soft tissue (e.g. flesh or muscles) and organs hold a life signature for 30 days.
  • Bones and cartilage hold a life signature for 50 years

A living creature can always be scanned with this device by pulling a strand of hair or plucking a drop of blood. Ethereal undead, such as ghosts, maintain a permanent life signature, whereas corporeal undead follow the standard rules for corpses.

After scanning, you can choose to save the life signature to the inserted memory strands. As well, If you ever scan a life signature that matches one already saved within this device the scanner will confirm a match between the two.

Lastly, you can spend an hour analyzing a life signature file with this device to discover information about the creature the signature comes from. You must make a Science skill roll after an hour of uninterrupted examination to determine what information you are able to recover. Any information recovered in this way matches a person’s un-modified natural self, and will never take into account cosmetic surgeries, drugs, or bio-modifications.

The information you can recover from a life signature is detailed below, along with the required Science roll result to recover the information.

  • DC 10: Hair, Eye, Skin Color
  • DC 15: Sex
  • DC 20: Age
  • DC 25: Birth Fragment
  • DC 30: Birthmarks
  • DC 35: Biological Anomaly (e.g. permanent planar influences, exotic bloodlines, natural magics)

Vitality Monitor. A vitality monitor is a small patch with pins around its perimeter, roughly 4 inches on all sides. It weighs half a pound and costs 50 credits. Over the course of a minute, you can apply this patch to a willing or helpless creature within 5 feet. You must be able to apply this patch directly to a creatures’ skin. Once applied, this device returns medical data. On it’s own it does nothing, however it can be relayed into another device to display or record its data.

The medical data emitted by this monitor is as follows:

  • The target’s remaining, maximum, and temporary hit points.
  • Any ailments affecting the target
  • The target’s heart rate, respiratory rate, pain levels, and stress levels
  • The target’s current addiction level
  • The target’s exhaustion level
  • The number of successes and failures the target has made for death saving throws.

This patch remains functional for 24 hours as long as it remains attached to a creature, after which it is unable to return data. A vitality monitor can not be reused. Any creature with a Medical I licence is able to remove a vitality monitor early by spending 1 minute. When removed by a creature without the required license, or removed too quickly, the creature the patch is applied to suffers 3d8 physical damage and begins exsanguinating.


Medical License II MedTech

Disease Detector. A disease detector is a small handheld device that is the size of a small book. It weighs 3 pounds and costs 535 credits. This detector requires a small battery to use. As an action, you can scan the area within a 5 foot cone for diseases. Doing so drains 4 cells of energy from its battery. The detector will return olfactory data for the area as well as any creatures within the area, and this data can be analyzed immediately as part of the action by making a Science skill roll. The DC to correctly find a disease through this data is equal to the DC made to resist the disease, or if no saving throw was made, the DC is 20. If used to analyze olfactory data from a creature, the detector can also determine how long the target has been inflicted with the disease.

Alternatively, if olfactory data is relayed into this detector, you can use an action to make a Science skill roll to identify any diseases hidden in the data, however doing so uses 4 cells of energy from the detectors battery. The DC to correctly find a disease through this data is equal to the DC required to resist the disease, or if no saving throw was made, the DC is 20.

Poison Detector. A poison detector is a small handheld device that is the size of a small book. It weighs 3 pounds and costs 425 credits. This detector requires a small battery to use. As an action, you can scan the area within a 5 foot cone for poisons. Doing so drains 2 cells of energy from its battery. The detector will return olfactory data for the area as well as any creatures within the area, and this data can be analyzed immediately as part of the action by making a Science skill roll. The DC to correctly find a poisons through this data is equal to the potency of the poison. If used to analyze olfactory data from a creature, the detector can also determine how long the target has been inflicted with the poison.

Alternatively, if olfactory data is relayed into this detector, you can use an action to make a Science skill roll to identify any poisons hidden in the data, however doing so uses 2 cells of energy from the detectors battery. The DC to correctly find a poison through this data is equal to the potency of the poison.


Medical License III MedTech

Curse Detector. A curse detector is a small handheld device that is the size of a small book. It weighs 1 pound and costs 1525 credits. This detector requires a small battery to use. As an action, you can scan the area within a 5 foot cone for curses. Doing so drains 6 cells of energy from its battery. The detector will return emotional data for the area as well as any creatures within the area, and this data can be analyzed immediately as part of the action by making a Science skill roll. The DC to correctly find a curse through this data is equal to the DC made to resist the curse, or if no saving throw was made, the DC is 20. If used to analyze emotional data from a creature, the detector can also determine how long the target has been inflicted with the curse.

Alternatively, if emotional data is relayed into this detector, you can use an action to make a Science skill roll to identify any curses hidden in the data, however doing so uses 6 cells of energy from the detectors battery. The DC to correctly find a curse through this data is equal to the DC required to resist the curse, or if no saving throw was made, the DC is 20.

Hospital Authorization. A hospital authorization is a special sensor badge. It costs 400 credits and weighs minimal on it’s own, though 10 of these together weigh one pound. This badge is only valid until the end of the current year, after which it becomes defunct and must be re-purchased. This sensor badge allows you to access secure parts of any government hospital, and enables you to operate hospital machinery. Using the machinery, or practicing medicine at the hospital still requires the hospital’s approval. More information on sensor badges can be found within the Surveillance section.

Planar Influence Detector. A planar influence detector is a small handheld device that is the size of a small book. It weighs 3 pounds and costs 2175 credits. This detector requires a small battery to use. As an action, you can scan the area within a 5 foot cone for planar effects. Doing so drains 10 cells of energy from its battery. The detector will return thought data for the area as well as any creatures within the area, and this data can be analyzed immediately as part of the action by making a Cosmology skill roll. The DC to correctly identify a planar effect through this data is equal to the DC made to resist the planar influence, or if no saving throw was made, the DC is 30. If used to analyze thought data from a creature, the detector can also determine how long the target has been inflicted with the planar influences and can indicate if the effect can be reversed naturally.

Alternatively, if thought data is relayed into this detector, you can use an action to make a Cosmology skill roll to identify any planar effects hidden in the data, however doing so uses 10 cells of energy from the detectors battery. The DC to correctly identify a planar effect through this data is equal to the DC made to resist the planar influence, or if no saving throw was made, the DC is 30.