Primary Ability:
As a professional in the way of science and medicine, you have a diffuser surgically attached to your back. There are three gasses you can excrete from this, and they all have a range of 20 ft. before dispersing in the wind. It takes 1 action to start or stop your aura. You are affected by your own diffusers.
Secondary Action:
You may spend an extra action when attacking to make a single crippling attack. You may additionally add your Intellect level to your attack roll. If this attack hits, you roll on the Critical Wound Table.
Bonus Action:
As a bonus action, you can spend your shield points to heal yourself or an ally within 10 ft of you for the same amount of shield points spent.
Social Ability:
You may surgically alter your crewmates. As a normal choice, they may choose their buff, but roll their debuff, but if a crewmate falls to 0 hp, you may perform an emergency surgery, and must roll for the buff and debuff. See Surgery Table.
Crew Ability:
If you are taking a utility ship action, you may add your intellegence modifier to the roll, if the roll is needed.
Enhancements:
1. N/A
2. Steady Step: Difficult terrain no longer affects you.
3. Clawed Toes: You gain a climbing speed equal to your movement speed.
4. Rocket Boots: You gain a flying speed equal to half your movement speed. The rockets last for two turns before shutting down, and must be recharged during a short or long rest.
Defects:
1. N/A
2. Flimsy Joint: When using the dash action, flip a coin. On tails, your foot snaps off and you fall prone instead.
3. Rusted Bearings: When in a damp environment, your movement speed is reduced by 10.
4. Loose Toes: When you fail a Grit saving throw or Stat check, 1 of your toes falls off. All Grit saving throws or Stat checks are reduced by the number of missing toes. You replace the missing toes after a short or long rest.
Enhancements:
1. N/A
2. Trigger Finger: You gain a +1 to attack rolls when using a ranged weapon.
3. Jazz Hands: You have advantage when using sleight of hand.
4. Finger Guns: Your robotic hand contains a concealed pistol (using the stats of a Pistol). The hand has unlimited ammo, and can be modded once.
Defects:
1. N/A
2. Offensive Twitch: Your hand will often twitch, making hand signs that are not appropriate. This will probably offend someone.
3. Butter Fingers: On a nat 1 attack roll, your weapon flies from your hand 40 feet in a random direction.
4. Crushing Grip: When taking a short or long rest, roll a 1d6. On a 1, you temporarily lose control of your hand and it attempts to strangle you. Take 4d6 damage.
Enhancements:
1. N/A
2. Steady Poise: You gain a +1 to attack rolls when using a melee weapon.
3. Hydraulic Press: When initiating a grapple, you can deal 1d4 + Grit damage after succeeding the contested check.
4. Un-Armed Strike: You can detach your arm when making a melee attack to make a ranged attack instead (up to 20 feet). The arm, and any held weapon, are launched to the point of contact and remain there until retrieved. You can take a bonus action to retract your arm and reattach it to your body.
Defects:
1. N/A
2. Twitchy Fibers: Your arm shakes slightly, making aiming difficult. You suffer a -1 to attack rolls when using a ranged weapon.
3. Scrap Scapula: Your shoulder is poorly attached. On a nat 20 attack roll or Grit saving throw, your shoulder becomes detached, and the arm cannot be used. You can take an action to reattach your shoulder.
4. [Arm]ageddon: The doctor must have been drunk, high, or both when performing this procedure. You somehow have a third arm that operates on its own autonomy (under the DM’s control). This extra arm cannot be removed, as it is unfortunately connected to your vital system.
Enhancements:
1. N/A
2. Focused Retina: You have advantage on all sight-based perception reflex checks.
3. Cat's Eye: You gain Darkvision up to 60 ft.
4. Minor Heat-vision: You can see heat signatures, allowing sight through gas, dust, and other such vision obscurities. You gain Blindsight out to 60 ft.
Defects:
1. N/A
2. Lens Flare: Your cybernetic eye has random flares, temporarily blinding your vision. Whenever you need to roll for initiative, roll a d4. On a 1, your initiative is 1. On all other numbers, roll initiative like normal.
3. Lazy Eye: Your eye is unfocused and wanders, giving you Disadvantage on any intellect check to persuade, perform, and intimidate.
4. Cataracts: Your eye has a blind spot, and you struggle in fights at times. Whenever an opponent rolls a natural 20 on their attack roll against you, they may roll 1 extra damage die.
Enhancements:
1. N/A
2. Toxin Filtration: You become immune to the poisoned condition.
3. Increased Stamina: You can now use Dash as a bonus action.
4. Water Rebreather: You gain the ability to breathe underwater.
Defects:
1. N/A
2. Smoker's Cough: You have developed a nasty cough in the most inopportune times. When rolling for stealth, athletics, or acrobatics, any number 5 or below counts as a nat 1 and does not gain modifiers.
3. Sveden Seed: A plant is growing inside one of your lungs. When taking a short or long rest, flip a coin. On heads, the plant grows slightly, and you must consume double rations. On tails, the plant drops a berry down your throat and you do not need any rations.
4. Black Lung: Your replacement lung was repurposed from another machine and is coated in soot. Breathing is more difficult, and all reflex saving throws suffer a -2.
Enhancements:
1. N/A
2. Overcharged Vitality: Your maximum HP is increased by 1d10.
3. Pacemaker: Your heart is capable of restarting itself in a critical situation. When reduced to zero hit points, you automatically gain a single successful death saving throw point.
4. Extreme Adrenaline: Your heart is constantly pumping out higher adrenaline levels than normal. You may take 1 extra action per turn. The action must be 1 of the following: Movement, Dash, Attack, Swap Weapons, or Build.
Defects:
1. N/A
2. Cardiac Arrest: When successfully grappled or hit with a critical attack, you suffer sudden heart palpitations. You take 1d4 damage, and if unrestrained, you fall prone. If grappled you are unable to attempt an escape on your next turn.
3. Zee Sound of Progress: During surgery your heart has somehow exploded, and has instead been replaced with a mega baboon's heart. Your blood becomes super-pressurized, which causes every vein to act like an artery. Whenever you are cut with a blade or shrapnel, you take double damage due to all of your blood trying to escape.
4. Heartbreaker: At the start of combat, you suddenly feel a rush of emotion. A single random enemy becomes your sweetheart, causing you to have Disadvantage on attacks against them. If your sweetheart dies, you take 1d6 psychic damage and a new random enemy becomes your next sweetheart. If your sweetheart survives, the effect lasts for 24 hours before expiring.
Enhancements:
1. N/A
2. i9 Core: Your mind is whirring- no, wait, that's probably the fan mounted on the back of your skull. Whatever kind of operation you received, your thought process feels greatly accelerated. You now have advantage on all Intellect Stat Checks. Your new mind comes with 128GB RAM, an overclocked 3090 busy mining crypto, and RGB lighting that shines through your retinas.
3. Telepathy: Your mind has gained the ability to project and retrieve thoughts from those you know well. You can now communicate with your party without concern for distance or physical constraints.
4. Meta Knowledge: Your brain is suddenly overwhelmed with knowledge from beyond the fourth wall. Your character has become aware of out-of-game table talk, and can use it in game.
Defects:
1. N/A
2. Hive Mind: You are suddenly connected to a massive network of consciousnesses, all screaming different words with a single meaning: YOU ARE NOW US. When making roleplay decisions in game, you must first ask chatGPT what to do.
3. CRITICAL ERROR: _mainProcess.exe has encountered a problem and needs to close. We are sorry for the inconvenience. If you were in the middle of something, the information you were working on might be lost. Send Error Report?
4. All in Your Head: The great Old Ones whisper their secrets into your mind. Constant, incessant, endless. You try to ignore them, but they are always there, the words slowly worming their way through your subconscious. Every time you start a new session, you suffer a stacking -1 to your intellect. When it reaches below zero, you go insane.
1. Minor stagger: All attacks are at Disadvantage for their next turn.
2. Minor leg injury: Movement speed reduced by 10 permanently
3. Minor forceful blow: Knocked prone and stunned for their next turn
4. Shatter: Shield reduced to zero before damage calculation
5. Minor Disarm: Target's weapon is flung up to 20 ft away in the direction of the attack
6. Minor Bleed: Apply 5 stacks of Bleeding to the target. Target takes damage equal to stack value at the start of their turn.
7. Leg injury: Movement speed reduced by 15 permanently
8. Weak point: Damage of this attack is increased by 50%
9. Discombobulate: Next attack roll is reduced by the value of this attack
10. Major leg injury: Movement speed reduced by 20 permanently
11. Major stagger: All attacks are at Disadvantage for their next two turns.
12. Major Bleed: Apply 5 stacks of Bleeding. Add 1 additional stack at the start of each turn, before damage calculations
13. Major Disarm: Target's weapon is destroyed
14. Major forceful blow: Knocked prone and incapacitated for their next turn
15. Critical stagger: All attacks are at Disadvantage for their next four turns.
16. Critical leg injury: Movement speed reduced to zero permanently
17. Critical Discombobulate: Next two attack rolls are reduced by the value of this attack
18. Critical Dis-Arm: Dey lose dis arm. Cannot attack more than once per turn, and must attack with a melee or pistol weapon
19. Critical weak point: Damage of this attack is doubled
20. 777: Target drops to 0 hp and falls unconscious
Healing Aroma:
All targets receive 2d4 healing when they enter or start their turn in the radius.
Noxious Fumes:
All targets take 2d4 poison damage when they enter or start their turn in the radius.
Frenzy Gas:
All targets receive a bonus to attack rolls equal to the doctor's intellect. While under this effect, the target must make an attack each turn against another creature.