medassist module
$
180.00
Commerce Value
1
lb.
Weight
Complexity

4

Character

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MedassistModule

Spawns in

Items

Extra Info:
[Implant] - medassist module

Stents and pneumatic applicators are hardwired to an intelligent control unit that dictates the injection of protean dyes into the veins.

Current loadout: no injectors

Reduces the action cost of applying injectors by 80%.
Can be loaded with up to 8 injectors, which the medassist module AI will automatically apply when appropriate (at its own discretion) for no action cost.

Target body parts: Body, Back, Arm
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

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Destroyed when removed

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medassist module is a moderate cost cybernetic implant which upon installation both reduces the action cost of applying all tonics by 80% and grants the user a toggleable ability which allows the implant to automatically apply tonics when certain criterium are met.

The ability is called 'med assist module' and can be turned on or off without costing action points.

The 80% reduction essentially means that the user will be able to f


Aside from significantly decreasing the action cost of using tonics, the medassist module can be loaded with tonics which will hopefully be used appropriately. The internal AI will never overdose the player and will pick the highest utility tonic of its available stock, injecting it if it has positive utility. Utility equations are broadly detailed below.[1]

Advantages & Disadvantages

Advantages

  • Makes salve and shade oil injectors substantially safer to use.

Disadvantages

  • Some tonics can be challenging to obtain, potentially limiting utility of being able to more freely inject them.

Tips

Tonic Positive Factors Negative Factors
 blaze injector Player loses more than half of their base HP or 2/3 of their current HP from one source of heat damage
 hulk honey injector Player is terrified
 luminous hoarshroom Player loses more than half of their base HP or 2/3 of their current HP from one source of cold damage
 rubbergum injector Player loses more than half of their base HP or 2/3 of their current HP from one source of cold or electrical damage Player is bleeding
 salve injector Player is below 50% health
 shade oil injector Player loses more than 2/3 of their base HP or 3/4 of their current HP from one source of damage
 sphynx salt injector Player is confused
 ubernostrum injector Player has been dismembered

When the player drops below 10% HP, the medassist module will randomly use any tonics loaded into it, prioritizing healing and  shade oil injectors.

Note that, despite counting as tonics for most other purposes, luminous hoarshrooms will not work in the medassist module, it only accepts actual injectors.

  1. XRL.World.Parts.CyberneticsMedassistModule