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Remote repairer
A neural implant which allows the mechanitor to repair from a distance. The user links to the mechanoid and uses their own brain to psychically guide the self-repair mechanites.
This implant can be self-installed without surgery.
This implant can be installed up to 3 times to increase its range.
Remote shielder
An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.
Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.
This implant can be self-installed in the same way as the mechlink.
This implant can be installed up to 3 times to increase its range and shield energy.
Repair probe
An implant which increases the speed at which a mechanitor can repair a mechanoid. This does not affect the overall energy needed to repair a mechanoid.
The implant allows the mechanitor to plug in directly with the mechanoid while they are repairing it. This allows them to more quickly understand the mechanoid's injuries, and better-direct the mech's self-repair mechanites to assist with the repair.
This implant can be self-installed in the same way as the mechlink.
This implant can be installed up to 6 times to increase its effect.
Reprocessor stomach
An advanced chemical processing system breaks down nutrients the body could normally never use, leading to increased efficiency.
Revenant vertebrae
A prosthetic spine that allows the user to become temporarily invisible. The prosthetic is crafted from a modified Revenant spine, using archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themselves invisible.
Sterilizing stomach
An artificial stomach replacement with a broad-spectrum toxin filter and neutralization system. It allows the user to eat almost anything without ever worrying about food poisoning.
Stoneskin gland
This bionic gland releases chemicals and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.
Toughskin gland
This bionic gland releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance.
Venom fangs
A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.
Venom talon
A retractable finger talon connected to a venom pump in the lower arm. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor.
Wooden foot
An installed wooden foot.
Wooden feet are medieval artificial body parts that replace a pawn's foot. They are better than having a missing foot or replacing the foot with a peg leg, but are inferior to all other options.
Wooden hand
An installed wooden hand.
A wooden hand is an artificial body part that acts as a replacement for a pawn's natural hand. A medieval prosthetic, wooden hands have a part efficiency of 60%, therefore one wooden hand on an otherwise healthy pawn provides 80% manipulation, while having two wooden hands provides 60% manipulation.
Xenogerm
A self-contained biological organ containing one or more implantable xenogenes.
Once implanted inside a host's body, the xenogerm modifies the host's genes, gene expression, and phenotypic development using viruses, hormones, bio-synthesized drugs, and possibly mechanites. Depending on the xenogerm, the host will develop any of a wide variety of exotic traits and abilities, transforming them into a different human xenotype.
Xenogerm implantation is a traumatic process. Once implanted with a xenogerm, a person will be bedridden for days as the transformation sets in.
During storage and transport, xenogerms are kept safe in sealed containers.