Implants

Implants
Implants are needed, when the character receives vital damage and can not or chooses not to heal it.

The vital damage becomes permanent and the malus is used contiously.

prothesis
these items will reduce the malus by 50% as long they are used.

prothesis are wooden legs, hooks, canes, wheelchairs and such.

implants
These count as prothesis(mostly when deactivated). Also, these things need energy to work perfectly, which are provided by the body for some amount.

When ever the implant is activated, every round it consumes 1 rest. if the character does that, he gets no malus by the vital damage.

The character can also put the implant in overdrive, which means, the attribute gets a 100% bonus, as long the character pays 2 Rest each round.

advanced implants
These implants give special powers and are way more in embeded into the body than normal implants. These implants do not need energy to run, the normally ignore the mali from a vital damage. also they enhance the attributes by a cterain amount and/or give special abilities. But, because they are more integrated, they need a special drug every 24h or the user can not use the implant. after 24h without the drug, the implant is reduced to a implant, after 48h to a prothesis. after 96h the character looses 2 Rest per hour, which can not be restored until the character dies.

NANO implants
These Implants are superior to advanced implants. They do not the drug to work and they emitte nanites, which restore the implant and are the fuel to power the NANO implant. They are special Abilities unlocked, when the character gets the NANO implants implanted -> NANO.

steam implants
these implants count as prothesis.

The steam implants need a burnable material to work perfectly (no malus from the vital damage) and also can burn even hotter for 100% bonus (the burnable material is consumed twice as fast)