Tools are devices designed to assist with tasks or enhance the user's capabilities. Typically the control units for Tools are wrist-mounted for ease of use, this also allows for them to be easily replaced when outside of combat without the need for invasive surgeries. Tools are not restricted by class, although some tools may benefit a specific class' playstyle more than others.
There are 3 types of Tools available for use:
Combat Implants - These include a variety of biomonitors, hormone regulators, and muscle enhancers, to boost the physical performance of the user.
Omni-Tools - These are micro-fabricators, capable of converting Omni-Gel into just about any small device, so long as the schematics and licenses have been acquired and programmed in.
Biotic Amps - These are small Element Zero capacitors, capable of enhancing a user's biotic abilities.
Description - A typical civilian-brand Omni-Tool. This offers basic functions like a camera, a flashlight, producing a small display for video calls, and searching the extranet for simple information.
Bonus - N/A
Cost - 500
Description - A low-grade Biotic Amp, it's sole purpose is to help new biotics acclimate to their powers, preventing accidental outbursts and reducing headaches.
Bonus - N/A
Cost - 500
Description - Requires (1) Body to equip.
This implant regularly doses the user with a compound that enhances bone strength and flexibility, allowing them to absorb more blunt force without fracturing. As a side effect the user is slightly heavier.
Bonus - You have advantage on Body Save rolls to avoid being pushed or pulled by melee, shotgun, and biotic attacks.
Cost - 2000
Description - Requires (1) Mind to equip.
Ideal for hikers and explorers, the Bluewire tool comes with a database on several types of natural environments and the scanner is able to isolate and highlight various useful elements.
Bonus - On a successful check to observe an area, your Omni-Tool can now describe the type of biome you are in, including the climate and local flora and fauna. Your Omni-Tool will automatically alert you if it senses nearby natural traps, or dangerous animals.
Cost - 2000
Description - Requires (1) Will to equip.
The Solaris Amp is designed for stamina training of new biotic recruits. It features an energy supplement that releases into the bloodstream to replace lost calories from extended use of biotic powers.
Bonus - If using an emergency Biotic Talent when no Talent Slots are available, you now only have a 50% chance of suffering the Despair status effect. Flip a D2 to determine the result.
Cost - 2000
Description - Requires (2) Body to equip.
A micro-dose of steroids and stimulants that are released into the bloodstream at optimum times to increase and retain muscle growth with no side effects.
Bonus - +1 to all melee damage rolls.
Cost - 4000
Description - Requires (2) Mind to equip.
Built for infiltration, the Logic Arrest Tool is optimised for rapidly generating recursive loops and junk data, designed to scramble enemy systems and overwhelm them.
Bonus - Gain advantage on Mind rolls for disabling or scrambling security systems (alarms, cameras, etc.). Also whilst equipped, you may use the Sabotage talent at rank 1 even if you have not previously unlocked it. If you already possess the Sabotage talent you can use it as if it were one rank higher than your current rank.
Cost - 4000
Description - Requires (2) Will to equip.
For advanced learners, this Amp helps focus directed biotic strikes.
Bonus - When using the Throw talent, increase the pushback range by 1m.
Cost - 4000
Description - Requires (3) Body to equip.
A biomonitor that tracks user vitals. On detection of serious internal trauma, it releases an internal Medi-Gel formula to the affected area to stabilise the user until medical help can arrive.
Bonus - When reduced to 0HP and knocked unconscious you are automatically considered Stabilised. If you have Medi-Gel in your inventory, this can be used to auto-revive you at the end of combat.
Cost - 6000
Description - Requires (3) Mind to equip.
Feeding from a unified database shared by most forms of galactic law enforcement, the Nexus is able to provide real-time analysis on dangerous factions and enemy types.
Bonus - When using the Target Painting talent, enemies now suffer disadvantage to their Mind Save.
When successfully using the talent, it is now also able to analyse things like faction markings, face paints, and armour serial numbers to build a profile of who the target is, and what faction they belong to.
Cost - 6000
Description - Requires (3) Will to equip.
Standard issue for front-line biotic soldiers, this amp helps to focus ambient biotic energy into empowering barriers.
Bonus - Gain +5 to your total Barrier Points.
Cost - 6000
Description - Requires (4) Body to equip.
Using a traditional formula from before the advent of Medi-Gel, this implant periodically releases a slow acting salve that provides a small boost to the body's natural healing abilities.
Bonus - Gain HP equal to your current character level at the start of each of your turns. Does not function while unconscious.
Cost - 8000
Description - Requires (4) Mind to equip.
Whilst controversial in Citadel space, the Chameleon Omni-Tool skirts the edges of legality enough to remain available in most markets.
Bonus - If you do not possess the Tactical Cloak talent, you may use it at Rank 1. If you already possess the Tactical Cloak talent, you may use it as if it were one rank higher than your current rank.
Cost - 8000
Description - Requires (4) Will to equip.
It is typical Asari Commando procedure to have at least 1 member equipped with this type of Amp for emergency medical treatment. It allows the user to produce tiny stasis bubbles, useful for holding together wounds and preventing blood loss.
Bonus - Gain advantage on rolls to stabilise a downed character after combat.
Cost - 8000
Description - Requires (5) Body to equip.
Similar in function to an omni-tool, this implant allows for the user's cybernetics to generate their own internal armour plating without affecting natural organ function.
Bonus - Enemies must now roll a 12 or higher to succeed when making attack rolls against you.
Cost - 10,000
Description - Requires (5) Mind to equip.
With a wide variety of decryption packages, the Cipher Tool is ideal for infiltration and investigation.
Bonus - Gain advantage on all Mind checks to hack doors, chests, datapads or any other similar checks that require bypassing digital locks or passwords. Alternatively, you may spend 1 Omni-Gel to instantly and silently bypass any lock of 'Easy' difficulty.
Cost - 10,000
Description - Requires (5) Will to equip.
Contains a highly miniaturised secondary amp that allows the user additional uses of biotic powers before fatigue sets in, however the Eezo must be recharged after use, which can only be done during a long rest.
Bonus - Gain 1 additional Biotic Talent use.
Cost - 10,000