Lore: Within the humid bio-domes and steam-vented clinics of Saṃsāra, the “Life-Flow” is considered a tangible resource. The 3307 Model was first engineered by the “Needle-Scribes,” a guild of healers who believed that the body’s pain is simply “static” in the nervous system. The ring is forged from “Nerve-Gold,” a highly conductive, soft alloy that is sensitive to the bio-electric heat of living beings.
Worn above the middle joint, the ring acts as a sensory extension for the fingertips. It allows a practitioner to feel the subtle thrum of a patient’s “Meridians”—the invisible highways of energy that dictate health and movement. While most acupuncture requires a kit of hundreds of needles, the 3307 is designed for the field medic or the traveling monk, allowing them to pinpoint and manipulate pressure points with nothing but a precise touch.
Item Specifications
- Slot: Finger (Midi/Knuckle Position – Left or Right)
- Tier 1 Stats:
- Precision Touch: Increases the sensitivity of the wearer’s fingertips, allowing for the detection of microscopic tremors or heat variances.
- Bio-Electric Grounding: Provides a +1 bonus to resist electrical damage or neural-shocks.
- Skills Gained (When Openly Worn):
- Healer’s Intuition: You gain Proficiency in Medicine. If you already have it, you gain a +2 bonus to Medicine checks made to stabilize dying creatures or diagnose poisons.
- Pressure-Point Analysis: You gain a +2 bonus to Insight checks when trying to determine if someone is physically pained, exhausted, or under the influence of a biological stimulant.
- Color: Pale Rose-Gold. The metal has a soft, satin finish that appears to “pulse” with a faint, warm light when it is in contact with living skin.
Magic Properties
Passive Magics
- The Meridian Compass: The wielder can “see” the flow of energy through a creature’s body as faint, glowing lines. This reveals if a target is currently suffering from a level of exhaustion or a hidden internal injury.
- Soothe Static: By maintaining physical contact for one minute, the wearer can suppress a target’s physical tremors or minor localized pain, granting them a temporary sense of calm.
Active Magics
- Stasis-Prick (1 Charge/Long Rest): With a swift strike to a specific meridian point, the wearer can force a target to make a physical saving throw. On a failure, the target’s limb becomes numb and unusable for 1 minute (or until the static is cleared).
- Vigor-Flush (Concentration): The wearer can stimulate their own or an ally’s “Adrenaline-Meridian.” For 1 minute, the target ignores the penalties of one level of Exhaustion and gains a 5-foot increase to their movement speed.
Additional Information
- Tags: Jewelry, Midi-Ring, Acupuncture, Tier-1, Common, Healing, Bio-Electric, Nerve-Gold, Precision, Pulse-Trace, Static-Dampener, Flow-Anchor, Neural-Loom, Bio-Siphon, Knot-Breaker, Suture-Glint, Meridian-Veil, Reflex-Lock, Somatic-Key, Vessel-Sync
- Historical Note: Historically called “Tea Rings” by healers who would subtly diagnose their patients’ health while serving tea, using the ring to sense the heat and pulse of the guest’s hand.
- Sizing: The ring is exceptionally thin and flexible, designed to move with the digit without restricting the range of motion required for delicate needlework.
- Appearance: A delicate, spiraling band of rose-gold. Tiny, needle-like protrusions are etched into the interior of the band to maintain a constant “nerve-bond” with the wearer.
Acquisition: The Quickening of the Pulse
- In the world of Saṃsāra, obtaining a Finger 3307 of the Meridian-Anchor is often a rite of passage for those entering the biological or medical trades. It is a symbol of one’s intent to “mend the static” of the world.
- The most common method of acquisition for a Level 1 Avatar is through the Apothecary’s Apprenticeship. Upon proving they can distinguish between twelve different types of arterial pulses by touch alone, a student is often gifted their first Meridian-Anchor by their mentor. It is considered a fundamental “extension of the self” for any serious healer.
- These rings are also commonly found in the Old-World Sanatoriums—ruined medical wings in the lower Spires. Scavengers often find them in sterilized storage cases or still gripped in the hands of “Maintenance Medics” who died trying to soothe the pain of the Hive during the Great Sunder.
The Marketplace: Where the Flow is Traded
The Finger 3307 is a tool of mercy and biological precision, typically sold in quiet, clean environments far from the grime of the heavy-industry markets.
1. The Rose-Gold Clinic (The Healer’s Exchange)
- These are specialized boutiques found in the “Bio-Dome” districts or attached to the great hospitals of the Spires. They serve doctors, acupuncturists, and monks of the Life-Flow.
- The environment is tranquil, often filled with the sound of running water and the scent of medicinal herbs and ozone. The shopkeepers are usually retired surgeons or master needle-scribes who treat the sale of a ring like a medical consultation.
- The sales process involves a “Sensitivity Calibration.” The merchant will place a single hair on a silk cushion, and the buyer must use the ring to “feel” the hair’s vibration without touching it. This ensures the wearer’s nerves are compatible with the Nerve-Gold alloy.
2. The Alchemical Sundries (The Apothecary’s Back-Shelf)
- Found in the middle-tiers of the walled towns, these shops sell everything from bandages to potent nerve-tonics. The 3307 is often kept in a velvet-lined case behind the counter, away from the more common salves.
- The environment is cluttered with glass jars, hanging dried roots, and bubbling crucibles. The shopkeepers here are often pragmatic traders who view the ring as a “Swiss-army knife” for the body.
- Buying here is straightforward, though the shopkeeper might try to upsell the buyer on a set of matching needles or a vial of conductive Nerve-Link gel to increase the ring’s potency.
Cost and Trade Value
- A standard purchase from a Rose-Gold Clinic costs between 60 and 80 silver pieces. This includes a custom fitting and a brief lesson on Meridian-mapping.
- A “Second-Hand” or “Dull-Luster” ring found in a general apothecary costs between 35 and 50 silver pieces. These older rings may have a slight “echo” of previous patients’ pain, requiring a cleansing in distilled water to reset the sensors.
- The sale price to a merchant is typically between 20 and 25 silver pieces. Because they are highly personal items, merchants often struggle to resell them unless they find another practitioner of the same skill level.
- Within the Hive, the item is traded for 4 units of bio-mass or a collection of rare, uncorrupted seeds. The Hive modules utilize these rings to “debug” the nervous systems of their labor-drones.
- The price of items varies in different parts of the world due to the cost of access and availability. It is a sellers’ market with the idea of buyer beware. While suggested values exist, prices shift based on the local stability of the district.
The Haggle Roleplay Note
- When buying or selling the Finger 3307, the merchant will often ask to take the player’s pulse while they wear the ring. This is a “Honesty Audit”—the ring will betray the player’s heartbeat if they try to lie about their experience or their coin pouch.
- If the player succeeds on a DC 12 Medicine or Insight check, they can point out a minor “Static-Knot” in the merchant’s own hand. Relieving this minor ache for the merchant can result in a “Healer’s Discount” of 12 silver pieces.
The Rhythm of the Nerve: Combat and Care
- Sterile Clinics and Bio-Domes (Defense): In the quiet halls of healing, the Finger 3307 acts as a “Static-Dampener.” Roleplay involves the wielder placing a hand on a panicked patient or an erratic colleague, the “Bio-Electric Grounding” of the ring absorbing the frantic energy. The user describes the rose-gold band pulsing with a calming light as it “Soothes the Static,” lowering the heart rate of those nearby to prevent a situation from escalating into violence. It is a defense of absolute composure and biological peace.
- Sterile Clinics and Bio-Domes (Offense): When order must be maintained without drawing blood, the Avatar uses the “Stasis-Prick.” Roleplay focuses on a surgical, almost invisible strike to a specific nerve cluster. The wielder describes the sensation of the ring “finding the knot” in an intruder’s momentum, the target’s arm or leg suddenly going limp and “Static-Locked.” It is a non-lethal offense that ends a conflict before it begins, leaving the opponent confused and physically neutralized without a single bruise.
- Industrial Steam-Vents and Gear-Works (Defense): Amidst the deafening roar of machinery, the wielder uses “Pulse-Trace” to detect the biological “thrum” of hidden threats. Roleplay involves the Avatar closing their eyes and touching a vibrating pipe, using the ring to filter out the machine’s noise and pinpoint the rhythmic heartbeat of an assassin hiding in the steam. The defense is an awareness of life itself, ensuring the Avatar is never caught off guard by anything with a pulse.
- Industrial Steam-Vents and Gear-Works (Offense): The Avatar utilizes “Pressure-Point Analysis” to turn an opponent’s physical exertion against them. In the heat of the gear-works, the wielder identifies the exact meridian point that governs temperature regulation in the body. Roleplay involves a quick tap to the opponent’s neck, causing their “Vigor-Flush” to haywire. The opponent is overcome by a sudden, artificial fever or a wave of exhaustion, their own internal bio-rhythms collapsing in the humid environment.
- The Overgrown Bio-Wastes and Ruined Spires (Defense): In the wild, unpredictable outskirts, the ring provides “Healer’s Intuition” against toxins. Roleplay involves the wielder touching a suspicious plant or a contaminated surface, the “Vessel-Sync” of the ring vibrating a specific warning pattern if it detects a poison that would disrupt the “Meridian-Veil.” The defense is the ability to navigate a biologically hostile world by sensing the “Static” in the environment before it enters the Avatar’s system.
- The Overgrown Bio-Wastes and Ruined Spires (Offense): The “Vigor-Flush” is used to push the Avatar’s body—or an ally’s—beyond normal limits during an escape or a chase. Roleplay involves the wielder digging the “Neural-Loom” protrusions of the ring into their own knuckle to jump-start their adrenaline. The user describes a surge of rose-gold light traveling up their arm, dulling the pain of old wounds and granting a burst of speed that allows them to outrun a predator through the tangled bio-rubble.
- High-Spire Social Galas and Ministry Courts (Defense): In the subtle war of the elites, the ring acts as a “Somatic-Key.” Roleplay involves the wielder observing the micro-tremors in a diplomat’s hands or the dilation of their pupils through “Meridian Compass.” The defense is a perfect reading of the room; the Avatar knows exactly who is lying, who is drugged, and who is about to snap, allowing them to sidestep social traps and maintain an “unflappable” aura.
- High-Spire Social Galas and Ministry Courts (Offense): The “Flow-Anchor” is used to subtly sabotage a rival’s poise. Roleplay involves a simple handshake or a brush of the shoulder where the Avatar delivers a “Reflex-Lock.” A sudden, tiny cramp or a momentary loss of voice for the rival occurs at the most embarrassing moment. The offense is social assassination, using the victim’s own nervous system to make them appear weak or incompetent in front of their peers.

Perception of Activation: Finger 3307 of the Meridian-Anchor
- Tactile Perception: The Subcutaneous Hum
- Description: Upon contact with living skin, the interior needle-protrusions of the ring vibrate at a high frequency, creating a sensation of “sparkling” warmth that travels from the finger up to the wielder’s elbow.
- Positives: This feedback loop increases manual dexterity, allowing the wielder to feel the difference between a vein, a nerve, and a muscle fiber as if they were seeing them under a magnifying glass.
- Negatives: The intensity of the vibration can lead to “Phantom Tingling” in the arm for hours after the ring is removed, occasionally causing a slight tremor during non-medical tasks.
- Auditory Perception: The Bio-Electric Song
- Description: The wielder hears a low, rhythmic thrumming in their ears that mirrors the patient’s pulse. When a meridian is blocked, the sound becomes sharp and discordant, like a frayed wire.
- Positives: It allows for eyes-free diagnosis. A healer can listen to the “song” of a body to find internal bleeding or hidden infections without needing to undress the patient.
- Negatives: In a room with multiple wounded people, the overlapping heartbeats create a “Sonic Cacophony” that can be disorienting and nauseating for the wielder.
- Visual Perception: The Rose-Glow Veins
- Description: The wielder’s vision shifts slightly, highlighting the bio-electric pathways of any creature they touch. These pathways appear as glowing rose-gold threads beneath the skin.
- Positives: Pinpoint accuracy for “Stasis-Prick” or “Vigor-Flush” applications. It removes the guesswork from finding pressure points on unfamiliar species or heavily armored foes.
- Negatives: This specialized vision washes out color and depth perception for the rest of the environment, making it difficult to track moving objects that are more than a few feet away.
- Extra-Sensory Perception: Synesthetic Empathy
- Description: The wielder “tastes” the chemical state of the target. Adrenaline tastes like copper; poison tastes like bitter ash; a calm mind tastes like cool water.
- Positives: Provides an immediate, undeniable indicator of a target’s emotional and chemical state, bypasses all forms of verbal deception.
- Negatives: If the target is in extreme agony, the wielder is flooded with a “flavor” so overwhelming it can cause an involuntary gag reflex or temporary loss of focus.
- Extra-Sensory Perception: The Meridian Map
- Description: A mental projection of a 3D anatomical model that appears in the wielder’s mind’s eye, updating in real-time with the target’s vital signs.
- Positives: Allows the avatar to calculate the exact force needed for a non-lethal strike to ensure the target is incapacitated but not permanently harmed.
- Negatives: Maintaining this mental construct requires significant cognitive load. The wielder may lose track of their own physical surroundings, becoming vulnerable to “Tunnel Vision.”
- Extra-Sensory Perception: Static-Hedge
- Description: A prickling sensation on the skin that intensifies when the wielder moves their hand toward a “static knot” (an injury or energetic blockage).
- Positives: Acts as a dowsing rod for healing. The hand is naturally pulled toward the area of the body that requires the most immediate medical attention.
- Negatives: The “Static-Hedge” can be triggered by external electrical interference or nearby power sources, leading to “False-Positive” readings in high-tech environments.
Blueprint: Weaving the Finger 3307 of the Meridian-Anchor
- Materials Needed
- Nerve-Gold (2 Ounces): A soft, bio-reactive rose-gold alloy infused with trace amounts of copper. It must be purified until it responds to the heat of a nearby palm.
- Conductive Nerve-Link Gel (A Dropperful): A translucent, saline-based paste that bridges the gap between the ring’s interior protrusions and the wielder’s dermis.
- Crystalline Needle-Shards (12 Units): Microscopic, sharpened filaments of quartz that act as the physical interface for the meridian-tap.
- Rose-Satin Polishing Cloth: Infused with herbal oils to maintain the metal’s sensitivity and “meridian-warmth.”
- Tools Required
- Micro-Filament Loom: A delicate, hand-cranked device used to spin the rose-gold into the spiraling, flexible band shape.
- Acupuncture Calibration-Plate: A brass plate etched with the primary human meridian points, used to test the ring’s resonance before final tempering.
- Sonic Solder-Pen: A tool that uses high-frequency sound waves to bond the needle-shards to the interior of the band without melting the soft gold.
- Thermal-Bath: A temperature-controlled vessel used to “wake” the metal by holding it at exactly 37°C (human body temperature) for one hour.
- Skill Requirements
- Bio-Alchemy: Knowledge of how metals interact with the nervous system and the flow of bio-electric energy.
- Precision Micro-Crafting: The ability to handle and place components that are nearly invisible to the naked eye.
- Anatomical Mapping: A deep understanding of the meridian highways and pressure points of the primary Saṃsāra races.
- Crafting Steps
- The Spiral Spin: Using the Micro-Filament Loom, draw the Nerve-Gold into three distinct strands. Intertwine them in a triple-helix spiral to create the “Vessel-Sync” structure of the band.
- Setting the Interface: Under high magnification, use the Sonic Solder-Pen to align the twelve Crystalline Needle-Shards along the interior of the ring. They must be spaced to correspond with the nerve endings of the upper knuckle.
- The Thermal Awakening: Place the ring in the Thermal-Bath. As the metal reaches the “Quickening” temperature, the rose-gold will begin to soften and pulse. This “primes” the alloy to seek the heat of a living host.
- Meridian-Etching: While the metal is warm and pliable, use a fine stylus to etch the “Flow-Anchor” symbols on the exterior. These act as reservoirs for the bio-electric energy the ring will eventually gather.
- The Calibration Test: Place the ring upon the Acupuncture Calibration-Plate. Use a small electric pulse to simulate a heartbeat. If the ring’s exterior etchings glow with a rose-hued light, the resonance is synchronized.
- Applying the Conductive Link: Coat the interior needle-shards with a thin layer of the Nerve-Link Gel. This ensures immediate data transfer between the ring and the wielder’s nervous system upon the first wear.
- The First Bond: To complete the craft, the creator must wear the ring and successfully diagnose a “Static-Knot” in their own hand. The ring will tighten slightly and “lock” its energy-signature to the wielder, completing the Meridian-Anchor.
Rose-Thread-of-Hollow-Skin and Healer-Who-Stole-Ache
It is scratched-faint upon the Inner-Walls-of-the-Vat, where the “Pulse-Keepers” do wash the “Blood-of-the-City.” In the “Age-of-the-Great-Stiffness,” the people of the Hive were “Locked-in-the-Bone.” Their limbs did turn to “Dry-Wood” and their breath did become as “Thick-as-Mud.” The “Static-of-the-Mind” did make the fingers to curl and the hearts to “Skip-the-Beat-of-Joy.” No medicine of the “Grinding-Bowl” could find the “Path-of-the-River” inside the meat.
The translated-skins tell of the Needle-Mother-of-the-Dawn, who did possess the “Hands-of-the-Spider.” This one did look at a dying leaf and say, “The water is not gone, it is only ‘Tangled-in-the-Vein’.” The Mother did go to the Mountain-of-Warm-Rose and did pull the Nerve-Gold from the earth like “Soft-Yellow-Hair.” They did sing a “Song-of-Unknotting” into the metal until the gold did learn to “Hunger-for-the-Heat.”
They did forge the Finger 3307, the “Hoop-that-Hears-the-Life.” It was placed upon the High-Joint-of-the-Mercy-Hand, for the tip of the finger is the “Window-of-the-Soul.” When the Mother did touch the “Cold-Skin-of-the-Fallen,” the ring did “Pulse-the-Pulse-of-Fire.” It did tell the Mother, “The static is here, in the ‘Knot-of-the-Elbow’, and the river is stopped at the ‘Gate-of-the-Neck’.”
One time of the “Great-Trembling-of-the-Spire,” a sickness did come that made the people “Shake-like-the-Reed-in-the-Storm.” Even the Lords did “Rattle-the-Teeth” until they could not speak the “Word-of-Command.” The Needle-Avatar did walk into the “Hall-of-Quaking.” They did touch the Finger 3307, and the Rose-Thread-Vision did open their eyes to the “Map-of-the-Meridian.”
The Avatar did not use a “Blade-of-Cutting,” but did use the Stasis-Prick of the “Invisible-Needle.” They did tap the “Quiet-Point” upon the brow of the King, and the shaking did “Vanish-into-the-Floor.” They did lead the people to the “Cistern-of-Vigor” by feeling the “Thrum-of-the-Water” through the very stones, using the ring to “Audit-the-Earth-Pulse.” When the “Great-Static” did try to bite the Avatar’s mind, the Nerve-Gold did “Ground-the-Shock” into the air.
The translated-skins say the Mother did live for “Ten-Thousand-Heartbeats-Too-Many” because the ring did “Vigor-Flush” her aging blood every dawn. She did prove that “Pain-is-a-Blockage” and that “Health-is-a-Circle.” The ring did show that the “Body-is-a-Loom” and the healer is the one who “Straightens-the-Thread.” Because of the 3307-Model, the Hive did learn to “Touch-the-Silence” and “Mend-the-Flow.”
Moral: He who seeks to “Break-the-Fever” with a “Hammer-of-Iron” shall only find “Broken-Glass,” but he who “Finds-the-Anchor-of-the-Nerve” can steer the “Ship-of-Life” through the “Storm-of-Agony” without “Splashing-the-Soul.”
Suggested conversions to other systems:
Call of Cthulhu
The Nerve-Gold Pulse-Auspice
- Item Type: Artifact / Medical Instrument
- Skill: First Aid, Medicine, or Science (Biology)
- Game Mechanics:
- Healer’s Intuition: Grants a Bonus Die to all First Aid and Medicine checks. The investigator can diagnose any non-supernatural ailment, poison, or internal injury instantly upon physical contact.
- Soothe Static: By spending 2 Magic Points, the investigator can suppress the “Shakes” or physical symptoms of indefinite insanity in a patient for 1d10 minutes, allowing the patient to act normally for that duration.
- Stasis-Prick: The investigator may attempt an Extreme Medicine or First Aid roll to temporarily paralyze a target’s limb or vocal cords. This lasts for 1d6 rounds.
- Sanity Loss: 0/1. Witnessing the “Bio-Electric Song” of a dying person for the first time is unnerving.
Blades in the Dark
The Needle-Scribe’s Ghost-Ring
- Item Type: Gear (Fine, Small)
- Load: 0
- Mechanics:
- Meridian Sight: This is Fine quality gear. When you Doctor a teammate or Study a biological specimen, you gain Potency to your action.
- Vigor-Flush: You may expend a Special Ability or take 1 Stress to allow an ally to ignore the penalties of their Harm for a single action.
- Reflex-Lock: When you Skirmish or Prowl to disable an opponent non-lethally, the ring’s precision allows you to treat a “Mixed Result” as a “Full Success,” provided the consequence is “Reduced Effect” or “Complication” related to your own fatigue.
Dungeons & Dragons
Finger 3307 of the Meridian-Anchor
- Item Type: Wondrous Item (Ring), Common
- Game Mechanics:
- Precision Practitioner: While wearing this ring on a finger between the first and second knuckle, you have advantage on Wisdom (Medicine) checks and Wisdom (Insight) checks made to determine a creature’s physical health or emotional state.
- Stasis-Prick: As an action, you can make a melee spell attack or a Dexterity-based unarmed strike against a creature. On a hit, the creature must succeed on a DC 13 Constitution saving throw or have its speed reduced to 0 until the end of its next turn. Once used, this property cannot be used again until you finish a short or long rest.
- Vigor-Flush: As a bonus action, you can touch a creature. The target gains 5 feet of extra movement and ignores the effects of the first level of exhaustion for 10 minutes. You can use this once per long rest.
- Bio-Electric Ground: You have resistance to lightning damage.
Knave
The Rose-Gold Needle-Hoop
- Item Type: Jewelry (0 Slots)
- Mechanics:
- Flow-Sense: The wearer can see the health of any creature as a glowing aura. You know exactly how many Hit Points any creature you touch currently has.
- Mender’s Touch: When stabilizing a dying character, the character recovers 1 HP immediately instead of just being stable.
- Nerve-Strike: On a successful melee attack, you may choose to deal no damage and instead force the target to make a Constitution Save. On a failure, they are disarmed or tripped (wearer’s choice) as their nerves misfire.
- Steady Hand: The wearer always succeeds on saves to maintain balance or perform delicate manual tasks, provided they are not being physically shoved.
Fate
The Rose-Gold Neural-Anchor
- Item Type: Bio-Electric Stunt Extra
- Aspect: The Body is a Map of Light. This aspect can be invoked to detect hidden poisons, diagnose rare illnesses, or strike with surgical precision in the dark. It can be compelled when the “Bio-Electric Song” of nearby suffering becomes too loud to ignore or when the wielder treats allies like mechanical objects needing “repair.”
- Mechanics:
- Healer’s Precision: You gain a +2 bonus to Crafts or Lore (whichever is used for healing/medicine) when treating physical injuries or stabilizing a character.
- Stasis-Tap: Once per session, you can use your Medicine skill to attack an opponent by striking a meridian point. If successful, instead of dealing stress, you place a Nerve-Locked situational aspect on them with two free invokes.
- Vigor-Flush: By spending a Fate Point, you can clear a Mild Consequence on yourself or an ally instantly, representing a sudden redirection of bio-electric energy to close a wound.
Numenera & Cypher System
Finger 3307 (The Meridian-Siphon)
- Level: 1d6 (Typically Level 2)
- Form: A thin, spiraling rose-gold band that feels warm and vibrates slightly when held.
- Effect: The wearer gains an intuitive understanding of the biological energy flowing through living organisms.
- Specific Mechanics:
- Meridian Awareness: All tasks involving healing, surgery, or diagnosing biological ailments are eased by one step.
- Sensory Pulse: The wearer can sense the location of any living creature within short range, even through walls, by detecting their bio-electric field.
- Stasis-Prick (Depletion): The wearer can touch a creature to momentarily disrupt its nervous system. The creature’s next action is hindered by two steps. This has a depletion roll of 1 in 1d20.
- Bio-Stabilize: If the wearer is within immediate reach of a character who drops to 0 HP, they can use an action to automatically stabilize that character without a roll.
Pathfinder (2E)
Finger 3307 of the Meridian-Anchor
- Item Level: 1; Price: 20 Silver Pieces
- Usage: Worn (Midi-Ring); Bulk: —
- Description: This rose-gold band interfaces with the wearer’s nerves, allowing them to perceive and manipulate the flow of vital energy.
- Specific Mechanics:
- Needle-Scribe’s Touch: You gain a +1 item bonus to Medicine checks. When you use the Treat Wounds action, the target recovers an additional 1d4 Hit Points on a success.
- Meridian Strike: [one-action] (Attack, Manipulate). Make an unarmed Strike. On a hit, the target must succeed on a DC 15 Fortitude save or become Clumsy 1 for 1 round as their nerves misfire.
- Vigor-Flush: [one-action] (Frequency: once per day; Concentrate). You touch a creature. The target gains a +5-foot status bonus to its Speed for 1 minute and can ignore the Fatigued condition for the duration of the effect.
- Neural Grounding: You gain a +1 circumstance bonus to saving throws against effects with the Electricity or Mental traits.
Savage Worlds
Nerve-Gold Meridian Hoop
- Type: Medical Gear
- Rank: Novice
- Weight: —
- Specific Mechanics:
- Master of Flow: The wearer adds +1 to all Healing rolls. If they spend a “Bennie” on a Healing roll, they also remove one level of Fatigue from the patient.
- Anatomical Insight: The wearer adds +1 to Notice and Research rolls made to identify biological substances, poisons, or creature weaknesses.
- Stasis-Touch: As an action, the wearer can make a Fighting roll to strike a pressure point. On a success, the target is Distracted. On a raise, the target must also make a Vigor roll or be Stunned.
- Vigor-Boost: Once per encounter, the wearer can touch an ally to grant them the Fleet-Footed Edge for 3 rounds.
- Bio-Static: The wearer suffers a -1 penalty to use or repair high-tech electronic equipment (computers, radios) while wearing the ring, as their amplified bio-field interferes with the circuitry.
Shadowrun
The Meridian-Link Bio-Focus (Model 3307)
- Category: Biotech / Social Gear
- Rating: 1
- Availability: 8R
- Cost: 4,200¥
- Game Mechanics:
- Bio-Electric Sensing: The user adds +(Rating) to Perception Tests when trying to detect living creatures through walls or in total darkness, as long as they are within 10 meters.
- Healer’s Precision: Provides a +2 dice pool bonus to First Aid or Medicine Tests. The user can choose to reduce the time of a First Aid test by 2 combat turns without increasing the Threshold.
- Neural-Lock: As a Complex Action, the user can make an Unarmed Attack to strike a nerve cluster. If successful, the target suffers a -2 penalty to Agility for (Rating) rounds.
- Dampening Field: The ring grants +1 armor against Electricity-based damage (such as Taser fire or shock gloves) by grounding the charge through the wearer’s meridian lines.
Starfinder
Meridian-Anchor Midi-Ring
- Item Level: 1; Price: 310 Credits
- Category: Technological Item (Worn, Finger)
- Bulk: —
- Capacity: 20; Usage: 1/hour
- Game Mechanics:
- Diagnostic Aura: While the ring is powered, you gain a +2 circumstance bonus to Medicine checks to stabilize a creature or treat disease/poison.
- Kinetic Flow: You can spend 1 charge as a swift action to gain a +10-foot enhancement bonus to your land speed for 1 round.
- Neural Stasis: As a standard action, you can spend 2 charges to make a melee touch attack. The target must succeed at a Fortitude save (DC 10 + half your level + Dex mod) or be Entangled for 1 round as their muscles seize.
- Life-Sense: You gain Blindsense (life) with a range of 15 feet while the ring is active.
Traveller
TL 12 Medical Resonance Ring
- TL: 12; Weight: —; Cost: Cr1,500
- Description: A rose-gold band containing a network of sub-dermal sensors that translate the target’s bio-electric field into tactile feedback for the doctor.
- Game Mechanics:
- Expert Physician: Grants a DM+1 to any Medic check. If the check is to stabilize a patient in a vacuum or zero-G, the bonus increases to DM+2.
- Vitals Override: The wearer can spend an action to “feel” the health of a target. The Referee must reveal the target’s current STR, DEX, and END characteristic totals.
- Neural Strike: In personal combat, a successful Unarmed (Grappling) or Unarmed (Striking) hit allows the wearer to forgo damage to impose a DM-2 penalty on the target’s next action.
- Bio-Feedback: The wearer gains DM+1 to avoid the effects of any inhaled or contact toxin, as the ring stimulates the lymphatic system to flush the poison.
Warhammer 40,000 Roleplay (Wrath & Glory)
The Chirurgeon’s Rose-Gold Circlet
- Value: 3 (Uncommon)
- Keywords: [IMPERIUM], [ADEPTUS MINISTORUM], [MEDICAL]
- Game Mechanics:
- The Touch of Mercy: You gain +1d to all Medicae (Int) tests. When you use a Medicae kit to heal Wounds, the target recovers +1 additional Wound.
- Sense the Flow: You gain a +2 bonus to Passive Awareness against any living creature that is not a blank or a daemon.
- Vigor-Flush: Once per combat, you may spend 1 Glory to touch an ally (including yourself). That ally ignores all penalties from Injuries and Exhaustion until the end of the encounter.
- Pressure-Point Strike: When you make an Unarmed Combat attack, you may choose to use your Medicae (Int) skill for the test instead of Weapon Skill (Init). If successful, the target is Hindered (1) until the end of their next turn.
