Implants can also have additional effects of the DMs choice if he/she thinks it is appropriate for the situation. Example- Sadness might make that person not talk to much, anger might make people cause a commotion by starting to yell at someone.

At 9th level, you have found ways to consume other creatures memories and turn them into vitality. As an action you can make a melee ability attack against a creature within 5ft of you. On a hit roll your sneak attack, the creature loses minutes of its most recent memories of up to the amount rolled, you also regain hp equal to half the amount you rolled. You regain the use of this ability after the next long rest.

Psychic infiltration

At 13th level, you learn that sometimes attacking the mind can be as effective as attacking the body.

You gain the ability to enter another humanoid creatures mind as a bonus action. To do so the target creature must fail a Int saving throw. On a success the infiltration fails and it is immune to this ability for the next 24h. While infiltrating you can't be targeted or attacked, you can also use your action to make the creature roll an Int saving throw, on a fail the creature takes 3d6+Sneak attack damage as psychic damage. At the end of the creatures turns the creature can re-roll the Int saving throw, on the success you are kicked out, appear up to 10ft away from the creature and it is immune to this ability for the next 24h.If you use this ability on a creature unaware of your presence, you can stay inside of it for up to an hour. If the creature is aware you can infiltrate it for up to a minute. You can end this ability early using a bonus action.

You can use this ability amount of times equal to your Int modifier. You regain the uses after a long rest.