Veterinary Equipment
Veterinary equipment is for repairing organic machines. Each piece of vet equipment performs its private miracle, but nothing does everything, and some things do nothing. Even though the equipment is highly advanced, the equipment still requires some input from so-called professionals. Veterinarians are the primary users of vet artifacts. Most artifacts merely require a single vet to point the device correctly. While other artifacts require an entire Research Teams.
Zero responders
Veterinary Equipment Type
Random collection of things for vets and biologists to fix organic personas. |
|
Die Roll (1d100) |
Vet Equipment Type |
01-03 |
|
04-07 |
|
08-09 |
|
10-11 |
|
12-13 |
|
14-15 |
|
16 |
|
17 |
|
18 |
|
19-20 |
|
21-22 |
|
23-24 |
|
25-27 |
|
28-29 |
|
30 |
|
31 |
|
32-33 |
|
34-35 |
|
36-38 |
|
39-40 |
|
41 |
|
42 |
|
43 |
|
44-45 |
|
46-47 |
|
48 |
|
49-50 |
|
51-52 |
|
53 |
|
54-56 |
|
57-62 |
|
63-65 |
|
66-70 |
|
71-73 |
|
74-75 |
|
76-78 |
|
79 |
|
80-82 |
|
83 |
|
84 |
|
85-87 |
|
88 |
|
89-90 |
|
91-92 |
|
93-96 |
|
97 |
|
98 |
|
00 |
Ref’s Own Table |
Die Roll |
Vet Equipment Type |
Veterinary Equipment Types
Age Determiner
Duration |
5 years |
Bonuses |
+20 age related rolls, +10 time related rolls |
Wate |
1kg |
EXPS |
200 |
Value |
5000 |
The age determiner estimates the age and life stage of organic personas. The little black box automatically displays the info when pointing at the target. The age determiner has off-label uses that come in handy. The device can help detect a disguise, notice a time-space aberration, or detect an ambush.
Anesthetics Mask
Duration |
5 hours |
Bonuses |
+30 surgery; +40 on comfort |
Wate |
1.2kg |
EXPS |
10 |
Value |
6000 |
The mask renders any organic patient safely unconscious. The mask breathes for the patient and puts them into a state ready for surgical interventions. An anesthetics mask looks like a gas mask with dials and indicators. It is virtually impossible to subject an unwilling patient to the anesthetics mask. The mask does not protect the wearer from submersion or in the vacuum of space.
Anti Aging Beam
Duration |
Power Source |
Bonuses |
+40 age related rolls |
Wate |
150kg |
EXPS |
200 |
Value |
50000 |
This machine bastes the organic persona with information encoded energy. This data can technomagically reprogram cells reversing ageing. A complete treatment takes place over 1-4 (1d4) days and lasts an hour each day. Any treatment interruptions require the treatment to start over. Getting injured in combat would be considered a treatment interruption.
The beam is not a fountain of youth. The anti-ageing beam only removes chronologic years from the persona’s lifespan. The beam does not repair any decayed attributes. The beam does not change the appearance of the patient. So a patient would not change their attributes nor move from one life stage to another.
The anti-ageing beam heals 3-30 (3d10) years of chronologic damage. Accidentally reducing a persona’s chronological age to less than one year old is lethal.
Anti Mutation Beam
Duration |
Power Source |
Bonuses |
+30 mutation related rolls |
Wate |
150kg |
EXPS |
2000 |
Value |
200000 |
This machine bastes the organic persona with information encoded energy. This data can technomagically reprogram cells that have mutated. The beam rapidly restructures the patient into its original organic form. The beam removes all mutations, not just defective mutations. The anti-mutation beam does not affect the mutation-like abilities of robots or aliens. If the robot or alien caught the mutation after fabrication or evolution, this beam would work. If there is a dispute whether a mutation is a freak of nature or an evolutionary trait, consult the Sphincter Dice.
The anti-mutation beam is a large device, and it surrounds the patient. The beam’s effect is instantaneous and irreversible. While under the beam, physical mutations shrivel up and fall off the mutant. Mental mutations stop working.
Veterinarians can manipulate the beam for more exact effects. For example, removing one mutation while preserving another is a veterinarian manoeuver. Working around a physical mutation is a 3DD maneuver, and a mental mutation is a 10DD maneuver. If a vet wanted to eliminate a mutant’s pus-producing organ while retaining her symbiotic attachment, the player must win a 13DD task roll.
Anti Virus Beam
Duration |
200 unit per Battery |
Bonuses |
+20 on infection rolls |
Wate |
5kg + Battery |
EXPS |
1000 |
Value |
100000 |
The anti-virus beam will damage foreign micro-organisms infiltrating an organic substance. The beam eliminates viral, bacterial, fungal, or prion infections. More exotic infections like nanomachines or exoplanetary organisms will require a veterinarian’s intervention. The beam will not kill symbiotic organisms that are healthy for the persona. This super-sterilizer has a range of 75 cm.
Whether the beam works on a robot with computer virus requires Sphincter Dice.
Auto Tourniquet
Duration |
Unlimited |
Bonuses |
+20 limb or bleeding rolls |
Wate |
1.5kg |
EXPS |
250 |
Value |
750 |
The automatic tourniquet will locate any severe bleeding and control the hemorrhage. The persona activates the device and places it on the organic persona. The automated tourniquet rolls across the body and gets to work on any bleeding it locates. The tourniquet is more than just an automated constricting bandage. This artifact employs electrical impulses to constrict the appropriate vessels and prevent injury from constriction. The tourniquet can assist on a severely damaged limb, internal bleed, or head wound.
The tourniquet has safety mechanisms to prevent malicious placement. The auto tourniquet does not heal damage but does prevent further damage. The electric tourniquet will always function (no batteries necessary) if attached to a warm organic creature. Veterinarians earn +20 on any task rolls that involve blood loss (surgery to severe trauma).
Automated suturing device
Bandage Box
Duration |
100 minutes per Battery |
Bonuses |
+20 quick fixes, +10 surgery rolls |
Wate |
5kg |
EXPS |
500 |
Value |
1500 |
The bandage box is not just a collection of bandages and plasters. A bandage box will crawl all over the patient’s body, sewing, gluing, and bandaging wounds it finds. This artifact will clean and change old dressings. The treatment takes about 1-6 minutes for a medium-sized patient.
Biorganic Attachment
Duration |
Permanent |
Bonuses |
Nil |
Wate |
10kg |
EXPS |
500 |
Value |
Special |
A biorganic attachment is a self-attaching limb in a bag. The limb comes in a vacuum-sealed bag along with the necessary power, technology and invasive tools. A biorganic practically attaches itself in a gory, noisy automated surgical procedure. The limb may be from a donor bank, a bio vat, or an unlucky clone.
Once attached be biorganic attachment becomes seamless with the persona. If the persona is strong, the attachment will grow in strength. If the persona is weak the attachment will atrophy. Biorganic attachments are relatively easy for a veterinarian or a biologist to attach. Not all attachments are created equal.
These can cost an arm and an arm. |
|
Die Roll (1d100) |
Unit Type |
01-50 |
Basic Unit |
51-80 |
Special Edition |
81-95 |
Luxury Edition |
96-99 |
Luxury Plus |
00 |
Ref’s Own Table |
Die Roll |
Unit Type |
- Basic Unit
-
The basic unit requires a veterinarian for attachment. Attaching a basic unit is a DD4 maneuver. Reasons for failure could be sizing, anthro type or technique. If there is any questions about limb sizing or matching consult the Sphincter Dice. This attachment only works for anthro arms or legs. The biorganic attachment will adjust to the size and anthro type over time. The vet or biologist can preserve the limb for later use if the attempt fails. The basic unit is worth 2000 EXPS and 75000 eps.
- Special Edition
-
This unit is primarily self-attaching. The biorganic attachment has an 80% chance of successfully self-attaching. If guided by a vet, there is a 100% chance of attachment success. This attachment only works for anthro arms or legs. The biorganic attachment will adjust to the size and anthro type over time. The special edition unit is worth 1000 EXPS and 1500000 eps.
- Luxury Edition
-
The luxury edition biorganic looks like a sausage-in-a-bag. This lack of definition gives it the flexibility to more exotic limb types. A luxury edition biorganic attachment can replace fins, wings, noses, trunks, ears, eyelids, or damaged physical mutations. A vet is not required, and there is a 99% chance of attachment success. The luxury edition is worth 500 EXPS and 2750000 eps.
- Luxury Plus
-
The luxury plus biorganic attachment looks like a sausage-in-a-bag. This lack of definition gives it the flexibility to more exotic limb types. A luxury edition biorganic attachment can replace fins, wings, noses, trunks, ears, eyelids, or damaged physical mutations. The luxury plus attachment includes a non-defective physical mutation. This mutation can be a Physical Combat Mutation, or a Physical Non-Combat Mutation. If the persona is not missing a limb, they will still acquire the mutation. A vet is not required, and there is a 99% chance of attachment success. The luxury plus edition is worth 500 EXPS and 5500000 eps.
Biorganic Replacement
Duration |
Permanent |
Bonuses |
Nil |
Wate |
1kg |
EXPS |
960 |
Value |
Special |
A biorganic replacement is a self-inserting organ in a bag. The organs can come from tissue culture vats, harvested from clones or criminals, or alien life forms. The biorganic replacement can enhance an existing system or replace an ailing one. The new organs possess new and bizarre features, almost always strengthening the persona.
75% of the time, the biorganic replacement will be a basic unit requiring surgical insertion by a veterinarian. Correctly inserting this attachment is an 8DD maneuver and requires a surgical theatre and anesthesia. The remaining 25% of the time, the biorganic replacement will be a luxury unit that is self-inserting. The self-inserting unit still requires a veterinarian, but success is guaranteed and requires no special operating theatre. The value of a luxury self-inserting is ten times that of the basic unit.
Stacking biorganic replacements is dangerous and leads to bad outcomes. Stacking a biorganic replacement always requires a veterinarian and likely an entire research team. The degree of difficulty for stacking is 12 per level. So 12DD the first time and 24DD the second time. Failure results in an attribute penalty equal to the attribute bonus.
Determine the style of the biorganic replacement. |
|
Die Roll (1d100) |
Type |
01-07 |
Blood Filters |
08-14 |
Bone Hardening |
15-21 |
Brain Tissue |
22-28 |
Conductive Tissue |
29-35 |
Contractile Tissue |
36-42 |
Exoskeleton |
43-49 |
Hardening |
50-56 |
Digestion |
57-63 |
Pump |
64-70 |
Lung |
71-77 |
Mental Mutation |
78-84 |
Physical Mutation |
85-95 |
Sensory |
96-99 |
Softening |
00 |
Ref’s Own Table |
Die Roll |
Type |
- Blood Filters
-
The blood filter is a super spleen combined with fortified bone marrow, strengthening the quality of the personas lifeblood. A blood filter could replace a failing blood system or improve a healthy one. The blood filter gives a permanent constitution increase of +10%. The bonus must be at least one point but no more than two points. The persona is hardened against poison and gets a bonus of +2 to win poison rolls. The blood filter biorganic attachment is worth 150000 eps.
- Bone Hardening
-
Bone hardening coats the persona’s skeleton with a strengthening laminate. The bone hardening will only take in adult personas. The microbial slurry is drunk by the persona and does not require a vet intervention. There is no luxury edition of bone hardening. There is a 20% HPS max bonus granted due to the tougher bone structure. The bone hardening biorganic attachment is worth 100000 eps.
- Brain Tissue
-
The brain tissue biorganic attachment improves mental capacity and memory. A vet must successfully insert the proto tissue into the persona’s braincase. The persona receives a permanent intelligence increase of +10%. The bonus must be at least one point but no more than two points. This increased intelligence has no impact on mental strength. The brain tissue biorganic replacement is worth 1000000 eps.
- Conductive Tissue
-
Conductive tissue biorganic replacement improves the user’s nervous system. Parallel neural tissue grows alongside existing neurons, improving electrochemical flow. The persona receives a permanent dexterity increase of +10%. The bonus must be at least one point but no more than two points. The conductive tissue biorganic replacement is worth 500000 eps.
A primed pump.
- Contractile Tissue
-
Contractile tissue biorganic replacement adds muscle tissue and innervation, improving the persona’s brawn. The persona receives a permanent physical strength increase of +10%. The bonus must be at least one point but no more than two points. The contractile tissue biorganic replacement is worth 100000 eps.
- Exoskeleton
-
The exoskeleton biorganic replacement seals the persona’s body from the outside world by replacing her skin. The persona’s skin becomes impermeable, and her orifices become unseemly fleshy airlocks. Nothing enters or exits her body without first passing through the semi-volitional airlocks. The persona’s skin functions the same as a Civilian Vac Suit. The persona’s charisma drops by 5 points, and her dexterity decreases by two points. The persona smears a smelly bouillabaisse of biochemistry onto her skin, and no veterinarian is required. There is no luxury edition for this biorganic replacement. The biorganic replacement exoskeleton is worth 2000000 eps.
- Hardening
-
The hardening biorganic replacement strengthens the persona’s integument. Fat pads get reinforcements, bones get lamination, and skin gets textile weaves. The persona’s base armour rating increases to 600. There is a 10% HPS max bonus and a -2 charisma penalty. The persona smears a smelly bouillabaisse of biochemistry onto her skin, and no veterinarian is required. There is no luxury edition for this biorganic replacement. The biorganic replacement of hardening is worth 100000 eps.
- Digestion
-
The digestion biorganic replacement upgrades the entire digestive tract. The improvements include teeth, stomach, intestine, and support organs. This hardening allows the persona to chew on peculiar items and consume them without gastric despair. The persona only needs to eat the smelly biomass to get the biorganic replacement. No vet is required to activate this biorganic attachment, and there is no luxury edition. This patient gets a bonus of +5 on all toxin poison rolls and cannot suffer nausea. The digestion biorganic replacement is worth 550000 eps.
- Pump
-
The pump biorganic replacement improves an anthro’s vital fluid pump. The pump itself is improved, as are the essential vessels of the vascular system. The improved heart and blood vessels improve the persona’s constitution. The persona receives a permanent CON increase of +20%. The bonus must be at least one and no more than three points. The pump biorganic replacement is worth 200000 eps.
- Lung
-
The lung biorganic replacement improves the persona’s respiratory status. The improved respiratory tissue can be more lung, better gills, or hyperphotosynthetic leaves. The replacement will improve the persona’s constitution. The persona receives a permanent CON increase of +10%. The bonus must be at least one and no more than two points. The persona gets a +5 on inhaled and gas poison rolls. Breath-holding, or the anthro equivalent, is increased by three times. The lung biorganic replacement is worth 200000 eps.
- Mental Mutation Insertion
-
This biorganic replacement gives the user a permanent mental mutation. There is no way to determine what the mental mutation will be in advance. Jump to Mental Mutations The mental mutation should not be a defect. A vet is required to get this replacement into the braincase of the persona. The mental mutation insertion is worth 10000000 eps.
- Physical Mutation Insertion
-
This biorganic replacement gives the user a permanent physical mutation. There is no way to determine what the physical mutation will be in advance. Jump to Physical Mutations The physical mutation should not be a defect. The physical mutation insertion is worth 5000000 eps.
- Sensory
-
Sensory biorganic replacements enhance the persona’s connection to the outside world. There is an improvement in vision, hearing, touch, taste and smell. The improved sensory system improves the persona’s awareness. The persona receives a permanent awareness increase of +20%. The bonus must be at least one and no more than three points. Eye-hand coordination maneuvers are improved, and ambush detection doubles. The sensory biorganic replacement is worth 2000000 eps.
- Softening
-
The softening biorganic replacement improves how the persona outwardly appears. Softening is the most complex of all the biorganic replacements. While the goal is to improve the persona’s charisma, how the body is modded varies. This replacement accentuates vocal cords, pupil reaction, skin tone, hair colour. The improved appearance of the persona improves her charisma. The persona receives a permanent charisma increase of +20%. The bonus must be at least one and no more than three points. The softening biorganic replacement is worth 1000000 eps.
Vision Goggles
Duration |
12 months per Battery |
Bonuses |
Nil |
Wate |
500 gm (includes Battery) |
EXPS |
960 |
Value |
200000 + Battery |
Vision goggles will restore sight to an anthro persona struck by visual impairment. The goggles restore sight up to a range of 1 hex per point of awareness. The vision goggles A persona with an awareness of 12 could see 12 hexes in daylight and complete darkness. If the persona has no visual impairment, they still enjoy the night vision effects.
Blood Clot Disruptor
Duration |
150 unit per Battery |
Bonuses |
+20 for blood related procedures |
Wate |
2kg + Battery |
EXPS |
1300 |
Value |
35000 + Battery |
The blood clot disruptor is for dismantling unwanted clots from the outside of the body. The device does not treat any particular medical illness but assists the vet when working with blood. A complete treatment uses ten units of battery power.
Weaponizing this device yields unpredictable results. The blood clot disruptor is a Type A attack, and it behaves like a dagger. A successful attack roll inflicts 2-12 (2d6) hit points of damage. There is a 1% chance per hit point of damage of inflicting a major bleed. A major bleed will inflict an additional 2-20 (2d10) hit points of damage. Each attack drains 30 units of battery power. Five attacks would drain a full battery.
Blood Congealer
Duration |
1800 units per Battery |
Bonuses |
+10 for blood related procedures |
Wate |
1.7kg |
EXPS |
800 |
Value |
25000 + Battery |
The blood congealer helps the body create needed clots from outside of the body. Any persona can use the device can be used to create scabs on superficial bleeding. Only a vet can use a blood congealer to control internal bleeding. The device does not cure any particular medical condition but assists the vet when working with bleeding or surgery.
Weaponizing this device yields unpredictable results. A successful attack roll inflicts 2-12 (2d6) hit points of damage. There is a 1% chance per hit point of damage of inflicting a major clot. A major clot will inflict an additional 2-20 (2d10) hit points of damage. Each attack drains 300 units of battery power. Six attacks would drain a full battery.
Bone Setter
Duration |
90 minutes per Battery |
Bonuses |
+20 for bone related rolls |
Wate |
8kg + Battery |
EXPS |
1500 |
Value |
3000 |
The Bone Setter accelerates the repair of any anthro’s structural elements. Structural elements include bones, cellulose, exoskeletons or mutated limbs. Fractures, cavities, cancers, deformities, and ligaments repair technomagically. A treatment uses 1-10 minutes of battery power. Any persona can use the bonesetter to heal 1-6 (1d6) damage to obvious trauma. A vet can extend this healing into daily rehab.
Breath Ball
Duration |
Single use |
Bonuses |
+25 for resuscitation-related procedures. |
Wate |
500gm |
EXPS |
1500 |
Value |
3000 |
The breath ball is a temporary self-contained ventilation gas exchanger. A conscious persona can stuff the ball into her ventilation orifice to breathe safely. A vet can jam the breath ball into an unconscious persona’s digestion orifice. The ball will take over ventilation and oxygen exchange for many minutes. The ball will offer oxygen or carbon dioxide (florians) to the breathing persona. The ball allows personas to breath underwater. The breath ball also filters out respiratory poisons from the air. The ball basically will work for a few minutes to get the persona through a tight pinch. This device does not act as long-term life support or protect against exatmo.
Cardio Vest
Duration |
Single use |
Bonuses |
+25 for resuscitation-related procedures. |
Wate |
2.9kg |
EXPS |
300 |
Value |
1200 |
Any persona can put this vest on to regulate and monitor cardiac pump function. The cardio vest can rhythmically contract to pump the heart and lungs and keep vital fluids moving, whether blood or sap. The cardio vest will maintain the persona for a few hours to get to long-term life support. In most circumstances, a cardio vest will synchronize and work in unison with an anesthetics mask.
Cerebro Converter
Duration |
Power Source |
Bonuses |
+30 on consciousness rolls |
Wate |
1000kg |
EXPS |
10000 |
Value |
11300000000 |
A cerebral converter can analyze and copy any organic storage device. In most cases, this will be an anthro brain. The information is converted to electrical storage and becomes transferrable. The Cerebro converter can transfer consciousness from one brain to another. Some of its uses include brainwashing, ultimate disguise, and immortality.
Consciousness transfer moves the emotions, memories, skills, and mental strength between organic brains. The brain receiving the consciousness has its previous consciousness obliterated. The body which the consciousness left becomes a vegetative husk. The converted consciousness now lives in a new body. The physical attributes of the new body do not change. AWE, CHA, CON, DEX, PSTR and HPS remain the same. There is a new INT, MSTR, personality, memories, vocation and EXPS in the new brain.
These actions are both ethically dubious and medically dangerous. |
Cerebro conversion is a dangerous maneuver for the personas, players and the referee. For the personas, there is a high chance of death, insanity, and mental loss. The users must be aware that the cerebro converter is indiscriminate, and all knowledge (family life, loves, hates, gossip) transfers into the receiving brain.
Any procedure failure, like a power failure, interruption by combat, or a failed task roll, will adversely affect the transfer. The adverse effects of Cerebro conversion are drastic. If properly exploited by the referee can translate into an endless source of fun.
-
Donation Roll
-
Task Roll
-
Malfunction Roll
Donation Roll
The donor consciousness is transferring into the receiver’s brain. The receiver brain consciousness is fighting for its existence. The more powerful the receiver’s consciousness, the more difficult it is to wipe. If there is a donation failure, the veterinarian must still make her task roll.
Task Roll
For the cerebral conversion to be a success, a vet must also win a task roll. If the donation is successful, the vet can still mess up the procedure. It is strongly recommended to build a Research Team when using a cerebro converter.
The difficulty of the task roll depends on the tech level of the cerebro converter and the type of donation the vet is doing. A typical cerebro converter will be tech level ten. Transferring a donor to another anthro is 25DD, and transferring a donor into storage (organic or inorganic) is 30DD. Higher tech level cerebro converters decrease the degree of difficulty and allow for more elaborate conversions.
Malfunction Roll
The cerebro converter has a chance of breaking down under the duress of a conversion. The chance of machine failure and damage is 1/2% per DD of maneuver. So if the degree of difficulty is 20, there is a 10% chance of machine malfunction. If there is a mechanic on the research team, she can prevent malfunction by winning a task roll set to the conversion’s DD. Jump to Equipment Damage. If the machine suffers critical damage or is destroyed, the conversion is a failure.
Failures
A cerebro conversion failure can lead to side effects like insanity and death. A failure at any step (donation, task or malfunction) prevents conversion. A conversion failure may result in a side effect.
If the donation fails, the veterinarian must win her task roll to prevent a side effect. If the machine malfunctions, the mechanic must win her task roll to prevent a side effect.
If the donation was successful, but the vet lost her task roll, there is no side effect. If the donation was successful, but there was a machine malfunction, there is a side effect.
What could possibly go wrong? |
|
Die Roll (1d100) |
Side Effect |
01-30 |
Confluence |
31-33 |
Death |
34-65 |
Insanity |
66-70 |
Mental Mutation |
71-99 |
Mind Blank |
00 |
Ref’s Own Table |
Die Roll |
Side Effect |
- Confluence
-
Confluence is the mixing of two consciousnesses in the same physical space. The donor consciousness does not thoroughly wipe the receiver consciousness, and a confusing confluence of the two occurs. Whichever consciousness has the higher mental strength tends to dominate the vessel. However, the less powerful consciousness (lower mental strength) can regain control during experiences in tune with that persona. If the consciousness were a mercenary, a combat experience would be a time to rise to the surface. Confluence is an excellent story propelling tool.
- Death
-
Death by cerebro converter is the result of wiping too much from the receiver brain or storage medium. The consciousness converts into a dead body and is lost. Death is the most dangerous possible side effect of the cerebro converter. The player of the donor consciousness gets a saving roll versus a mental attack or dies. The intensity of the mental attack is equal to the DD of the maneuver. If the player fails her saving roll, the cerebro converter creates one vegetative husk and one lifeless husk.
- Insanity
-
The conversion is a failure, and both consciousnesses now have insanity. Insanities in EXP are persona task irritations and not mundane terran mental illnesses. Jump to mild insanity for some inspiration.
- Mind Blank
-
The conversion is a failure, and both consciousnesses are at risk of mind blanking. Mind blanking removes all memories, skills and EXPS. The blanking most often afflicts brains, but robots, AIs and storage mediums can suffer blanking. Each consciousness must win a mental attack roll against the DD of the conversion or lose all EXPS and skills. If a player persona suffers mind blanking, the referee will usually have the fugue last for a specific amount of time. Memories slowly returning is an excellent opportunity for some storytelling.
- Mental Mutation
-
The cerebro conversion fails, and both personas suffer a defective mental mutation. The persona must win a mental attack roll or suffer a Defective Mental Mutation. The intensity of the mental attack is the same as the DD of the maneuver.
Less Failure Through Science
The higher the tech level of the cerebro converter, the more dependable the artifact’s function. The lower the converter’s wate, the higher its tech level. The impacts of tech level on artifacts is cover in Tech Level.
A typical cerebro converter will be tech level ten. Transferring a donor to another anthro is 25DD, and transferring a donor into storage (organic or inorganic) is 30DD.
Tech level is represented by wate of the cerebro converter. |
||
Wate |
Degree of Difficulty |
Conversion Type |
>5000 kgs |
42DD |
Same Anthro Type |
2500-4999kg |
30DD |
Anthro to Anthro |
1000-2499kg |
25DD |
Anthro to Anthro |
30DD |
Anthro to Storage |
|
700-999kg |
20DD |
Anthro to Anthro |
30DD |
Anthro to Alien |
|
500-699kg |
15DD |
Anthro to Anthro |
30DD |
Anthro to Robot |
|
300-499kg |
10DD |
Anthro to Anthro |
20DD |
Storage to Anthro |
|
100-299kg |
8DD |
Anthro to Anthro |
20DD |
Alien to Anthro |
|
40-99kg |
6DD |
Anthro to Anthro |
20DD |
Robot to Anthro |
|
<40kg |
4DD |
Anthro to Anthro |
20DD |
Dead Anthro to any |
|
Wate |
Degree of Difficulty |
Conversion Type |
Cloning Equipment
Duration |
Power Source |
Bonuses |
+20 on cloning related rolls |
Wate |
2500kg |
EXPS |
25000 |
Value |
5000000000 |
Cloning Equipment functions like a biologic printer building an exact organic replica. The clone is a verbatim cellular construct, an autonomous statue with matching meats and ligaments. However, cloning does not transfer the consciousness of the source. The new clone body lacks the personality, mental strength and training of the source brain. The clone copies the cellular maturity, but not the vocation or experience. The sample has no control over the clone. The clone cannot speak and usually becomes a referee persona.
Successful cloning does not copy consciousness. |
To copy a consciousness into a clone requires a cerebro converter.
-
Sample Size
-
Task Roll
-
Malfunction Roll
Sample Size
The more advanced the cloning equipment, the less of a sample is needed. A low-tech cloning machine needs to have a living body present for the entire process. Low tech cloning is very time-consuming and dangerous for the living sample. A high-tech cloning machine only needs a small chunk of the sample present. The typical cloning machine is tech level ten and needs a living copy for a sample. Cloning cannot proceed unless the necessary sample size is available.
Task Roll
For cloning to be a success, a vet must win a task roll. The difficulty of the task roll depends on the tech level of the cloning equipment. Typically cloning equipment is tech level ten, and cloning is a 20DD maneuver. Higher tech level cloning equipment decreases the degree of difficulty of cloning. It is strongly recommended to build a Research Team when using cloning equipment.
Cloning Duration
The cloning process takes one day per degree of difficulty. For example, a 20 DD clone takes 20 days to brew. Brewing a clone has a biblical minimum of seven days. Speeding up the cloning process increases the chance of failure. Each day that the clone brewing is sped up increases the DD by one. Speeding up a 20 day clone brew to a ten-day clone brew creates a 30DD maneuver.
Malfunction Roll
The cloning equipment has a chance of breaking down under the complex process of cloning. The chance of machine failure is 1% per DD of maneuver. So if the degree of difficulty is 20, there is a 20% chance of machine malfunction. If there is a mechanic on the research team, she can prevent malfunction by winning a task roll set to the conversion’s DD. Jump to Equipment Damage. If the machine suffers major damage or worse, the cloning is a failure.
Results of Failure
Most often, a clone brew will fail catastrophically. The tank will contain a jumbling blob of bones, tubes, organs and rumpled skin.
As tech level increases cloning becomes easier. |
||
Wate |
DD |
Sample Required |
>6000kg |
40 |
Live body. 3d12 damage. 5% per damage of drowning |
3000-6000kg |
30 |
Live body. 2d12 damage. |
2000-2999kg |
20 |
Live body. No damage. |
1500-1999kg |
15 |
Living pieces. Destroyed by process. |
750-1499kg |
10 |
Desiccated samples. Destroyed by process. |
<750kg |
5 |
Piece of anything. Destroyed by process. |
Wate |
DD |
Sample Required |
Coma Control Box
Duration |
25 Days per Battery |
Bonuses |
+20 for consciousness rolls |
Wate |
5kg + Battery |
EXPS |
500 |
Value |
7000 |
A coma control box will stabilize an unconscious persona and prevent their death. Only anthro personas suffer the comatose dying state that this device prevents. A coma control unit does not heal the persona but freezes their hit points at a negative number. The coma control unit only halts hit point decline below zero. The device has no impact on the effects of poisons or pharmaceuticals. The coma control unit does not prevent further damage from additional attacks. The device is self-attaching, but detachment requires a biologist, mechanic, or veterinarian. A veterinarian must resuscitate the person when the device is removed.
Comfy Couch
Duration |
15 Days per Battery |
Bonuses |
+10 for stablization rolls |
Wate |
70kg + attachments + Battery |
EXPS |
700 + attachments |
Value |
15000 + attachments |
A comfy couch is a mobile medical bed stocked with medical attachments. The comfy couch uses antigrav instead of a mattress, safely supporting the patient. The bed can carry up to 300kg, but only one patient at a time. The couch easily moves around at a maximum speed of 3 h/u.
A comfy couch uses antigrav to support the patient but is not automatically an antigrav stretcher. The comfy couch may still have wheels. The comfy couch does not carry inorganic artifacts and does not like being used as a sled.
A comfy couch may have built-in veterinary equipment to complement vet care. The attachments automatically start working on the patient it is supporting. Every couch gets 0-3 (d4-1) on the Attachments Table. These additional artifacts add to the wate, EXP and value to the comfy couch.
The comfy couch has the nickname porter plus.
0-3(1d4-1) items are integrated into the comfy couch. |
|
Die Roll (1d100) |
Attachment |
01-07 |
|
08-14 |
|
15-21 |
|
22-28 |
|
29-35 |
|
36-42 |
|
43-49 |
|
50-61 |
|
62 |
|
63-70 |
|
71-77 |
|
78-84 |
|
85-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Attachment |
Consciousness Headband
Duration |
20 uses |
Bonuses |
+20 on consciousness rolls |
Wate |
200gm no battery |
EXPS |
200 |
Value |
50000 |
This headband keeps organic lifeforms conscious in the face of overwhelming odds. The headband can counter anything that would render a persona unconscious. The headband jump-starts the limbic system before it can fail. The persona must wear the headband constantly to prevent loss of consciousness. The device cannot jump-start an already unconscious brain. Each use will inflict 0-5 (1d6-1) hit points of electrical damage to the persona.
The unit is self-contained and disposable.
Cauterizing Ray
Duration |
20 units per Battery |
Bonuses |
+20 for bleeding related rolls |
Wate |
3kg |
EXPS |
1002 |
Value |
220000 |
The cauterizing ray expertly seals openings that leak vital fluids. The vital fluids can be blood, sap or whatever goo the anthro circulates. The device assists a vet on both external and internal uses. Each use burns through 1 unit of battery storage.
Weaponizing this device yields unpredictable results. A successful attack roll inflicts 2-12 (2d6) hit points of damage. There is a 1% chance per hit point of damage of inflicting enduring damage. Enduring damage is immune to rapid healing by regeneration, quick fixes, and pharma heals. Enduring damage from a cauterizing ray must wait until after combat for the attention of a veterinarian. Each attack drains five units of battery power. Four attacks would drain a full battery.
Hearing Headphones
Duration |
Unlimited |
Bonuses |
Special |
Wate |
1.2kg |
EXPS |
275 |
Value |
90000 |
These headphones allow any hearing-impaired persona to hear normally. The device is weather resilient but does not work underwater or exatmo. The headphones are acoustically powered and do not require batteries. This device does not work for inorganic personas or machines. The persona enjoys +2 AWE for hearing-based maneuvers while wearing the headphones. Such maneuvers include safe cracking, detecting ambush, machine repairs. When being worn for enhancement, sonic attacks inflict double damage to the persona.
Drug Analyzer
Duration |
20 analyses per Battery |
Bonuses |
+25 on pharmacologic maneuvers |
Wate |
10kg + Battery |
EXPS |
250 |
Value |
50000 |
The drug analyzer is a somewhat portable pharmacological analyzer. The analyzer assists a vet in analyzing a sample to identify it. The machine determines the type, effects, duration, side effects, and value of pharmaceuticals. It can also identify poisons and toxins.
The analyzer prefers a full dose of the pharmaceutical to use for study. The analysis is destructive and consumes the entire dose. The data can be printed out or screened out depending on the milieu. A drug analyzer will store a molecular copy of the sample, allowing for future reproduction of the analyzed drug. A drug analyzer does not fabricate pharma.
The degree of difficulty for the task roll depends on the tech level of the drug analyzer. Successful interpretation requires a vet task roll win. It is strongly recommended to build a Research Team when using analyzing drugs.
Drug analysis Degree of Difficulty
The time taken to analyze a sample is story-related. Ideally, the duration of the analysis will be the most exciting duration possible.
A box of vet stuff.
Drug Box
Duration |
5 doses per Battery |
Bonuses |
+42 on pharmacologic rolls |
Wate |
35kg + Battery |
EXPS |
900 |
Value |
900000 |
A drug box fabricates pharmaceuticals like a pharmacy in a drum. The box comes with a random and limited list of supplies. There is no limit to the number of pharmaceuticals the drug box can learn. The drug box does not analyze and copy meds. The drug box is not a pharmaceutical photocopier. To add a new prescription requires a drug analyzer or a veterinarian.
Successful fabrication of a pharmaceutical does not require a veterinarian. However, a veterinarian’s input decreases the chance of adverse effects.
Research Teams may be required for fancy rare medications. The difficulty of the maneuver depends on the chance of adverse effects.
Existing Prescriptions
A drug box may come with some existing prescriptions that it is ready to fabricate. The drug box has 0-3 (1d4-1) rolls on the Starting Pharma Table. There will be 1-10 (1d10) doses of each pharma type.
A drug box starts with 0-2 (1d3-1) pharmaceuticals |
|
Die Roll (1d100) |
Pharmaceutical Type |
01-34 |
|
35-39 |
|
40-79 |
|
80-89 |
|
90-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Pharmaceutical Type |
A Nice Pairing
There is a slight chance that a drug box will have a Drug Analyzer built-in. The chance of this nice pairing is 1% per tech level of drug box A tech level 12 drug box has a 12% of being combined with a drug analyzer. The drug analyzer increases the wate and value of the drug box. The multi-tool will come with no existing prescriptions if the drug box and drug analyzer are combined.
Duration
Fabricating a pharmaceutical takes 1-8 (1d8) hours per dose. Ideally, the duration of the fabrication will be the most exciting duration possible.
Eye Cleanser
Duration |
Single Use |
Bonuses |
+10 on eye related rolls |
Wate |
150gms |
EXPS |
250 |
Value |
3000 |
The eye cleanser looks like a set of oversized opaque swimming goggles. When strapped over the eyes, they foam up and bathe the eyes in healing chemicals. They will negate and heal all forms of physical damage to anthro optical sensors. The goggles also heal and hit points of damage inflicted via eye damage. The treatment is fast, and the persona is back to normal in 1-4 (1d4) units.
Fever Control Blanket
Duration |
Single Use |
Bonuses |
+10 on metabolism rolls |
Wate |
50gms |
EXPS |
50 |
Value |
150 |
The fever control blanket maintains the proper body temperature of anthro personas. The artifact looks like a fragile, highly reflective, translucent sheet. The blanket can counter any conditions (poison, sickness, mental attack) causing fever. The blanket can maintain normothermia within air temperatures of -10C and +50C. The fever control blanket is well-loved by nomads as well as vets.
The blanket will function until it is damaged. The blanket is delicate, and a mere three hit points of damage destroys it. A fever control blanket is disposable and is disposable.
Incubator
Duration |
Power Source |
Bonuses |
+20 on any growth related rolls |
Wate |
100kg + vat size |
EXPS |
300 |
Value |
250000 |
The incubator creates the environment and conditions necessary for gestation. Anything embryonic will flourish inside this tank. Embryonic includes nascent clones, embryos, seeds, hyphae, etc. All organics are grown to survive outside of the womb, seed or spore sack. The incubator requires a vet or biologist to operate. A nomad can also use an incubator to grow plants quickly.
Cooking time depends on the amount of biomass to be incubated. |
|
Size |
Time |
Microscopic |
1-10 (1d10) minutes |
Minute |
1-100 (1d100) minutes |
Tiny |
1-10 (1d10) Hours |
Small |
1-100 (1d100) Hours |
Medium |
1-10 (1d10) Days |
Large |
1-100 (1d100) Days |
Gigantic |
1-10 (1d10) Weeks |
Humongous |
1-10 (1d10) Months |
Size |
Time |
Anthros are medium sized. |
When combined with a cloning tank, the incubator can safely speed up clone growth.
Injury Detector
Duration |
100 uses per Battery |
Bonuses |
+50 on injury related rolls |
Wate |
2.5kg |
EXPS |
2500 |
Value |
100000 |
This handy little box analyzes organic personas for injury. The injury detector buzzes for any trauma from ligament strains to rigour mortis. The detector does not make an exact diagnosis but guides the vet to better treatment.
Big screen diagnostic computer
Internal Viewer
Duration |
Power Source |
Bonuses |
+30 on all vet maneuvers |
Wate |
55kg |
EXPS |
3000 |
Value |
950000 |
This device gives a three-dimensional, technicolour, moving picture of the innards of organic personas. The paddles of the internal viewer must make contact with the patient. The internal views can be recorded and subjected to a host of special effects.
Life Ray
Duration |
Power Source |
Bonuses |
Nil |
Wate |
1250kg |
EXPS |
10000 |
Value |
22100010042 |
A life ray will resurrect dead organic tissue into a living state. Enormous energy surges (like lightning) are used to rehydrate desiccated cells, restore chemical equilibriums, and rebalance biological polarities. The Life Ray is a machine, and the deceased must be within it.
The Life Ray only works within 42 hours of death. The life ray will faithfully revitalize the sample placed within it. The ray does not heal or repair the body. The team must complete life-saving surgery before activating the life ray. For instance, a vet must reattach an amputated limb before restoration.
To properly operate the life ray requires a successful task roll. The difficulty is 1 DD per hour since the death. For example, a patient that has been dead for 6 hours would be a DD6 maneuver.
The life ray is not a healing device. The persona will be restored to zero HPS and regain consciousness. Missing limbs do not grow back. Attributes do not recover, pain continues, and limbs do not grow back.
The life ray cannot restore a persona with a zeroed attribute. So a persona who has zero physical strength is permanently dead. Charisma is the only attribute that can drop below zero.
Death leads to decrepitude. The death experience damages every attribute. A rebooted persona suffers the following attribute penalties. AWE, CHA, CON, DEX, INT, PSTR and HPS maximum will lose 0 to 3 points (d4-1). If the persona zeroes one of her attributes during a life ray treatment, she is permanently dead. The life ray is far from perfect, and personas who keep dying will eventually die.
There is a chance that the death experience will improve a persona’s mental strength. The first time the life ray resurrects a persona, her mental strength may increase by 0-3 (1d4-1). Further life ray treatments may decrease or increase the persona’s mental strength by adding -1 to +1 (1d-2) points.
Limb Capper
Duration |
Single Use |
Bonuses |
+5 on tissue preservation rolls |
Wate |
150gms |
EXPS |
50 |
Value |
200 |
A limb capper consists of a flexible bowl-shaped bio-bandage stored in a convenient bag. Due to legacy and convention, the storage bag is 'crinkly.' The capper moulds itself onto any sized stump. The amputated part fits into the limb capper’s crinkly bag. The capper preserves nerve endings, tendons, and muscles of amputations for reinsertion. The crinkly bag keeps the amputation ready for reimplantation for several days.
The limb capper is a common artifact in milieus frequented by knites. As an aside, the crinkly bag will store a sandwich indefinitely.
Low tech vedi kit.
Vedi Kit
Duration |
Single Use |
Bonuses |
+20 on healing rolls |
Wate |
200gms |
EXPS |
100 |
Value |
215 |
The vedi kit (veterinarian medical kit) is a disposable single-use tool kit for making quick fixes. The quick fix is a temporary healing maneuver best done by veterinarians. The kit contains bioelectric painkillers, tissue adhesives, cutting acids, spray-on bandages, and fur remover. For sanity reasons, vedi kits melt into useless blobs after use. Vedi kits are also called medi kits, med packs, veti kits and first aid kits. When found in the field, there will usually be 1-6 vedi kits.
Vedi Wrap
Duration |
Single Use |
Bonuses |
+20 on healing rolls |
Wate |
100gms |
EXPS |
100 |
Value |
3000 |
A vedi wrap is a patch of self-adhering synthetic skin that melts onto injured skin. The wrap can be easily applied to obvious wounds by personas of any vocation. Once applied, the wrap’s effect is immediate, and the wrap prevents any further damage. The wrap will heal up to 30 hit points of specific skin damage.
What affliction this medical equipment wraps up. |
|
Die Roll |
Skin Repair |
01-10 |
Burns, chemical |
11-20 |
Burns, thermal |
21-50 |
Lacerations |
51-70 |
Infections |
71-87 |
Penetrations |
88-90 |
Disintegrations |
91-92 |
Decompression |
93-98 |
Neoplasms |
99-00 |
Ref’s Own Table |
Die Roll |
Skin Repair |
Veterinarians can extend the use of a vedi wrap by winning task rolls. A veterinarian can extend a vedi wrap to cover multiple wounds allowing one vedi wrap multiple uses. Extending a vedi wrap is 3DD per extension (3DD then 6DD then 9DD).
Veterinarians can extend a vedi wrap to heal different injury types. A thermal burn vedi wrap could heal a chemical burn. This a 3DD maneuver.
A vedi wrap is not a veggie wrap and is not edible. |
Vedi wraps are also called medi wraps, med packs, plasters, veti wraps and first aid wraps.
Advance vedical kit.
Vedical Kit
Duration |
42 uses. |
Bonuses |
+42 emergency rolls |
Wate |
10kg |
EXPS |
2000 |
Value |
500000 |
The vedical kit (veterinarian medical kit)combines a simple diagnostic computer and a pile of medical supplies. The vedical kit is not an autonomous device but assists any persona in making quick fixes. The quick fix is a temporary healing maneuver best done by veterinarians. Other persona vocations can use a vedical kit, but they can only do quick fixes and get no bonuses. Vets enjoy a +42 bonus on any acute care maneuvers (quick fixes, poison cures, etc.). The diagnostic computer runs out of power, and the stores run out of materials after 42 uses. Recharging a medical kit is left to the improvisational talents of the referee.
A vedical kit is also called a medical kit, trauma box or fist aid machine.
Metab Counter
Duration |
Unlimited |
Bonuses |
+10 all vet and biologist rolls |
Wate |
1kg |
EXPS |
300 |
Value |
25000 |
A metab counter graphically monitors respiration, blood flow, brain activity, and other useless metabolic indicators. The metab counter is the classic futuristic physician’s stethoscope. This device has a ten hex point and snoop range. Vets and biologists can use the metab counter to locate life forms and determine their health.
Mood Ball
Duration |
Unlimited |
Bonuses |
+20 in emotion related rolls |
Wate |
2.1kg |
EXPS |
300 |
Value |
25000 |
The mood ball will balance and maintain the disposition of the persona holding it. If they are depressed, it will make them happy. If they get angry, it will calm them down. The mood ball is a psychiatric device that employs electrical signals and inaudible sounds to maintain socially acceptable behaviours from the user. The mood ball is not a mind-control device. The user is aware that she is employing the ball for her benefit since they will be genuinely happier when the ball is activated.
A persona that frequently uses the emotional adjustments of the mood ball may become dependant on the device. The mood ball cannot be used to negate reasonable emotions but may make them more tolerable.
Mutation Detector
Duration |
Unlimited |
Bonuses |
+25 on mutation related rolls |
Wate |
1kg |
EXPS |
300 |
Value |
25000 |
This handy little box analyzes personas to detect mutations. There is one light for physical mutations and one light for mental mutations. This device does not detect the evolved powers of aliens or the mutation-like effects of robots. If the alien has a mutation, then the detector will sound off.
If a target has physical and mental mutations, both lights sound off. The detector does not reveal anything about the nature of the mutation. A mutation detector has a next hex range and does not work through obstructions.
Neuro Cap
Duration |
Unlimited |
Bonuses |
Nil |
Wate |
80gm |
EXPS |
200 |
Value |
90000 |
The cap generates a think space interference that prevents psionic intrusion. The device looks like an oversized beanie with a blinking light on top. The neuro cap will not defend against mental attacks that manipulate the environment. For example, cryokinesis and life leech don’t pass through the think space to work. However, ESP and mental control pass through the thinkspace, and the neuro cap works on them. A neuro cap is just a machine and offers no other benefits to the persona wearing it.
Mental attacks must win a roll against the persona’s doubled mental strength. The mental defence of the neuro cap has a minimum MSTR of 20. A persona with a 15 MSTR would have a psionic barrier of 30. If the mental attack passes the neuro cap’s psionic barrier, the persona still gets a save versus a mental attack. The neuro cap will also block any mental mutation that the persona attempts to emit.
Poison Detector
Duration |
Unlimited |
Bonuses |
+15 on poison related rolls |
Wate |
1kg |
EXPS |
300 |
Value |
25000 |
This handy little box detects poisonous compounds. The poison detector has a two hex range. There are a few lights and a scale. The scale indicates how dangerous the poison is. The danger is related to the intensity, but the player does not learn the exact intensity of the poison. The detector can also differentiate between radiation, chemical or biological poisons.
Nomads and biologists can use the device to assess a poison risk. A vet can use the device to assist with treating toxic patients.
Poison Box
Duration |
15 treatments per Battery |
Bonuses |
+42 for poison related rolls |
Wate |
20kg |
EXPS |
1984 |
Value |
62036049 |
A poison box can synthesize an antidote from a sample of a poison. If there is no antidote to the poison, the box acts as a resource for veterinarians. The poison box has no range, and it requires a toxin sample. Treatment can be either an antidote or a task roll bonus for the vet.
Synthesis of antidote requires 1 to 8 hours of battery use. This duration of synthesis often means that an initial poisoning will not have an antidote in time. An antidote doubles the persona’s constitution for poison saving rolls. An antidote or treatment has no effect if the persona is already dead.
Reconfiguring a poison box to make poison is very hard and quite likely will destroy the machine. Creating a poison box would require a research team and is at least a 42DD maneuver. A failed attempt at reconfiguring a poison box for nefarious purposes would permanently damage the device.
Psionic Box
Duration |
200 units per Battery |
Bonuses |
+42 for psionic related rolls |
Wate |
20kg |
EXPS |
1984 |
Value |
129036049 |
The psionic box is like a stethoscope for the think space. The device contains materials, generators and detectors that measure interactions between consciousness and the thinkspace. The box is an elaborate detector that will betray the presence of any mental mutations (but not physical mutations) or manipulations of a psionic nature. The veterinarian can use the psionic box to probe the local area for a psionic anomaly.
For instance, a veterinarian could use the psionic box to eavesdrop on telepathic conversations or generate simplistic psionic signals.
Attaching the psionic box to a mutant’s scalp can deduce a mental mutation’s effects. The psionic box would reveal the ability to manipulate time and not a diagnosis called Time Stop. The mutant can defend against the intrusion by winning a mental attack of intensity 4-24 (4d6). The level of the veterinarian making the assessment is added to the intensity, increasing her chances of success. The probing takes 1 to 100 units of melodramatic agony. If the mutant fails their saving roll, the veterinarian must win a 12DD to detect the mutation type (16DD for biologists). The psionic box can combine with a Cerebro converter to search the target’s mind like a roll-a-dex.
Phenotype Detector
Duration |
Unlimited |
Bonuses |
+15 for type related rolls |
Wate |
2.1kg |
EXPS |
300 |
Value |
25000 |
This handy little box helps detect the taxonomy of organic personas. The detector works on deceased specimens as well.
EXP has a sciency fiction taxonomy to separate the three families. Jump to Families for more info. The family level reading will be Hominidae (anthros), diversidae (aliens), or inorganic. The genus-level reading for anthros is homo. The species-level reading for anthros is the anthro type. Anthro types are Avis (avarian), Canis (canine), Felis (feline), etcetera. An aquarian would register as Hominidae Homo Pisces. The subspecies would be its appearance shark, goldfish, or octopus.
The genus-level reading for alien depends on what the referee named it. Brand new aliens can be registered and cross-referenced to other registered aliens. This detector allows a biologist to build a menagerie of sciency fiction names. The famous sandworm from Arrakis would register as Diversidae Lumbricalis Arrakis Humongous. Later the sandworm may be renamed Diversidae Lumbricalis Arrakis Melange. A phenotype detector can add a tremendous amount of work for the referee.
Rejuv Chamber
Duration |
Power Source |
Bonuses |
+42 on healing rolls |
Wate |
333kg |
EXPS |
2000 |
Value |
210000042 |
The rejuv chamber is a technomagical device that repairs damaged organic personas. A rejuv chamber is the classic sciency fiction fluid-filled tank where the injured are submerged to heal. This artifact does not restore life to the dead and does not grow back missing limbs. A deceased persona will only clog up a rejuv chamber. The rejuv will remove bullets, replace burned skin, set bones, excise tumours, drain swellings, trephine a skull, fix blood chemistry, filter toxins, and groom the patient’s hair, nails and skin. After a stint in a rejuv chamber, the patient will feel refreshed, clean, and alive. Some personas use the device as a personal groomer.
The chamber does not resurrect deceased personas. Nor does the chamber restore missing limbs. The chamber does restore hit points and attribute values. The rejuv chamber can repair AWE, CHA CON, DEX, PSTR and HPS Total. The rejuv chamber cannot repair INT, MSTR or HPS Max. If an attribute drops below one (except CHA and HPS Total), the persona is irrevocably dead.
To have a safe rejuv chamber experience, the vet must win a task roll. The degree of difficulty of the maneuver is 1 DD per point of rejuvenation. So repairing 10 HPS would be a 10 DD maneuver, and fixing 1 PSTR point is a 1DD maneuver. Research Teams are recommended when running a rejuv chamber.
Vet failure will result in the removal of one point from one attribute to repair another. The rejuv chamber robs Peter to pay Paul. Instead of growing fresh tissue, the chamber moves tissue around instead. A failure by the research team leads to the persona loses an attribute to undertake the rejuvenation.
If the vet loses her 20 DD task roll, the patient loses 1 point off a random attribute and returns to full health. Regardless of what requires rejuvenation, the patient only loses on attribute point. The attribute reduced is randomly determined.
Which attribute is reduced to repair the persona. | ||
---|---|---|
Die Roll (1d00) |
Attribute |
|
01-19 |
Awareness |
AWE |
20-38 |
Charisma |
CHA |
39-57 |
Constitution |
CON |
58-76 |
Dexterity |
DEX |
77-79 |
Intelligence |
INT |
80-81 |
Mental Strength |
MSTR |
82-95 |
Physical Strength |
PSTR |
96-00 |
Hit Points Max |
HPS Max |
Die Roll |
Attribute |
|
1 Point is removed from the damaged attribute. |
Only treatments that need point restoration can harm the patient. Treating parasites, diseases, poisons, tumours, and pharma side effects will not damage the persona. At full health, a persona can get a fabulous manicure and hair doo without risk.
Treatment duration depends on what requires rejuvenation. A patient healing 20 HPS would require 20 hours in the machine. A patient undergoing an 8DD maneuver would require 8 hours in the machine. Vets can speed up the process by increasing the degree of difficulty of the maneuver. The rejuv chamber does not work like a stasis bag and ejects personas when the treatment finishes.
BIPAP for biohazard
Respirator
Duration |
5 hours per Battery |
Bonuses |
+15 on breathing rolls |
Wate |
2.5kg |
EXPS |
500 |
Value |
50000 |
A Respirator will monitor, regulate and maintain respiration in organic personas. For example, the respirator moves carbon dioxide for florians and oxygen for canines. The device snuggles over the mouth and nose. It appears like a half-face, rounded scuba mask.
If any breathing irregularities arise, the respirator will take over. The device will filter out toxic substances in the air but does not have an air supply. It protects the persona from toxic air but is not usable underwater.
Smoking edge of the blade
Scalpel
Duration |
300 units per Battery |
Bonuses |
+15 on fleshy rolls |
Wate |
100gm |
EXPS |
200 |
Value |
1500 |
This scalpel is a blade-less finely adjustable surgical flesh cutting device. A scalpel will easily cut through any organic covering. Most often, the device is lazer based, but the scalpel could also be sonic-based. Choose which style is best for the milieu.
Weaponizing this device yields unpredictable results. Each attack drains 30 units of battery power. Ten attacks would drain a full battery. It attacks as a type A weapon but has no PSTR bonus. A successful attack roll will inflict 2-12 (2d6) hit points of cutting damage.
A treatment with this device used 1-20 units of battery. Often this artifact is referred to as a lazer scalpel.
Stasis Bag
Duration |
Single use. |
Bonuses |
Nil |
Wate |
300gm |
EXPS |
200 |
Value |
1500 |
The stasis bag is the body bag of the future. The stasis bag suspends all organic processes, especially one like decomposition. Stasis means that there is no decomposition, no need for respiration, and no need for food. The stasis bag will suspend any organic material in a steady state: lunches, bodies, limbs, eyes for the eye bank, and even whole unconscious organisms. The auto-embalmer cannot hold an unwilling occupant, and anyone could thrash their way out of the thin opaque bag. Stasis bags can be any colour, but they are always opaque.
One bag can hold 150 kg. Only one type of organic material per bag is allowed. Two canines would be acceptable. A canine and turnips would not. A stasis bag requires an atmosphere and a temperature between -80°C and +80°C. The bag does not work exatmo.
A vet, biologist or mechanic must properly open a stasis bag. The player must win a 5 DD task roll of the contents rapidly spoil. Spoiled contents are dead and suffer accelerated aromatic decomposition. Failure when opening a stasis bag from long-term storage can lead to explosive spoiling. Explosive spoiling does not inflict damage but results in a grenade of grossness. A stasis bag has a 1% chance per year of storage of explosive spoiling.
Larger bags increase in value (+1000 ) and wate (+200 gm) for every additional 150 kg of capacity.
Touch Gloves
Duration |
Single use. |
Bonuses |
+20 for touch-related rolls |
Wate |
2gm |
EXPS |
360 |
Value |
25000 |
Touch gloves are medical safety gloves that also enhance the sense of touch. They appear as surgical gloves with visible circuitry and maybe a blinking light. When worn, they melt into the skin, accentuating the persona’s digital sense of touch. This hypersensitive touch is so clear that the user can almost feel air molecules careening off her fingertips.
Typically a vet will remove the gloves after completing a delicate maneuver. If the persona does not remove the gloves, they wear off in 1-4(1d4) days.
Touch gloves improve the persona’s awareness. There is a general bonus of +1 AWE. There is an additional bonus of +2 AWE when making touch-related rolls. Mechanics can use the bonus for delicate repairs. Spies can use the bonus for picking pockets or opening locks. Pilots and drivers can use the bonus for driving rolls.
Translinker
Duration |
Self powered |
Bonuses |
+42 with connected device |
Wate |
200gms |
EXPS |
750 |
Value |
1000000 |
The translinker is a bidirectional neuro machine interface. The translinker will allow a persona to directly interface with a piece of equipment, controlling it as an extension of her mind. The equipment must be more complex than a simple machine and contain electronics and computers for a translinker to connect. The translinker could not attach to a vedi-kit or a pistol. But it may connect to a medical kit or a fancy scope.
The translinker allows her to visualize the device’s data as part of her memory structure and control the device’s controls as part of her motor system. The persona becomes one with the device. The translinker would allow a vet to integrate herself with a rejuv chamber. A translinker allows a mercenary to fire a piece of artillery. A spie may gain insight into an electronic lock. A mechanic to drive a space vehicle. A translinker would allow virtual access to a computer’s memory system.
If the persona translinks with consciousness containing machines like robots or AI, there is a risk of the inorganic controlling the organic. The competition for control is up to the referee and depends on the machine’s intelligence versus the persona’s mental strength (not intelligence).
The persona may also become dependent on the translink device. Frequent use, or abuse, may prevent the persona from disconnecting from the device. If the persona fails a mental attack, she may prefer to view the world through the machine she translinks with rather than her senses.
The translinker’s appearance depends on the referee’s milieu and story. There may be a socket in the skull, a tinfoil hat, a keyboard deck, a coily cord, or a nail that punches into the machine.
Vedi kit middling tech level.
Vet Equipment Parameters
Duration
The duration parameter indicates how much use the persona can get from the artifact. Single-use and disposable vet equipment improve patient hygiene and corporate profits.
Other devices have a time for their duration parameter, like 500 units, 25 hours or 10 kgs of flesh. Each treatment depletes the duration by a set amount, and when the duration is all gone, the device needs new batteries.
Wate
The wate of medical equipment is the functional wate of the artifact, excluding batteries. Wate is also a proxy for tech level, where low tech level machines are bigger and heavier.
EXPS
The experience point value is for the persona, or personas, who correctly identifies the device. Identification can occur before or after the device is used.
Value
The value parameter is how many electrum pieces the device is worth. The value of a device may be priceless in certain situations of milieus.