Biorepair Equipment

Zero responders
Biorepair equipment is for repairing organic machines. Each piece of equipment performs its own private miracle, but nothing does everything, and some things do nothing. Even though biorepair is highly advanced, it still requires input from so-called professionals. Veterinarians are the primary users of biorepair artifacts. Most artifacts merely require a single vet to point the device correctly. While other artifacts require an entire Research Teams.
Generate 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 |
|
24-26 |
|
27-28 |
|
29-30 |
|
31 |
|
32 |
|
33-34 |
|
35-36 |
|
37-39 |
|
40-41 |
|
42-43 |
|
44 |
|
45 |
|
46-47 |
|
48-49 |
|
50 |
|
51-52 |
|
53-54 |
|
55-56 |
|
57-59 |
|
60 |
|
61 |
|
62 |
|
63-65 |
|
66-68 |
|
69 |
|
70 |
|
71 |
|
72-73 |
|
74-75 |
|
76-79 |
|
80 |
|
81-82 |
|
83-90 |
|
91-95 |
|
96-98 |
|
99 |
|
00 |
Ref’s Own Table |
Die Roll |
Vet Equipment Type |
Biorepair Data
Description
Biorepair equipment can look like pretty much anything. While some biorepair artifacts have general descriptions like a bed, or a coffin, they could be anything. To modify a toys' description jump to Appearances.
Parameters
Duration
The duration parameter indicates how much use the persona can get from the artifact. Single-use and disposable biorepair 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.
Biorepair Catalogue
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 Roll.
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, phenomic mutations shrivel up and fall off the mutant. Psionic 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 phenomic mutation is a normal (42) task, and working around a psionic mutation is a tough (126) task. If a vet wanted to eliminate a mutant’s pus-producing organ while retaining her symbiotic attachment, the player must win a normal (42) 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 Roll.
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).
Bandage Box
| Duration |
100 minutes per Battery |
| Bonuses |
+20 quick fixes, +10 surgery rolls |
| Wate |
5kg |
| EXPS |
500 |
| Value |
1500 |

Automated suturing device
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 hard (100) task. Reasons for failure could be sizing, anthro type or technique. If there is any questions about limb sizing or matching consult the Sphincter Roll. 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 phenomic 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 phenomic mutations. The luxury plus attachment includes a non-defective phenomic mutation. This mutation can be a Phenomic Combat Mutation, or a Phenomic Uncombat 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, 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.
Typically, the biorganic replacement will be a basic unit requiring surgical insertion by a veterinarian. Inserting a basic replacement is a tough (126) difficulty task and may require a surgical theatre.
25% of the time, the biorganic replacement will be a luxury unit that is self-inserting. The luxury unit still requires a veterinarian, but success is guaranteed and requires not operating theatre. The value of a biorganic replacement is ten times that of a basic unit.
The tech level of a biorganic replacement improves the likelihood of insertion and luxuriousness. The referee may add the tech level to the chance that the replacement is a luxury unit. The player may add the tech level of the replacement to her
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 |
Psionic Mutation |
78-84 |
Phenomic 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% HPM 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 Mind. 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 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 Defence Rating increases to 600. There is a 10% HPM 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 more photosynthetic 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.
- Psionic Mutation Insertion
-
This biorganic replacement gives the user a permanent psionic mutation. There is no way to determine what the psionic mutation will be in advance. Jump to Psionic Mutations The psionic mutation should not be a defect. A vet is required to get this replacement into the braincase of the persona. The psionic mutation insertion is worth 10000000 eps.
- Phenomic Mutation Insertion
-
This biorganic replacement gives the user a permanent phenomic mutation. There is no way to determine what the phenomic mutation will be in advance. Jump to Phenomic Mutations The phenomic mutation should not be a defect. The phenomic 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.
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 Strike 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.
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.
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 Mind 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, STR and HPM remain the same. There is a new INT, MND, personality, memories, vocation and EXPS in the new brain.
| These actions are both ethically dubious and medically dangerous. |
Cerebro conversion is a dangerous procedure 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.
-
Receiver Rejection
-
Task Roll
-
Malfunction Roll
Receiver Rejection
The donor consciousness is being forced into the receiver’s brain. The receiver consciousness is fighting for its existence. The more powerful the receiver’s consciousness, the more difficult it is to wipe. It is possible that receiver consciousness may be too powerful to be cerebro converted.
Receiver rejection is a modified attribute challenge that the donor consciousness must win.
Task Roll
For the cerebral conversion to be a success, a vet must win a task roll. A cerebro converter can assist any veterinarian in other cerebral task rolls. The cerebro converter may be used to remove a bad memory, or insert a piece of knowledge. It is strongly recommended to build a Research Team when using a cerebro converter.
The difficulty of the task roll depends the type of cerebro conversion the vet is doing. A typical cerebro converter will be tech level ten. Transferring a donor to another anthro is tough difficulty (126), and unethical. Transferring a donor into storage (organic or inorganic) is impossible difficulty (168).
-
TL < 10: +30
-
TL 10 - 19: +40 to +49 (20 + TL)
-
TL 20 - 25: +70 to +80 (20 + TL + TL
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% and if the player rolls 42 on a 1d100 the converter has suffered a malfunction 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 adverse effects like insanity and death. A failure at any step (donation, task or malfunction) prevents conversion. A conversion failure may result in a adverse effect.
If the donation fails, the veterinarian must win her task roll to prevent a adverse effect. If the machine malfunctions, the mechanic must win her task roll to prevent a adverse effect.
If the donation was successful, but the vet lost her task roll, there is no adverse effect. If the donation was successful, but there was a machine malfunction, there is a adverse effect.
What could possibly go wrong? |
|
Die Roll (1d100) |
Side Effect |
01-30 |
Confluence |
31-33 |
Death |
34-65 |
Irrationality |
66-70 |
Psionic 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 Mind tends to dominate the vessel. However, the less powerful consciousness (lower Mind) 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 adverse effect of the cerebro converter. The player of the donor consciousness must win against a mind attack of 42 or die. The competency of the veterinarian can be subtracted from the target roll, however the challenge cannot be less than 12. If the player fails the roll, the cerebro converter creates one vegetative husk and one lifeless husk.
- Irrationality
-
The conversion is a failure, and both consciousnesses now have an irrational personality trait. Irrationalities in EXP are role-play irritations and not mundane terran mental illnesses. Jump to mild irrationality 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. The player of the donor consciousness must win against a mind attack of 42 or be mind wiped The competency of the veterinarian can be subtracted from the target roll, however the challenge cannot be less than 12. Memories slowly returning is an excellent opportunity for some storytelling.
- Psionic Mutation
-
The cerebro conversion fails, and both personas suffer a defective psionic mutation. The must roll against a mind attack of 42 or suffer a Defective Psionic Mutation. The competency of the veterinarian can be subtracted from the target roll, however the challenge cannot be less than 12. A more generous referee will allow the player to roll a psionic (no defective) mutation for her persona. Abuse of this malfunction will eventually lead to psionic defects.
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, Mind 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
There are references to the tech level of the cloning equipment. Any tech level less than 10 is low tech, and any tech level greater than 15 is high tech.
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, the player must win a task roll. The biologist has a cloning skill with a bizarre difficulty of 210. When using cloning equipment the player gets a bonus that depends it’s tech level. Low tech cloning equipment (TL < 10) can only add the stated +20 to the roll. Better than low tech cloning equipment (TL > 9) can add their tech level to roll as well. If the tech level is greater than 19 the tech level can be added twice to roll
-
TL < 10: +20
-
TL 10 - 19: +30 to +39 (20 + TL)
-
TL 20 - 25: +60 to +70 (20 + TL + TL)
It is strongly recommended to build a Research Team when using cloning equipment.
Cloning Duration
The cloning process takes less time the higher the tech level. Low tech cloning may take months to brew up a clone. Normal tech (TL 10 - 15) takes weeks to complete the clone. Super high tech cloning may take days. Formerly there was a terran biblical minimum of 7 days to make a clone.
Artificially speeding up the cloning process increases the chance of failure. If the players want to speed clone they can transfer the bonus for speed. So the time to clone can be halved if they half their cloning equipment bonus.
Malfunction Roll
The cloning equipment has a chance of breaking down under the complex process of cloning. The chance of machine failure is 1%. If the player rolls a 42 on 1d100 the cloning equipment has malfunctioned. 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 sample size and damage decrease. |
||
Wate (kgs) |
Sample Size |
Sample Damage |
>6000 |
Live body. |
3d12 HPS damage. 1% per HPS chance drowning |
3000-6000 |
Live body. |
2d12 HPS damage. |
2000-2999 |
Live body. |
1d12 HPS damage. |
1500-1999 |
Live part. |
Part destroyed. |
750-1499 |
Desiccated part. |
Part destroyed. |
<750 |
Piece of anything. |
Two uses then destroyed. |
Wate (kgs) |
Sample Size |
Sample Damage |
Machine wate acts as a surrogate for tech level. |
||
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 pharma. 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 stabilization rolls |
| Wate |
70kg + accessories + Battery |
| EXPS |
700 + accessories |
| Value |
15000 + accessories |
A comfy couch is a mobile medical bed stocked with medical accessories. 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 accessories automatically start working on the patient it is supporting. Every couch gets 0-3 (d4-1) accessories. These additional artifacts add to the wate, EXP and value to the comfy couch.
The comfy couch has the nickname porter plus.
Accessories 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.
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.
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.
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 task rolls |
| 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. A patient that has been dead for 6 hours would have to beat a 6 DD task roll. Each day is another 24 DD for the task roll. Clearly personas that have been long deceased cannot be resurrected with the life ray.
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 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, STR and HPMinimum 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 Mind. The first time the life ray resurrects a persona, her Mind may increase by 0-3 (1d4 - 1). Further life ray treatments may decrease or increase the persona’s Mind 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 implantation 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.
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 phenomic mutations and one light for psionic 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 psionic 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 Mind. The mental defence of the neuro cap has a minimum MND of 20. A persona with a 15 MND 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 psionic mutation that the persona attempts to emit.
Pharma Analyzer
| Duration |
20 analyses per Battery |
| Bonuses |
+25 on pharma task rolls |
| Wate |
10kg + Battery |
| EXPS |
250 |
| Value |
50000 |
The pharma 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 pharma. It can also identify poisons and toxins.
The analyzer prefers a full dose of the pharma 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 pharma analyzer will store a molecular copy of the sample, allowing for future reproduction of the analyzed pharma. A pharma analyzer does not fabricate pharma.
The bonus offered on task rolls increases with the tech level of the pharma analyzer.
-
TL < 10: +20
-
TL 10 - 19: +30 to +39 (20 + TL)
-
TL 20 - 25: +60 to +70 (20 + TL + TL)
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.
Pharma Box
| Duration |
5 doses per Battery |
| Bonuses |
+42 on pharmacologic rolls |
| Wate |
35kg + Battery |
| EXPS |
900 |
| Value |
900000 |
A pharma box fabricates pharma 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 pharma the pharma box can learn. The pharma box does not analyze and copy pharma. The pharma box is not a pharma photocopier. To add a new prescription requires a pharma analyzer or a veterinarian.
Successful fabrication of a pharma does not require a veterinarian. However, a veterinarian’s input decreases the chance of adverse effects. The preventing adverse effects has a difficulty equal to the chance of an adverse effect. For example, fabricating an altergenic without adverse effect would be difficulty 42. Research Teams may be required for fancy rare medications.
Existing Prescriptions
A pharma box may come with some existing prescriptions that it is ready to fabricate. The pharma 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) pharma |
|
Die Roll (1d100) |
Pharmaceutical Type |
01-34 |
|
35-39 |
|
40-79 |
|
80-89 |
|
90-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Pharmaceutical Type |
Duration
Fabricating a pharma takes 1-8 (1d8) hours per dose. Ideally, the duration of the fabrication will be the most exciting duration possible.
A Nice Pairing
There is a slight chance that a pharma box will have a Pharma Analyzer built-in. The chance of this nice pairing is 1% per tech level of pharma box A tech level 12 pharma box has a 12% of being combined with a pharma analyzer. The pharma analyzer increases the wate and value of the pharma box. The multi-tool will come with no existing prescriptions if the pharma box and pharma analyzer are combined.
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.
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 normal (24) difficulty task roll. 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 psionic mutations (but not phenomic 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 psionic 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 mind roll against the competency of the veterinarian. The probing takes 1 to 100 units of melodramatic agony. If the mutant fails their mind roll, the veterinarian must still win a task roll. To detect psionic mutations is easy (24) difficulty. To diagnose a psionic mutation is hard (84) difficulty. A biologist can use this device as well, but suffers a +20 increase in the difficulty score. The psionic box can combine with a Cerebro converter to search the target’s mind like a roll-a-dex.
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, STR and HPS. The rejuv chamber cannot repair INT, MND or HPM. 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 difficulty of the task roll is determined by the skill being attempted. The rejuv chamber will make the likelihood of success much higher.
-
TL < 10: +42
-
TL 10 - 19: +52 to +61 (20 + TL)
-
TL 20 - 25: +82 to +92 (20 + TL + TL)
If the player fails the task roll the rejuv chamber will forge ahead and complete the task. The device moves flesh around instead of creating new tissue; essentially robbing Peter to pay Paul. Essentially any persona can use a rejuv chamber but there is an attribute cost to do so. The attribute reduced is randomly determined.
| Which attribute is reduced to repair the persona. | ||
|---|---|---|
Die Roll (1d00) |
Attribute |
Cost |
01-19 |
Awareness |
1d2 |
20-38 |
Charisma |
1d3 |
39-57 |
Constitution |
1 |
58-76 |
Dexterity |
1 |
77-79 |
Intelligence |
1 |
80-81 |
Mind |
1d2 |
82-95 |
Strength |
1 |
96-00 |
Hit Points Max |
10% |
Die Roll |
Attribute |
Cost |
Only treatments that require the restoration of points (HPS, attributes) will eat an attribute. 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 helps the story best.
Respirator
| Duration |
5 hours per Battery |
| Bonuses |
+15 on breathing rolls |
| Wate |
2.5kg |
| EXPS |
500 |
| Value |
50000 |

BIPAP for biohazard
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.
Scalpel
| Duration |
300 units per Battery |
| Bonuses |
+15 on fleshy rolls |
| Wate |
100gm |
| EXPS |
200 |
| Value |
1500 |

Smoking edge of the blade
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 Strike weapon but has no STR 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 an easy (24) task roll or 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 spacecraft. 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 Mind (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
| 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 skill 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, vedi 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 |
Using a vedi wrap successfully is automatic. However getting multiple uses out of vedi wrap is a veterinarian task. A veterinarian can extend a vedi wrap to cover multiple wounds allowing one vedi wrap multiple uses. The first re-use is easy (24), second re-use is normal (42), third re-use is hard (84) and so on.
Veterinarians can transform a vedi wrap to heal different injury types. A thermal burn vedi wrap could heal a chemical burn. This a normal (42) task roll, but this wrap cannot be re-used.
| A vedi wrap is not a veggie wrap and is not edible. |
Vedi wraps are also called medi wraps, med packs, plasters, vedi 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 skill 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 task rolls (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.
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.