Category: Equipment

Equipment: Tickler

Equipment: Tickler

The Sarnos races are a huge entertainment venue, especially on the planet Murbaine. Billions of credits are wagered on the outcomes of the races – with many having their favorite beasts.
Each Sarnos even has a social media presence and is on camera constantly – making “fixing” a race a virtual impossibility.

Each rider is encased in a cage atop the beast and is equipped with a “tickler”. The tickler is essentially a stun weapon. Sarnos are amazingly resistant to actual stunning, and instead become enraged. A properly enraged beast will move faster around the track, but enrage it too much and it will attack the closest living creature.

Equipment: Perserverine compound (Drug)

Equipment: Perserverine compound (Drug)

A highly effective pain-killer used often by military physicians. Although it does not heal any concussion points of damage, Perserverine greatly reduces the user’s sensitivity to any pain for a period of six hours.

One very dangerous aspect of this drug is its high addiction factor. Any character who rolls such a result must succeed in a very hard (-20) static maneuver modified by Self Discipline. If the total achieved on this roll exceeds 100, the dosage will have to be doubled the next time Perserverine is taken [within a 30-day period].

If the total is 100 or lower, the character is physically dependent on the drug, and will feel hopeless and in pain whenever denied its effects. Such characters will suffer a -20 on all maneuvers attempted during withdrawal. This penalty will continue to apply until withdrawal is complete – thirty days later.

In our game this reduces the Concussion hits taken from any hit by 50%, stuns of 1 round are ignored and a bonus of +20% on resistance roll for other stuns.

Equipment: Dermal Knitter

Equipment: Dermal Knitter

This small hand-held device is intended for field medics to treat battlefield wounds and get the soldier back in the fight as soon as possible. It uses modified DNA combined with an energy field that accelerates cell regeneration. As such it must be calibrated for a species before it will work on them. Each new species costs 1000Cr for the necessary data disk and technical expertise to calibrate the device.

On a failure the device can actually harm the patient. As is typical a 01-05 is a critical failure. Roll a subsequent D10 and subtract the original 01-05 from that roll.

  • < 01 : The device has depleted its charge
  • 01-03: Causes bleeding 2/rnd in the patient
  • 04-05: bleeding 4/rnd
  • 06 : bleeding 6/rnd
  • 07 : bleeding 8/rnd
  • 08 : bleeding 10/rnd
  • 09 : bleeding 15/rnd

The device has 3 modes of Operation, all requiring a HARD (-20) Medical Practice roll.

1: Click It: Target heals concussion hits in the amount over 100 / 2 (round up).

2: Diagnose & Click It (A 2-round action): On the first round you must succeed in the HARD Medical Practice roll. Success means that the Click It roll in the following round is EASY (+40). Again concussion hits over 100 / 2 are healed.

3: Stop Bleeding: Make the HARD Medical practice roll. The amount over 100 / 5 (round down) is the amount of bleeding healed.