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starrangers:medical [2014/12/09 07:59] – [Surgical Equipment (TL9)] webystarrangers:medical [2021/05/19 02:11] (current) weby
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 ====== Drugs ====== ====== Drugs ======
  
-Common emergency drugs: +===== Common emergency drugs ===== 
-    Anti-Toxin Kit (TL9) This is an antidote for one specific non-nanotech toxin; 10 uses. $25, 0.5 lb. LC4. + 
-    Analgine (TL9)This drug masks pain for a period equal to half the user’s HT in hours(negating reeling condition and giving high pain threshold).  Unfortunately, the user is also Numb for the same period. $50 per dose. LC3. +==== Anti-Toxin Kit (TL9) ==== 
-    Antirad (TL9):One dose halves the effective amount of rads from a new exposure; two doses will halve exposure again, and so on. Antirad is preventative; it does not heal radiation damage. It comes as an injection or pill for $150 per dose. +This is an antidote for one specific non-nanotech toxin; 10 uses. $25, 0.5 lb. LC4. 
-    Hyperstim (TL9):This drug instantly awakens an unconscious person, regardless of his HP or FP. Someone using this drug cannot fail a HT roll to avoid unconsciousness. After the drug wears off in HT/4 hours, roll vs. HT. Failure causes 1 HP damage, while critical failure also results in a heart attack. $100 per dose. LC2 +==== Analgine (TL9) ==== 
-     * Ascepaline (TL10):Accelerates cellular regeneration: anyone using it regenerates 1 HP every 4 hours. Each dose lasts a day, and a week should elapse before another dose is taken. If not, roll vs. HT+2 for the second dose, HT+1 for the third, etc. Failure means the user’s natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline and rejuvenation tanks, however. $20 per dose. LC3 +This drug masks pain for a period equal to half the user’s HT in hours(negating reeling condition and giving high pain threshold).  Unfortunately, the user is also Numb for the same period. $50 per dose. LC3. 
-     * Purge (TL10)This cleanses the user’s system of foreign biochemicals. If the user makes a HT roll, it neutralizes any active drugs (including recreational drugs and alcohol) within 2d minutes. Failure means that the dose had no effect; critical failure also nauseates the user (-3 DX for 1 hour). Purge will not counteract drug addiction or cure side effects that remain after the drug that caused them wears off. Purge has no effect on most deadly poisons, but it will counteract sleep gas. $20 per dose. LC4. +==== Antirad (TL9) ==== 
-    Programmable Immune Machines (TL11)These general-purpose nanomachines are programmed to eradicate disease-causing microorganisms or tumors. A successful diagnosis followed by a Physician roll lets the user program the nano dose to treat a specific disease. There’s no need to buy or make new nanomachines for each illness. Programming usually takes an hour per attempt (apply a -2 penalty to skill for rare diseases). Programming a cure for a previously unknown disease takes a successful diagnosis and at least a day per attempt. The skill roll is at -4. $2500 per dose. LC3. + One dose halves the effective amount of rads from a new exposure; two doses will halve exposure again, and so on. Antirad is preventative; it does not heal radiation damage. It comes as an injection or pill for $150 per dose. 
-    Quickheal (TL11)This is a topical application of nanomachines. It restores 2d HP. The patient must also have received First Aid; Quickheal won’t close a gaping wound. No more than one dose can be taken per hour. $500 per dose. LC4 +==== Hyperstim (TL9) ==== 
-    QuickRegen(TL 11)These nanomachines cause the body to quickly regenerate and close wounds, but are risky to use. They cause regeneration 1 hp/second for HT seconds, but cost 4 FP. You must make a HT roll for them to take effect. On critical success they only cost 2 FP and last 2*HT seconds. on success the normal effect, on failure use up the FP but no healing happens. On critical failure cause HP/second damage for HT seconds. They cannot act immediately after a wound is taken. One must wait for longer of 1 second/latest damage taken or 1 second/5 total damage taken since last damage before applying them and any damage taken during the regeneration stops it. Also a second dose cannot be applied before HT*2 seconds have passed from previous use.  Cumulative uses cause -2 extra each to the HT roll. This penalty is reduced by 1/4 hours. $500 LC2 +This drug instantly awakens an unconscious person, regardless of his HP or FP. Someone using this drug cannot fail a HT roll to avoid unconsciousness. After the drug wears off in HT/4 hours, roll vs. HT. Failure causes 1 HP damage, while critical failure also results in a heart attack. $100 per dose. LC2 
-    Regen(TL 11): as Quick regen, but the speed is only 1 HP/minute, the duration is HT*2 minutes and FP cost is one FP total. Use causes -1 extra to future rolls. Cumulative uses are combined for all types. $500 LC3 +==== Hypercoagulin (TL9) ==== 
-    SlowRegen (TL 11)as Quick regen, but the speed is only 1 HP/hour, the duration is HT*4 hours and there is no FP cost. No cumulative penalty. $500 LC2 +When injected or applied to a patient with a bleeding wound, this causes instant coagulation and a cessation of bleeding within 1d+4 seconds. This is equivalent to bandaging.Injectable or contact agent only. $25/dose. LC3. 
-    Clotting(TL 11)Nano machines that patrol the bloodstream and clot wounds. They take 1d minutes to clot a major wound. Each dose stays in the body upto 24 hours and can close one major wound. $500 LC3 + 
-    Respirocytes (TL11)These function like oxygen-carrying red blood cells, but with many times the transport capability. They store extra oxygen, transport it, and release it in response to need. They also extract carbon dioxide and absorbed nitrogen from muscle tissue, carrying it to the lungs for excretion. Respirocytes provide +2 FP and Doesn’t Breathe (Oxygen Storage x25, -50%). They last until the oxygen has been used up or the user reaches 0 FP due to extra effort or exertion; then additional respirocytes are needed. $2500 per dose. LC4. +==== Ascepaline (TL10) ==== 
-    Torpine (TL11)This puts the user into a healing trance; he becomes unconscious for 12 hours. At the end of that time, all damage taken is totally healed. However, the user comes out of the trance at 1 FP. He is famished from the demands on his system, and must eat to recover lost FP. Torpine also speeds up the metabolism; treat each day on torpine as equivalent to 10 days for aging purposes. $1250 per dose. LC3. +Accelerates cellular regeneration: anyone using it regenerates 1 HP every 4 hours. Each dose lasts a day, and a week should elapse before another dose is taken. If not, roll vs. HT+2 for the second dose, HT+1 for the third, etc. Failure means the user’s natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline and rejuvenation tanks, however. $20 per dose. LC3 
-    Closewound(TL11)Improved bandage spray with nanomachines, close wound and heal 1 hp in 3 seconds, give +6 to first aid for closing wounds. $75/dose LC 4+==== Purge (TL10) ==== 
 + This cleanses the user’s system of foreign biochemicals. If the user makes a HT roll, it neutralizes any active drugs (including recreational drugs and alcohol) within 2d minutes. Failure means that the dose had no effect; critical failure also nauseates the user (-3 DX for 1 hour). Purge will not counteract drug addiction or cure side effects that remain after the drug that caused them wears off. Purge has no effect on most deadly poisons, but it will counteract sleep gas. $20 per dose. LC4. 
 +==== Genericillin(TL 10) ==== 
 + This is a very powerful, general-purpose antibiotic. It doesn’t treat all diseases, but it’s a good thing to try. A dose of genericillin gives a +5 to HT to recover from bacterial diseases and infection for a week. $25 per dose. LC4. 
 +==== Programmable Immune Machines (TL11) ==== 
 + These general-purpose nanomachines are programmed to eradicate disease-causing microorganisms or tumors. A successful diagnosis followed by a Physician roll lets the user program the nano dose to treat a specific disease. There’s no need to buy or make new nanomachines for each illness. Programming usually takes an hour per attempt (apply a -2 penalty to skill for rare diseases). Programming a cure for a previously unknown disease takes a successful diagnosis and at least a day per attempt. The skill roll is at -4. $2500 per dose. LC3. 
 +==== Quickheal (TL11) ==== 
 +This is a topical application of nanomachines. It restores 2d HP. The patient must also have received First Aid; Quickheal won’t close a gaping wound. No more than one dose can be taken per hour. $500 per dose. LC4 
 +==== QuickRegen(TL 11) ==== 
 + These nanomachines cause the body to quickly regenerate and close wounds, but are risky to use. They cause regeneration 10 hp for 1 second, but cost 4 FP. You must make a HT roll for them to take effect. On critical success they only cost 2 FP and last 2 seconds. On success the normal effect, on failure use up the FP but no healing happens. On critical failure cause 10 HP damage. They cannot act immediately after a wound is taken or the effect is halved. One must wait for 1 second/points total damage taken to have passed without taking any damage. Any damage taken during the regeneration stops it. Also a second dose cannot be applied before HT*2 seconds have passed from previous use.  Cumulative uses cause -2 extra each to the HT roll. This penalty is reduced by 1/4 hours. $500 LC2 
 +==== FastRegen(TL 11) ==== 
 +As Quick regen, but the speed is only 1 HP/second, the duration is HT seconds and FP cost is 2 FP total. Use causes -1 extra Cumulative uses are combined for all types. $500 LC3 
 +==== Regen(TL 11) ==== 
 +As Quick regen, but the speed is only 1 HP/minute, the duration is HT*2 minutes and FP cost is one FP total. Use causes -1 extra to future rolls. Cumulative uses are combined for all types. $500 LC3 
 +==== SlowRegen (TL 11) ==== 
 +as Quick regen, but the speed is only 1 HP/hour, the duration is HT*4 hours and there is no FP cost. No cumulative penalty. $500 LC2 
 +==== Clotting(TL 11) ==== 
 + Nano machines that patrol the bloodstream and clot wounds. They take 1d minutes to clot a major wound. Each dose stays in the body upto 24 hours and can close one major wound. $500 LC3 
 +==== Respirocytes (TL11) ==== 
 + These function like oxygen-carrying red blood cells, but with many times the transport capability. They store extra oxygen, transport it, and release it in response to need. They also extract carbon dioxide and absorbed nitrogen from muscle tissue, carrying it to the lungs for excretion. Respirocytes provide +2 FP and Doesn’t Breathe (Oxygen Storage x25, -50%). They last until the oxygen has been used up or the user reaches 0 FP due to extra effort or exertion; then additional respirocytes are needed. $2500 per dose. LC4. 
 +==== Torpine (TL11) ==== 
 + This puts the user into a healing trance; he becomes unconscious for 12 hours. At the end of that time, all damage taken is totally healed. However, the user comes out of the trance at 1 FP. He is famished from the demands on his system, and must eat to recover lost FP. Torpine also speeds up the metabolism; treat each day on torpine as equivalent to 10 days for aging purposes. $1250 per dose. LC3. 
 +==== Closewound(TL11) ==== 
 + Improved bandage spray with nanomachines, close wound and heal 1 hp in 3 seconds, give +6 to first aid for closing wounds. $75/dose LC 4 
 + 
 +=====Common utility drugs===== 
 +==== Ursaline (TL9) ==== 
 + 
 +This drug prevents atrophy of bone tissue and muscles 
 +in low or zero gravity. It is safe but somewhat expensive. A 
 +dose provides a week of protection, equivalent to No 
 +Degeneration in Zero G. $25/dose. LC4. 
 + 
 +==== Adders (TL9) ==== 
 + 
 +This is a generic name for a group of drugs that tem- 
 +porarily add to ST, DX, IQ, HT, or Basic Move. One dose 
 +adds 1 point, but multiple doses can be taken together. 
 + 
 +After it wears off, the affected attribute suffers a penalty 
 +equal to the original bonus and lasting twice as long. 
 + 
 +To obtain the desired effect, a user must make a HT roll 
 +at -1 for every dose taken. If the roll is successful the attribute is raised by the number of doses taken for (25 - HT)/4 
 +hours. If the roll fails, the drug decreases the attribute by the number of 
 +doses taken, for one hour. On a Critical failure you become addicted to them. 
 + 
 +As long as any attribute bonus or penalty is in effect, 
 +using any other type of adder results in adverse side effects. 
 +If the user takes the same type of adder within 24 hours of 
 +a dose, he must make a new HT roll at a penalty equal to 
 +the total of all doses taken in that period. The bonus is only 
 +that of the new dose, but the letdown period is that of all 
 +the doses combined. 
 + 
 +Adder users often feel very good under the effects of the 
 +drug – similar to the Overconfidence(9-) advantage – and are at 
 +least mildly depressed during the after effect period. 
 + 
 +Pill or injection, $25/dose. LC3. 
 + 
 +==== Bone Stimulation (TL9) ==== 
 + 
 +This treatment gives +1 HP (it can’t be repeated). It does 
 +not increase ST, but does allow muscle grafting or rein- 
 +forcement to increase Lifting or Striking ST by two points 
 +more than the normal limit. It can also cure one point of ST 
 +or HP loss due to bone degeneration in zero-G (see No 
 +Degeneration in Zero-G, p. 211). 
 + 
 +The treatment is $10,000 (and two weeks). Repeated 
 +treatments will not have any further benefits, except to 
 +cure further ST or HP losses due to decalcification. 
 + 
 +==== Mnemosin (TL9) ==== 
 + 
 +This drugs boosts the production of cyclic-AMP response 
 +element binding proteins (CREB) in the brain, enhancing 
 +the user’s memory. It gives him Photographic Memory for 
 +things experienced while under its effects, and temporary 
 +Eidetic Memory to recall anything experienced in the past. 
 +Effects last (25 - HT) minutes. Pills: $20/dose. LC4. 
 + 
 +==== NERV (TL10) ==== 
 + 
 +This drug chemically alters the neuro-endocrine system 
 +to improve reflexes and coordination. After taking NERV 
 +for 20 weeks, the user gains +1 DX. Then he must roll vs. 
 +HT. If successful, there are no side effects. 
 + 
 +If the roll fails, the user suffers one level of Ham-Fisted 
 +[-5] (p. B138) as the drug increases overall reaction speed 
 +and agility, but fails to make the neural connections need- 
 +ed to improve fine motor coordination. (If the user already 
 +has Ham-Fisted [-5] it increases to [-10] level. If he already 
 +has Ham-Fisted [-10], or if the roll was a critical failure in 
 +any event, neural damage was inflicted. If neural damage is 
 +suffered, the user gains a Neurological Disorder (p. B144): 
 +a mild disorder unless he already has one; if so, increase 
 +the level of the disorder one stage, up to a maximum of 
 +crippling. 
 + 
 +The treatment is $2,000 per week. LC3. 
 + 
 +===== Nanosymbionts ===== 
 +Nanosymbionts are colonies of nanomachines installed 
 +in a host’s body to perform useful services. Appropriately 
 +designed nanosymbionts can be used by any being with a 
 +biological body. The bio-nanomachines may be permanent 
 +residents or temporary lodgers. 
 +Unlike nanodrugs, nanosymbionts don’t simply produce 
 +chemicals – they interact directly with cells and other struc- 
 +tures in the body. Some roam the body, seeking infections 
 +or tumors and then producing drugs to combat them, while 
 +others physically manipulate objects, manhandling them 
 +into desired configurations. 
 +Properly designed nanosymbionts do not normally 
 +interfere with one another (except for those meant to do so) 
 +and can safely be used in combination.  
 + 
 +==== Temporary Nanosymbionts ==== 
 + 
 +At TL10+, these are a common way to treat illnesses. A 
 +doctor will analyze the patient’s condition and prescribe 
 +appropriate nanosymbionts. They typically come in a sterile package housing a bee-sized capsule. This contains an 
 +applicator-programmer and billions of tiny nanomachines. 
 + 
 +The user may set a treatment duration for anywhere 
 +from one day to two weeks; once set it cannot be changed. 
 + 
 +The patient then swallows the capsule and the bio-nanoma- 
 +chines take effect within an hour. The applicator-programmer capsule is digested and excreted normally, while the 
 +nanosymbionts take up residence in the body. At the end of 
 +the treatment they shut down, and within another few 
 +weeks are cleansed by the body’s normal waste elimination 
 +functions. 
 + 
 +The first price is for the temporary model. 
 + 
 +==== Permanent Nanosymbionts ==== 
 + 
 +These perform ongoing maintenance or improvement 
 +functions in the body until removed. Permanent nanosym- 
 +bionts are more expensive than temporary ones, as the bio- 
 +nanomachines must be designed with long-term durability 
 +and self-repair capabilities. 
 + 
 +Designers periodically release upgrades for some types 
 +of nanosymbionts, to add new capabilities. This is particu- 
 +larly common for those that deal with known bacteria or 
 +viruses, as new varieties are discovered or infectious strains 
 +mutate. Registered users can get an upgrade installed for 
 +1% of the original purchase price. 
 + 
 +The second price is for the temporary model. 
 + 
 +==== Panimmunity (TL9) ==== 
 + 
 +Panimmunity injections contain smart artificial organ- 
 +isms or bio-nanomachines, tailor-made for each individual. 
 +They recognize friendly cells, and attack others. 
 +Availability and Statistics: Depending on the bio- 
 +engineering techniques of the society: 
 + 
 +   * Level 1 Panimmunity (TL9): Gives Resistant to Disease (+3) [3]. $150/$7,500. LC4. 
 +   * Level 2 Panimmunity (TL10): Gives Resistant to Disease (+8) [5]. $250/$12,500. LC4. 
 + 
 +==== Artery Cleaners (TL10) ==== 
 + 
 +These use tiny biomechanical brushes, cilia, and rotors 
 +to clear plaque and fatty deposits from arterial surfaces, 
 +reducing the risk of heart disease. 
 + 
 +Availability: $50/$2,500. LC4. 
 + 
 +Statistics: If someone who has been using artery clean- 
 +ers for at least six months would lose a point of HT due to 
 +a failed aging roll (p. B444), roll 1d: on a 1-3 he doesn’t lose 
 +the HT. 0-point feature. 
 + 
 +==== Nano-Bacteriophages (TL10) ==== 
 + 
 +These bio-nanomachines patrol for and destroy any 
 +known bacterial and parasitic pathogens, but have no effect 
 +on viruses. 
 + 
 +Availability: $250/$12,500. LC4. 
 + 
 +Statistics: Immunity to Known Bacteria [5]. 
 + 
 +==== Blood Cops (TL10) ==== 
 + 
 +These are gengineered macrophage cells designed to 
 +patrol the bloodstream, seeking out and destroying 
 +pathogens, toxins, and harmful free radicals before they 
 +can damage the body. 
 + 
 +Availability: $850/$42,500. LC4. 
 + 
 +Statistics: Blood Cops provide Longevity [2] and 
 +Resistant to Metabolic Hazards (+8) [15]. 17 points. 
 + 
 +==== Carcinophages (TL10) ==== 
 + 
 +These are programmed to search the body for cells that 
 +have mutated into a cancerous state and destroy them 
 +before they can develop into tumors. They can also safely 
 +remove existing tumors, no matter how delicately placed, 
 +such as deep within the brain. 
 + 
 +Availability: $250/$17,500. LC4. 
 + 
 +Statistics: Immunity to Cancers [5]. Permanent 
 +carcinophages also grant Extended Lifespan 1 [2]. 
 + 
 +==== Guardians (TL10) ==== 
 + 
 +In a world where hostile nano can be used as insidious 
 +weapons, people will want to protect themselves. 
 + 
 +Guardians are adaptive bio-nanomachines that will recog- 
 +nize any other bio-nanomachines already present in the 
 +body when they are first introduced. 
 + 
 +If they come upon any new examples, they’ll attempt to 
 +destroy them. If a nano agent allows a HT roll to 
 +resist, guardians give a +8 bonus to the resistance roll. 
 + 
 +Availability: $100/$5,000. LC3. 
 + 
 +Statistics: Resistant to Bio-Nanomachines (+8) [2]. 2 
 +points. 
 + 
 +==== Lung Cleaners (TL10) ==== 
 + 
 +These roam the lungs, removing inhaled debris by 
 +encapsulating it and carrying it through to the body’s 
 +normal excretory systems. 
 + 
 +Availability: $250/$12,500. LC4. 
 + 
 +Statistics: Filter Lungs [5] 
 + 
 +==== Microgravity Biochemistry (TL10) ==== 
 + 
 +By maintaining muscle tone and bone density at a micro- 
 +scopic level, these nanosymbionts prevent any degeneration 
 +of these tissues under microgravity or zero-gee conditions. 
 +Availability: $100/$5,000. LC4. 
 + 
 +Statistics: No Degeneration in Zero-G [1] (p. 211). 
 + 
 +==== Pore Cleaners (TL10) ==== 
 + 
 +A favorite example of cosmetic nano, these inhabit skin 
 +pores and keep them clean. They also eliminate body odor 
 +by killing the bacteria that cause it. 
 + 
 +Availability: $50/$2,500. LC4. 
 + 
 +Statistics: Sanitized Metabolism [1]. 
 + 
 +==== Tooth Cleaners (TL10) ==== 
 + 
 +These simple engineered bio-nanomachines keep the 
 +user’s teeth clean and healthy without any need for brush- 
 +ing or toothpaste. 
 + 
 +Availability: $20/$1,000. LC4. 
 + 
 +Statistics: This is a 0-point feature. 
 + 
 +==== Virus Hunters (TL10) ==== 
 + 
 +Similar to bacteriophages, these are programmed to 
 +hunt and destroy known viral pathogens, but have no effect 
 +on bacteria. 
 + 
 +Availability: $250/$12,500. LC4. 
 + 
 +Statistics: Immunity to Known Viruses [5]. 
 + 
 +==== Cell Surgeons (TL11) ==== 
 +Availability: $6,000/$300,000. LC4. 
 + 
 +Statistics: Regeneration (Regular; Nuisance Effect, 
 +sweat heavily while regenerating, -1 reaction, -5%) [24]. 
 + 
 +==== Electroreceptors (TL11) ==== 
 + 
 +These nanosymbionts reside in nerve tissue just beneath 
 +the user’s skin. They are sensitive to electrical and magnet- 
 +ic fields and initiate artificial nerve pulses under certain 
 +conditions. This allows the user to detect magnetic fields as 
 +well as electrical emanations, like those from electric fish or 
 +equipment, and determine the direction and approximate 
 +power level. 
 + 
 +Availability: $2000/$125,000. LC4. 
 + 
 +Statistics: Detect (Electric and Magnetic Fields; Vague, 
 +-50%) [5]. 
 + 
 +==== DNA Repair (TL11) ==== 
 + 
 +Radiation causes damage on the cellular level by mutat- 
 +ing the DNA, which then propagates the mutations when it 
 +divides and copies. DNA repair nano compares the DNA 
 +between cells throughout the body and repairs any that 
 +have accumulated significant mutations. This also repairs 
 +mutations caused by old age. 
 + 
 +Availability: $1500/$75,000. LC4. 
 + 
 +Statistics: Regeneration (Slow; Radiation Only, -60%) 
 +[4] and Extended Lifespan 1 [2]. 
 + 
 +==== Metabolic Regulators (TL11) ==== 
 + 
 +These are responsive nanosymbionts that provide the 
 +user with voluntary control of many of his own metabolic 
 +processes. 
 + 
 +Availability: $3500/$175,000. LC4. 
 + 
 +Statistics: Metabolic Control 2 (Mastery, 
 ++40%) [14]. The Mastery enhancement means 
 +the user can make precise adjustments to his 
 +metabolism and body chemistry instantly, 
 +helping him cope with even extreme or unexpected stresses. As long as he is conscious, he may add 
 +the level of Metabolism Control to any HT roll. 
 + 
 +==== Respirocytes (TL11) ==== 
 + 
 +These function like oxygen-carrying red blood 
 +cells, but with many times the transport capabili- 
 +ty. They store extra oxygen, transport it around 
 +the body, and release it in intelligent fashion in 
 +response to need. They also extract carbon dioxide 
 +and absorbed nitrogen from muscle tissue and 
 +carry it rapidly to the lungs for excretion. 
 + 
 +Availability: $1500/$75,000. LC4. 
 + 
 +Statistics: +2 FP [6]; Doesn’t Breathe (Oxygen Storage 
 +x25, -50%) [10]. Respirocytes are an exception to the rule 
 +that nanosymbionts take an hour to take effect – they begin 
 +working one minute after injection. 
 ====== Bionics/Surgery ====== ====== Bionics/Surgery ======
  
Line 525: Line 873:
 Implanted: ready maneuver to turn it on(1 second), get the range with a concentrate and roll of electronics operation(sensors) to get range info (1 second) and then aim normally 1-3 seconds for accuracy. After that you probably want to turn off the radar(1 second) to not be radiating and not have the radar overlay part of your vision field. Implanted: ready maneuver to turn it on(1 second), get the range with a concentrate and roll of electronics operation(sensors) to get range info (1 second) and then aim normally 1-3 seconds for accuracy. After that you probably want to turn off the radar(1 second) to not be radiating and not have the radar overlay part of your vision field.
  
-Also since the implanted gadget is a gadget you need to do things like maintenance(in sense you only need to do it if you have the needs maintenance), replace power cells and so on as you would with any gadget. +Also since the implanted gadget is a gadget you need to do things like maintenance(with advantage you only need to do it if you have the needs maintenance), replace power cells and so on as you would with any gadget. 
  
 =====Availability===== =====Availability=====
Line 1072: Line 1420:
 diagnostic beds, and other advanced sensors. diagnostic beds, and other advanced sensors.
  
-Statistics: HP+5 [10]; DR 20 (Skull only, -70%) [30]; DR +Statistics: HP+5 [10]; DR 20 (Head vitals only, -70%) [15]; DR 
-10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 60+10 (Limited, Crushing, -40%; Tough Skin, -40%) [5]. 30
 points. points.
  
Line 1200: Line 1548:
  
 Statistics: DR 12 (Limited, Piercing and Cutting, -20%; Statistics: DR 12 (Limited, Piercing and Cutting, -20%;
-Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42+Tough Skin, -40%) [12]; DR 6 (Tough Skin, -40%) [9]. 21
 points. points.
  
Line 1309: Line 1657:
  
 Statistics:  Statistics: 
-    * TL 9:  hard to kill 1[2], Damage Resistance - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[5]. points   +    * TL 9:  hard to kill 1[2], Damage Resistance - Ablative, -80%; Tough skin, -40%; Hardened 5, +100%; Head and torso vitals only, -60%[3]. points   
-    * TL 10: hard to kill 2[4], Damage Resistance 10 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[10] 14 points +    * TL 10: hard to kill 2[4], Damage Resistance 12 - Ablative, -80%; Tough skin, -40%; Hardened 5, +100%; Head and torso vitals only, -60%[6] 10 points 
-    * TL 11: hard to kill 3[6], Damage Resistance 15 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[15]. 21 points+    * TL 11: hard to kill 3[6], Damage Resistance 18 - Ablative, -80%; Tough skin, -40%; Hardened 5, +100%; Head and torso vitals only, -60%[9]. 15 points
  
 Availability: Major procedure. $10,000,LC3. ($50,000 TL 11) Availability: Major procedure. $10,000,LC3. ($50,000 TL 11)
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 ===One Bionic Arm (TL9)=== ===One Bionic Arm (TL9)===
 Statistics:  Arm ST+2 (One arm; Temporary Statistics:  Arm ST+2 (One arm; Temporary
-Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [5]; DR 2 (One arm, -40%) [6]; One Arm+Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [5]; DR 2 (One arm, -40%) [3]; One Arm
 (Mitigator, -70%) [-6]. 5 points. (Mitigator, -70%) [-6]. 5 points.
  
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 ===Two Bionic Arms (TL9)=== ===Two Bionic Arms (TL9)===
 Statistics:  Arm ST+2 (Both arms; Temporary Statistics:  Arm ST+2 (Both arms; Temporary
-Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [8]; No Fine+Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [4]; No Fine
 Manipulators (Mitigator, -70%) [-9]. 7 points. Manipulators (Mitigator, -70%) [-9]. 7 points.
  
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 Statistics: Arm ST+1 (One arm, Temporary Statistics: Arm ST+1 (One arm, Temporary
 Disadvantage, Electrical, -20%) [3]; DR 2 (One hand, -80%) Disadvantage, Electrical, -20%) [3]; DR 2 (One hand, -80%)
-[2]; One Hand (Mitigator, -70%) [-4]. 1 point.+[1]; One Hand (Mitigator, -70%) [-4]. 1 point.
  
 Availability:Major procedure. $8,000. LC4. Availability:Major procedure. $8,000. LC4.
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 Statistics: DR 16 (Limited, Piercing and Cutting, -20%; Statistics: DR 16 (Limited, Piercing and Cutting, -20%;
-Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56+Tough Skin, -40%) [16]; DR 8 (Tough Skin, -40%) [12]. 28
 points. points.
  
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-Hyperspectral Eyes (TL11)+====Hyperspectral Eyes (TL11)====
 These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the
 infrared cameras.  infrared cameras. 
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 Statistics: HP+5 [10]; DR 40 Statistics: HP+5 [10]; DR 40
-(Skull only, -70%) [60]; DR 20 (Limited, Crushing, -40%; +(Skull only, -70%) [30]; DR 20 (Limited, Crushing, -40%; 
-Tough Skin, -40%) [20]. 90 points.+Tough Skin, -40%) [10]. 50 points.
  
 Availability: Radical procedure. Availability: Radical procedure.
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 =====Mind uploads===== =====Mind uploads=====
  
-Rich people often take "backups" of themselves either with a backup brain or with a Non-Destructive Uploading. Taking a copy costs about $20 000 ($15 000 if you have backup brain). The process is not foolproof and has about a 5% probability to have a corrupted upload. Unfortunately there is no way of testing for success except downloading them to a body. Thus people who do this tend to keep also earlier copies around. Actually using a copy normally requires a quick assembly of a body with a biofab($400 000/18 months) and a transfer to it($100 000). Really rich people have mind blank clones ready in hibernation...+Rich people often take "backups" of themselves either with a backup brain or with a Non-Destructive Uploading. Taking a copy costs about $20 000 ($15 000 if you have backup brain), Storage at certified medical facilities costs $500/year. The process is not foolproof and has about a 5% probability to have a corrupted upload. Unfortunately there is no way of testing for success except downloading them to a body. Thus people who do this tend to keep also earlier copies around. Actually using a copy normally requires a quick assembly of a body with a biofab($400 000/months) and a transfer to it($100 000).  Really rich people have mind blank clones ready in hibernation...
  
  
starrangers/medical.1418111954.txt.gz · Last modified: 2018/07/31 23:23 (external edit)