GEAR
HEADHUNTER: [10kcr] A metal cylinder big enough to fit a human head (and the important bits of the brain stem) and miniaturized cryostasis equipment. The bottom has an iris of very sharp blades. It takes about 30 seconds to decapitate a corpse in such a way that their brain is recoverable. Willing living subjects take 2d5 STRESS and may PANIC (failure to hold still may result in irreparable damage). This is a life-saving device unsuitable for use as a weapon. Rumors exist of headhunters designed to restore a brain to consciousness for interrogation, etc. [5mcr, extreme risk of rejection].
TRAUMA KIT: [500cr] ADVANTAGE on rolls made to stabilize dying characters, on successful roll, quadruple time before irreversible brain damage. Bulky. May stabilize a character having a heart attack (critical success returns character to play immediately).
DRUGS
HOCAT: [500cr/dose] Disadvantage on all rolls except FEAR and SANITY saves. Immune to panic. Duration: 3 hours. Don't combine with stims under any circumstance. High doses induce a reversible coma -- legitimate lifesaving medical applications. Useful for saving the brain (and maybe body too!).
CYBERWARE AND WETWARE
BLACKBLOOD: [10kcr, 1 slot] Ordinarily if a body is left lying around, the brain will be irretrievably damaged after about 10 minutes (in primates). This increases the time to 30 minutes. Additionally, the user has advantage on any check involving extreme endurance and can hold their breath for 10 minutes (4 hours for dolphins, 16 hours for whales). Banned by most sports leagues.
DIRECT OXYGEN HOOKUP: [40kcr, 0 slots] Can hook up an oxygen tank to your lungs or your cranium. While you aren't immune to other effects of vacuum (your eyes will still boil!) your lungs will be fine. If your skull is intact your brain can still be oxygenated.
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