Gear: Medical

Will It Work For You?

The different sapient (and non-sapient) species have different biologies. Medical substances and techniques that work on one species may have different effects on another – it might not work at all, or may be extremely harmful. Since most medical research has been done by Humans for Humans, it is the Humans that have access to the most sophisticated healing technology. Organisms which are more biologically similar to Humans will often be able to benefit from their medicines, but the greater the evolutionary difference the more likely that any given medical method will not work.

The class of creatures on which a medical method is effective is often listed in the description. The following list gives descriptions of the groups of taxonomic closeness to Humans that can be found in the animal world.

  • Deuterostomes: One of the two main groupings of complex animal life (the other being protostomes), the deuterostomes found on Earth include the chordates (below) and echinoderms (starfish, sea urchins, sea cucumbers). Tweechi and Laer are both deuterostomes.
  • Chordates: Chordates are animals that have a dorsal nerve cord and a few other common traits (often only observed during embryonic development). Vertebrates are chordates, as are certain other worm-like creatures found on Earth. Chordates are not native to Earth, and may be found on other worlds. No other sapient species in the Verge is a chordate.
  • Vertebrates: Vertebrates are chordates where the dorsal nerve column is enclosed in stiff, segmented, often bony, vertebrae. Vertebrates evolved on Earth, and are only found on other planets when taken there by Humans. Tetrapods (see below), ray-finned fish, lobe-finned fish, and cartilaginous fish (such as sharks and rays) are all vertebrates.
  • Tetrapods: Tetrapods are a radiation of vertebrates that, at one point in their evolutionary history, adapted to move about on land. The tetrapods include amphibians (such as frogs and salamanders) and amniotes (see below).
  • Amniotes: Amniotes are tetrapods that further adapted to life on land by developing an impermeable skin and reproductive methods that are not tied to water (including the amniotic egg, for which they are named). The major groups of amniotes are the reptiles (including modern snakes, lizards, turtles, crocodilians, and birds), and the synapsids (whose only modern surviving members are mammals).
  • Mammals: Mammals are amniotes with hair and which feed their young with milk secreted from their breasts (along with other details of anatomy of the jaw and brain). Notable mammals are dogs, cats, horses, cattle, rats, mice, squirrels, bats, and whales; but there are many others. All enhanced animals are mammals.
  • Primates: Primates include the apes and monkeys, as well as lemurs, tarsiers, and lorisoids. They have forward facing eyes, grasping hands with fingernails, and many are adapted for life in the trees.
  • Great Apes: The great apes are large, tail-less primates. Pannovas and Humans are great apes, as are the sub-sapient orangutans, gorillas, and chimpanzees.

For broad classes of methods that have different forms that can be used on many different species, it is often most useful to define the taxonomic distance over which the medical method works. To do so, it is convenient to use the taxonomic rank of Linnean classification:

  • Domain separates known life at the largest scales – eukaryotes (all multicellular organisms, and some unicellular life), bacteria, and archaea.
  • Kingdom arranges living things according to very broad strokes – animals, plants, and fungus.
  • Phylum divides a kingdom up into the next size of classification. Among animals, the chordates, arthropods, annelids, and molluscs are significant phyla.
  • Class further splits phyla. Among chordates, mammals, ray-finned fish, and cartilaginous fish are examples of classes.
  • Order is a subdivision of a class. The bats, primates, carnivorans, and rodents are all orders of the mammals.
  • Family is the next level of classification within an order. For example, cats, dogs, weasels, and bears are all families within the carnivora.
  • Genus are groups of similar species within a family. Among cats, the panthers, lynx, cheetah, cougar, and felis cats (small wild and domestic cats) are all genera.
  • Species make up a group of individual organisms that share common traits and (mostly) form a reproductively closed set (meaning that reproduction generally occurs within a species, but not outside of it – although there are messy exceptions that confound tidy categorization). For example, among the panthers, lions, tigers, jaguars, and leopards are all species. Sometimes only one species makes up an entire genus, such as the cougar or the cheetah.

Pharmaceuticals

Most pharmaceuticals are also toxins at higher doses. If administered by someone with competence in the Heal skill, or taken as a prescription according to the directions of someone with the Heal skill, it can be assumed that the medication simply causes its normal described benefits without needing to worry about the Dose, Potency rolls, healing, and the like. Otherwise, assume a DC 5 to get the dose right to enjoy the benefits of the medicine without suffering adverse symptoms.

  • Altitude Medication: A dose of altitude medication reduces the Potency of altitude sickness by 4.

    • Dose: -2 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.
    • Symptoms: Keep track of fractional Fatigue points. The Potency of altitude sickness checks is reduced by score of [Fatigue points taken] + 6.

    Price: $1.5 for a container of 30 pills.

  • Analgesic: At full strength, an analgesic pill eliminates all feelings of pain. Those under its effects will not suffer from stunning or impairment. However, this comes at a cost. Without the stimulus of pain, your own actions are likely to injure you and make any injury worse.

    If you do anything other than rest, the DC to avoid bleeding from any injury you have increases by 2. Every time you take an action that costs a Breath Point, make a Vigor check against the DC of the injury to avoid re-opening the wound and causing bleeding at the original rate of that wound and your DC to avoid bleeding cycle goes up by 4 instead of 2.

    Whenever you take an action that costs a Breath Point, make a DC 5 Coordination check or cause your own unarmed damage to yourself. If the action costs two breath Points, the DC increases to 7. If you use Extra Effort, the DC goes up again to 9 for +1 to Brawn or 11 for +2 to Brawn.

    If you are injured while under the influence of analgesic, you might not notice it. Make a DC 6 Awareness check to realize you are wounded.

    The DC to heal any wound goes up by 2 if at any time during the healing interval you were under the influence of an analgesic. If you took an action that cost a breath point while under the influence of the analgesic, the DC goes up by 4 instead.

    Analgesics are only legally available with a prescription. If taken as a pill, they take effect in 10 minutes. If injected into a vein, they take effect in one combat round. Either way, the effect lasts for 12 hours.

    • Dose: -1 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [4-Vigor] hours.
    • Symptoms:
      • At 0.1 Fatigue up to 0.2 Fatigue, the subject's sense of pain is dulled and penalties from impairment are reduced by 1 while the DC to avoid stunning drops by 2.
      • At 0.2 Fatigue up to 0.3 Fatigue, the impairment penalty decreases by 2 and the and the stunning DC by 4.
      • At 0.3 Fatigue up to 0.4 Fatigue, the impairment penalty decreases by 3 and the stunning DC by 6.
      • At 0.4 Fatigue up to 0.5 Fatigue, the impairment penalty decreases by 4 and the stunning DC by 8.
      • At 0.5 Fatigue or more, the full effect of the medicine kicks in as described above.

    Works On: Tetrapods
    Price: $2 for a package of 12 pills.

  • Antidote: An antidote is a medication that chemically neutralizes a specific toxin. Each antidote only neutralizes one specific toxin or a closely related class of toxins. For example, separate antidotes are available for sleep gas, paralysis gas and venom, nerve gas, Gummi neurotoxic venom, Gummi phototoxic venom, and Gummi dissolver venom. Different kinds of toxic animals usually require different antidotes – so that pufferfish neurotoxins, scorpion neurotoxins, cone snail neurotoxins, and cobra neurotoxins all require different antidotes even though they are all neurotoxins.

    An antidote takes effect in ten minutes if taken as a pill, or in one combat round if injected into a vein. Fatigue points from the antidote and its specific toxin mutually cancel each other out at a 1:3 ratio (that is, if you take one Fatigue from the antidote and you have 3 or more Fatigue from the toxin, the one point of antidote Fatigue goes away along with three points of toxin Fatigue). Against other toxins, the Fatigue adds normally.

    • Dose: +0 for one pill
    • Potency: 10
    • Delay: standard for method of exposure.
    • Period: 4 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.

    Price: $2 for a package of 30 pills.

  • Antihistamine: An antihistamine dose will give +2 to Vigor to avoid alergic reactions when used by true vertebrates. Antihistamines are avaiable over the counter.

    • Dose: -3 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.
    • Symptoms: At 0.1 Fatigue up to 0.2 Fatigue, the subject will have +1 to Vigor checks to avoid alergic reactions. At 0.2 Fatigue or more, the bonus increases to +2.

    Works On: Vertebrates
    Price: $0.5 for a package of 15 pills.

  • Antiseptic: A topical ointment. Applied to an open non-penetrating wound, it prevents that wound from getting infected.

    Price: $1.5

  • Cure: Common infectious diseases have over-the-counter cures available. Less common infectious and cancreous diseases have cures available by prescription (largely because they require a specialist to diagnose the correct disease so the right cure is given). Each disease requires its own cure, a particular cure is designed to genetically attack one particular pathogen. New or unknown diseases will not have cures available.

    While taking a cure, the medication itself gets rolls to overcome the disease in parallel with the Vigor checks of the patient. Typically, the cure rolls with an effective Vigor of +6, which affects both the frequency of healing rolls and the DC of Potency checks, although this effective Vigor can change with the disease and the particular cure. Cycles resisted by the cure count toward the cycles needed to end the disease, but failures do not.

    Because a cure is specifically tailored to remove a given disease, there is always a chance for the cure to work and end the infection. The Potency DC is never more than 12 for a cure, and five resistance checks in a row by the cure will always stop the disease. The Period of a disease's Cycle for the cure checks is never longer than three days.

    • Dose: -2 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 1 diurnal (day)
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.
    • Symptoms: The cure gets an effective score of (score of [amount of Fatigue taken] + 6) to defeat the disease, counting fractional Fatigue.

    Price: $2 for a container of 30 pills.

  • Decompression Medication: A dose of decompression medication will give a +10 bonus to Vigor to avoid the effects of decompression sickness; corresponding to an increase of the safe rate of decompression from 4 kPa per kilosecond (15 kPa per hour) to 100 kPa per kilosecond (400 kPa per hour).

    • Dose: -2 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.
    • Symptoms: Keep track of fractional Fatigue points. The subject gains a bonus to Vigor for Potency checks of decompression sickness of score of [Fatigue points taken] + 12, to a maximum of +10.

    Price: $1.5 for a container of 30 pills.

  • Healing Stimulator: A healing stimulator pill will give +2 to Vigor for the purpose of healing wounds, both for determining the frequency of rolls and overcoming the DC. Healing stimulators are available over the counter.

    • Dose: -3 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 1 day.
    • Cycles: 1.
    • Healing: value of [4-Vigor] hours.
    • Symptoms: At 0.1 Fatigue up to 0.2 Fatigue, the subject will have +1 to Vigor for the puprose of healing wounds. At 0.2 Fatigue or more, the bonus increases to +2. These bonuses are lost after the listed period is up. After the period is over, all fractional accumulated Fatigue can be neglected.

    Works On: Vertebrates
    Price: $0.5 for a container of 50 pills.

  • Hypercapnia Medication: A dose of hypercapnia medication reduces the Potency of the long term effects of carbon dioxide poisoning by 4.

    • Dose: -2 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.
    • Symptoms: Keep track of fractional Fatigue points. The Potency of the long term effects of carbon dioxide poisoning is reduced by score of [Fatigue points taken] + 6.

    Price: $1.5 for a container of 30 pills.

  • Melanin Stimulating Lotion: Where applied to skin, this lotion stimulates the local production of melanin, resulting in a tan or darkening of skin pigmentation that lasts for approximately 2.5 megaseconds (a month). This is used to provide long term protection against ultraviolet radiation, or for cosmetic purposes. Different grades of lotion are available, providing different strengths of effect from a slight change in shade to turning even pale skin a dark ebony color. There is a current fad on New Carolina to use tanning lotion to produce temporary tatoos.

    Tanning lotion only works on individuals who posess the genes for melanin production. People who lack these genes (albinos) get no benefit from melanin stimulating lotion, although if they undergo gene surgery to correct their condition the lotion will work as normal.

    Mass: 0.2 kg for a tube that gives five full body applications to a Size +0 individual.
    Price: $0.5 for a tube that gives five full body applications to a Size +0 individual.

  • Painkiller: At safe doses, a painkiller will reduce the penalty from impairment by 1 and decreases the DC to avoid stunning or overcome the pain of impairment by 2. It takes ten minutes to take effect, and lasts for 12 hours. Painkillers are available over the counter.

    • Dose: -3 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [4-Vigor] hours.
    • Symptoms: At 0.2 Fatigue or more, the subject's sense of pain is dulled and penalties from impairment are reduced by 1 while the DC to avoid stunning or overcoming impairment drops by 2.

    Works On: Tetrapods
    Price: $0.5 for a container of 50 pills.

  • Pressure Narcosis Medication: A dose of pressure narcosis medication gives a -4 RS to the ambient pressure for determining the narcotic effects.

    • Dose: -2 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 8 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] hours.
    • Symptoms: Keep track of fractional Fatigue points. The subject reduces the effective pressure for determining narcotic effects -(score of [Fatigue points taken]) - 6 RS, to a maximum of -4 RS.

    Price: $1.5 for a container of 30 pills.

  • Procoagulant: A procoagulant helps with blood clotting. At safe doses, it gives a +2 to all Vigor checks to avoid bleeding. It is only effective for mammals. Overdoses act like hemotoxins, dangerously thickening the blood of any true vertebrate. Procoagulants are available over the counter.

    • Dose: -3 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 4 hours.
    • Cycles: 1.
    • Healing: value of [2-Vigor] days.
    • Symptoms: During the period of the drug's cycle, the drug will help to stop bleeding from wounds. At 0.1 Fatigue up to 0.2 Fatigue, the subject will have +1 to Vigor checks to avoid bleeding. At 0.2 Fatigue or more, the bonus increases to +2. These bonuses are lost after the listed period is up. After the period is over, all fractional accumulated Fatigue can be neglected (only full fatigue points represent internal microclots that thicken the blood).

    Works On: Mammals
    Price: $0.5 for a container of 30 pills.

  • Radiation Treatment: Taken after exposure to ionizing radiation but before the delayed effects set in, or prophylactically up to 24 hours before exposure to ionizing radiation, radiation treatment medication can assist the body in recovery. Reduce the Potency of the radiation to 4 for both delayed and initial effects. The treatment will also reduce any chronic effects from the exposure. Radiation treatment medication is available over the counter.

    • Dose: -1 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 20 hours.
    • Cycles: 1.
    • Healing: value of [4-Vigor] hours.
    • Symptoms:
      • At 0.2 Fatigue up to 0.3 Fatigue, reduce Potency of radiation exposure by 1
      • At 0.3 Fatigue up to 0.4 Fatigue, reduce Potency of radiation exposure by 2
      • At 0.4 Fatigue up to 0.5 Fatigue, reduce Potency of radiation exposure by 3
      • At 0.5 Fatigue or more, the full effect of the medicine kicks in as described above.

    Price: $3 for a container of 15 pills.

  • Sleep Aid: A sleep aid pill lets the subject get a full night's sleep. It takes effect in half an hour, and the effects last for eight hours. The subject will be drowsy (-1 to Coordination, Smarts, Awareness, and Spirit) if awake while the medication is active. Sleep aid medication is available over the counter.

    • Dose: +0 for one pill.
    • Potency: 10
    • Delay: 10 minutes.
    • Period: 2 hours.
    • Cycles: 3.
    • Healing: value of [3-Vigor] hours.
    • Symptoms: At 0.5 Fatigue or more, the subject is drowsy and at -1 to Coordination, Smarts, Awareness, and Spirit. A drowsy subject is likely to fall asleep. Sleeping subjects can be awoken, but will be drowsy and must roll against Spirit every 30 minutes or fall asleep again. At the first full Fatigue point and every Fatigue increment thereafter, the subject is at an additional penalty of -1 to Coordination, Smarts, Awareness, and Spirit.

    Works On: Class specific
    Price: $1 for a container of 30 pills.

  • Stimulant: One safe dose of stimulant will leave the user feeling energized. Sleep will be impossible for the duration, and the user's penalties for Fatigue are reduced by 1 (the user still suffers the full symptoms of any toxins, however). At higher levels of Fatigue, the user may not notice that he is impaired (DC 6 Awareness check) even though he is suffering penalties or near collapse. A stimulant pill takes ten minutes to take effect, an injection into a vein will take effect in one combat turn. The effects last for four hours. Mild stimulants are available over the counter.

    Different sapient species have different stimulants, except that the great apes (including Humans and Pannovas) can use the same stimulants. Using a stimulant that is safe and effective to one species on a different species from a completely different branch of the phylogenetic tree of life can have unpredictable consequences. If there is any effect at all there is usually some stimulant effect, but the doseage may be wrong potentially causing dangerous levels of overdose.

    The rules for stimulants given here can also be used for coffee, tea, and other caffinated beverages when consumed by Humans and Pannovas, with a typical dose of -2 for one cup. Caffeine is toxic to other species, including non-ape enhanced animals (+5 to Dose, symptoms occur at 1st Fatigue increment rather than at sub-incremental levels)

    • Dose: -2 for one pill, variable for an injection depending on how much is in the syringe.
    • Potency: 10
    • Delay: standard for method of exposure.
    • Cycles: 1.
    • Healing: value of [4-Vigor] hours.
    • Symptoms: At 0.2 Fatigue or more, sleep will be impossible and the user's penalties for Fatigue are reduced by 1.

    Works On: Family to phylum specific (depending on variety)
    Price: $0.5 for a container of 30 pills.

  • Suspendant: Suspendant can be delivered as a pill, injection, or as a gas via a breathe mask (using effervescent capsules to generate the inhaled mist). It puts its subject into a state of suspended animation. The subject will fall unconscious and show a near cessation of bodily and metabolic functions. In this state, it will require a DC 6 check of Heal skill + Smarts to determine that the subject is not, in fact, dead. All biological functions occur 30 times more slowly (a +10 Row Shift). This includes the effects of injuries, drugs, poisons, diseases, bleeding, worsening of injuries, and other medical conditions, and allows the subject to consume 30 times less water, food, and oxygen. Overdoses can be deadly, but because the subject enters suspended animation before death it can take a long time for her condition to worsen to the point of death.

    Suspendant is only available to licensed doctors and veterinarians, or via prescription.

    • Dose: +2 for one pill, syringe, or gas cylinder.
    • Potency: 10
    • Delay: standard for method of exposure.
    • Period: 1 minute, or the Delay, whichever is longer.
    • Cycles: 5.
    • Healing: value of [-Vigor] hours.
    • Symptoms: -1 to Coordination, Smarts, Awareness, and Spirit; -1 to Coordination, Smarts, Awareness, and Spirit at every Fatigue increment. Once at mild shock, the subject enters suspended animation and the period and healing time both increase by a factor of 30.

    Works On: Vertebrates (others will be poisoned, but not suspended)
    Price: $1 for a package of 10 pills or effervescent capsules, or 3 syringes.

  • Tranquilizer: A tranquilizer produces drowsiness at low doses and unconsciousness and amnesia at higher doses.

    • Dose: +2 for one pill or syringe.
    • Potency: 10
    • Delay: 10 minutes for a pill, 1 combat round for injection into a vein or with a penetrating injury, 1 minute if injected as a non-penetrating injury.
    • Period: 1 minute, or the Delay, whichever is longer.
    • Cycles: 5.
    • Healing: value of [-Vigor] hours.
    • Symptoms: -1 to Coordination, Smarts, Awareness, and Spirit; -1 to Coordination, Smarts, Awareness, and Spirit at every Fatigue increment. At the first Fatigue increment, the victim will not remember events that occured while he has Fatigue increments. At the third Fatigue increment, the victim falls unconscious.

    Works On: Phylum specific (cross phyla use does not give tranquilizing effect, but maintains toxicity)
    Price: $3 for a container of 30 pills or 10 syringes.

  • Vaccine: A vaccine helps to prevent a single infectious disease by training the body's immune system to fight that disease. Starting a week after receiving the vaccine, the subject gains a bonus to Vigor for the purpose of avoiding, resisting, and recovering from the specified disease. The actual bonus depends on both the disease and the vaccine, but +4 is typical for a generic disease/vaccine combo.

    Works On: Vertebrates
    Price: $1.5

Medical Equipment

Implants

People occasionally augment their bodies with implants. Implants are also often used for medical purposes, such as drug delivery, targeted gene therapy, or as bio-degradable scaffolds to hold graft tissue in place after surgery. However, there are also a number of implants available to augment or alter a natural body. Those are the ones listed here, which can be installed via elective surgery or coercion.

People of the Verge are usually adverse to using robotic prosthetics. Generally, traumatic amputation results in a new body part being printed, matured, and surgically attached rather than being replaced with an artificial bionic implant. Consequently, there is no infrastructure supporting the production of bionic body parts, nor is there available expertise in attaching such parts or research into their long term maintenance and associated health risks (and how to manage such risks). Those who wish to use mechanical augmentation in a natural way often obtain a neural pickup implant and use it to control an exosuit with additional limbs or tools.

Implants can be used as a convenient and intuitive way to interface with computers. However, implants that communicate with the outside world also come with the risks of being hacked. While the average user might not notice that their spare computer cycles are being siphoned off to run a botnet, when a malicious cyber attack burns out a voder pickup to leave permanent aphasia people tend to take notice.

Installing an implant is a task against Smarts + Heal skill for the surgeon, and Smarts + Use Gear (medical) for the technician against the listed DC. The degree of success for the procedure as a whole is the lower of the degrees of success for the Heal and Use Gear skill checks. Keep in mind that a first class hospital will have specialized surgical gear for a +4 bonus, and medical expert systems for another +3 bonus. For a hot shot surgeon with Mastery +2 in his field, assisted by a team of highly trained assistants (another +1 bonus) and a team of seasoned techs (a chief with Mastery +2 in his field, and a +1 bonus from his assistants), the roll will be 2d6 + 10 against the listed DC – any DC of 12 or less will be routine and nearly risk-free. On the other hand, a lone surgeon-tech operating on a shoe-string out of a back-alley clinic will be rolling with considerably less of a bonus.

  • Audial Implant: An audial implant allows direct stimulation of the nerves responsible for hearing, so that a computer can simulate sounds that are heard by the user without actual sounds being present.

    Availability: Mammals
    Procedure Time: 8 kiloseconds (2 hours)
    Adaptation Time: 1 megasecond (12 days)
    DC: 9
    Equipment Price: $25
    Procedure Price: $3 k

  • Biodrone: A biodrone implant replaces much of a person's mind with a computer. The computer controls the body's actions. This procedure is highly illegal to perform on any recognized sapient being. Nevertheless, there have been a few notorious incidents where an important person was kidnapped and biodroned with a computer running a personality simulator program which went undetected for tens of megaseconds. The price listed is for the procedure and neural interfaces; the computer is purchased separately, using the rules for robot computers.

    Availability: Mammals
    Procedure Time: 15 kiloseconds (4 hours)
    Adaptation Time: 3 megaseconds (1 month)
    DC: 14
    Equipment Price: $1 k
    Procedure Price: $10 k

  • Birth Control Implant: An effective, reliable, reversible implant that prevents conception without side effects. They work on any true mammal (Humans, Pannovas, and enhanced animals). Different versions are available for males and females. Use of birth control implants is nearly universal among Humans and Pannovas in the Verge, and most domestic enhanced animals are fitted with one as well. the cost of the implant and procedure is fully covered by health insurance or government health care in the Verge Republic.

    Availability: Mammals
    Procedure Time: 1 kiloseconds (15 minutes)
    Adaptation Time: 5 diurnals (5 days), switching fertility on or off takes 30 diurnals (30 days).
    DC: 4
    Equipment Price: $4
    Procedure Price: $30

  • Computer Implant: A computer can be implanted into a person. All interface equipment is stripped out to make the computer small enough to fit – usually, other interface implants are used to interact with the computer. This listed cost only covers the procedure and interface equipment, the cost of the computer itself is separate.Use the rules for robot computers to purchase an appropriate computer for your implant.

    Availability: Any
    Procedure Time: 4 kiloseconds (1 hour)
    DC: 5
    Equipment Price: $10
    Procedure Price: $400

  • ID Implant: A microchip that is implanted just under the skin. If interrogated, it will return a unique signal that identifies the chip (and, presumably, whoever it was implaneted into). ID implants are more often used on animals than sapients.

    Availability: Any
    Procedure Time: 1 kiloseconds (15 minutes)
    DC: 3
    Equipment Price: $2.5
    Procedure Price: $5

  • Kinesthesis Implant: This implant will communicate to a computer the position and motions of the user's body. It can also provide simple touch sensations to the user. For example, the user could simply type in thin air on a virtual keyboard, allowing the user to feel the keyboard and the computer could detect the words being typed.

    Availability: Chordates
    Procedure Time: 10 kiloseconds (3 hours)
    Adaptation Time: 1 megasecond (12 days)
    DC: 12
    Equipment Price: $1.5 k
    Procedure Price: $3.5 k

  • Mind Control Implant: This implant interfere's with the brain's reward systems to deliver alien motivations to the subject. It can give the subject any number of Personality Trait limitations, or remove such limitations from the subject. Specific limitations (such as making the subject fanatically loyal to a particular person, rather than prone to fanaticism in general) requires either a prolonged period of conditioning (at least 1 megasecond) or constant oversight by an AI computer capable of making judgements on behalf of the subject.

    Mind control implants are extremely illegal without either consent of the subject or a court order, although they are sometimes used for rehabilitating criminals or for treatment of psychiatric diseases.

    Availability: Mammals
    Procedure Time: 10 kiloseconds (3 hours)
    DC: 14. Basic success, or success by up to 2, gives a 1 BP Personality Trait, or removes 1 BP from an existing Personality Trait. Every 3 degrees of success gives another BP, to a maximum of 3 BP.
    Equipment Price: $3 k
    Procedure Price: $3.5 k

  • Neural Pickup: A neural pickup allows a user the ability to deliver commands to computers directly with his or her mind. A neural pickup has all the utility of a voder pickup in addition to allowing non-verbal commands (such as remote control of a drone vehicle or robot). In-game, this is represented as a skill proficieny. Both familiarity and proficiency penalties apply for direct mental control even if the user is familiar and proficient with operating the same peice of equipment manually. If you learn to use a certain kind of equipment using only mental control from your nerual pickup, it is assumed that you start with mental control proficiency for free, but you lack proficiency with manual control.

    Monitoring a neural pickup allows the same capability as a brain scanner.

    Availability: Mammals
    Procedure Time: 10 kiloseconds (3 hours)
    Adaptation Time: 3 megaseconds (1 month)
    DC: 12
    Equipment Price: $80 k
    Procedure Price: $10 k

  • Olfactory Implant: An olfactory implant stimulates the nerves responsible for sense of smell, allowing phantom odors to be sensed by the subject.

    Availability: Chordates
    Procedure Time: 8 kiloseconds (2 hours)
    Adaptation Time: 1 megasecond (12 days)
    DC: 10
    Equipment Price: $3.5 k
    Procedure Price: $3 k

  • Optic Display: An optic display allows a computer to give visual sensory impressions directly to the user's optic nerve. The display gives all the benefits of an HUD, as well as being more compact and unobtrusive than external screens interfaces.

    Availability: Chordates
    Procedure Time: 8 kiloseconds (2 hours)
    Adaptation Time: 1 megasecond (12 days)
    DC: 10
    Equipment Price: $4 k
    Procedure Price: $3 k

  • Tatoo Display: A tatoo display makes images on the suject's skin. The images can be animated and in color. The displayed images can be changed and new images uploaded by interfacing with a computer. Due to their re-configurable nature, Gummis cannot have tatoo displays.

    Availability: Any, except gummies
    Procedure Time: 10 kiloseconds (3 hours)
    DC: 7
    Equipment Price: $10+$1 per 100 cm² of tatoo area. A Size +0 individual generally has 20,000 cm² of skin area, so a full body tatoo display will run $210.
    Procedure Price: $300

  • Vital Signs Monitor: This set of implants senses the user's heart rate, blood pressure, blood chemistry (including sugar and oxygen level, as well as metabolites indicating kidney and liver function), breathing, and other vital functions. The cost may be covered by health insurance or government health care in the Verge Republic, if there is a legitimate medical need.

    Availability: Any
    Procedure Time: 4 kiloseconds (1 hour)
    DC: 6
    Equipment Price: $12
    Procedure Price: $120

  • Voder Pickup: This implant allows speech for those who cannot, will not, or should not talk. It is a neural implant that threads the language centers of the brain. It detects an intention to speak and the words to be said, and can transmit those words to an external interface, such as a speaker or screen. Voder pickups are often installed in enhnced animals, as they lack the anatomy to produce speech. They can also be used as cheap substitutes for neural pickups, for giving voice commands to a computer.

    Availability: Mammalian sapients
    Procedure Time: 8 kiloseconds (2 hours)
    Adaptation Time: 1 megasecond (12 days)
    DC: 10
    Equipment Price: $500
    Procedure Price: $800

Germ Line Engineering

While gene surgery cannot produce gross morphological changes to its subjects, gene editing on eggs or sperm can result in novel morphological traits in the new organisms produced by the germ cells. This can be done during in vitro reproduction to the zygote, or by modifying the germ cells in a patient's testes or ovaries (that patient will not be changed by the gene surgery, but his or her progeny will). Any gene surgery trait can be introduced to the germ line, but several additional traits are also possible.

  • Grasping feet – the subject gains one level of the Environmental Movement (Climber) ability and can use her feet as hands, but suffers one level of the Physical Handicap (Slow) limitation. (2 BP)
  • Swimming Adaptation – webbed fingers and long webbed toes give the subject one level of the Environmental Movement (Swimmer) ability, but she suffers one level of the Physical Handicap (Slow) limitation. (1 BP)
  • Cosmetic morphological traits, such as horns, ossicones, enlarged brow ridges, forehead rugosity, dermal scutes, scales, fur, skin coloration, patterns such as stripes or spots, or elf-like pointed ears. (0 BP)
  • Androgyne – a body can be engineered to produce both some subset of male and female reproductive organs and secondary sexual features or neither (to simplify, the procedure can select between testicles or ovaries; penis or clitoris; and scrotum or labia – the latter of which allows for a functional vagina. A uterus is possible with any of the previous combinations). Obviously, without either testicles or ovaries and a uterus those with this trait cannot reproduce naturally and that tends to end that particular germ line unless extraordinary measures are taken with regards to assisted reproduction.
  • Stature can be altered, allowing willowy, stocky, tall, or short physiques. This can be used to justify a Size attribute from -1 to +1, as well as increased or reduced Brawn.
  • Salt Water Consumption – beefed up kidneys that can concentrate salt in the blood to a thick brine for excretion allows the subject to drink salt water without harm. (1 BP)
  • Cold Adaptation – a stocky stature and reduced sizes of extremities combined with a layer of subcutaneous fat, natural reserves of brown fat, and retia mirabilia vascular heat exchangers allow for increased tolerance of low temperature. The subject treats the game temperature level as if it were one level higher. A combination of Cold Adaptation and Swimming Adaptation also allows for the Waterproof trait at +1 BP. (0 BP)
  • Heat Adaptation – an increased ability to sweat and flush, a tall and slender physique, a rete mirabile vascular heat exchanger to protect the brain during periods of hyperthermia, and certain physiological and biochemical tweaks allow shedding heat faster and tolerance of increased body temperature. The subject treats the game temperature level as if it were one level lower. (0 BP)
  • Oxygen Storage – increased myoglobin concentration in the muscles and storage of red blood cells in the spleen allow for prolonged breath holding. The subject has one level of endurance, and can hold her breath for twice as long. (5 BP)
  • Sprinter – high concentrations of fast-twitch muscles and a body shape engineered for rapid dashes allow the subject to move fast for short periods of time. The subject gains one level of Increased Speed (land), one level of Acceleration, and minus one level of Endurance. (1 BP)
  • Saltator – powerfully muscled legs and thick tendons for storing energy allow the subject to make long jumps. The subject gains two levels of Leaper and minus one level of Endurance. (0 BP)
  • Sturdy – A thick frame, dense bones, well-developed muscles, and over-production of slow-twitch muscle give the subject a level of Traction Brawn, a level of Endurance, a level of Structure Brawn, and minus one level of Acceleration. (8 BP)
  • Concussion Resistance – A thick skull, shock absorbing crainal connective tissue, and a resilient neural architecture makes concussion less likely. Ignore the usual +3 to stun and knockdown for blows to the head. (3 BP)
  • Superior Balance – work on the subject's inner ear gives a good sense of balance. The subject gains one level of the Balance ability. (3 BP)
  • Double Jointed – the subject is engineered for hypermobile joints. This comes with side effects of joints that are easier to sprain or dislocate, and increased fatigue from ordinary activities. Osteoarthritis is a common problem - although it can be reliably treated with Verge medicine, the subject is likely to require regular medical care to avoid this chronic problem. The subject gains the sub-attributes Flexibility +3, Structure Brawn -1, and Endurance -1. (-4 BP)
  • Explosive Power – muscles consisting mainly of fast-twitch fibers give the subject +1 Impulse Brawn and +1 Acceleration but also -1 Endurance. (2 BP)
  • Resilience – the subject is able to withstand and bounce back from physical abuse better than most. Take +1 Toughness and +1 Structure Brawn. (7 BP)
  • Armored – bony scutes or thick skin give the subject additional protection against injury. This gives one level of the Natural Armor ability, but also one level of the Ugly limitation. (0 BP)
  • Tetrachromy – the subject is engineered to produce four types of photoreceptor cones in their retinas rather than the usual three. This gives the subject the ability to distinguish additional colors that normal primates cannot see, which helps in picking out details and noticing patterns hidden among clutter. The game effect is one level of Senses: Heightened Vision. (2 BP)
  • Compliant Eyes – Verge medicine allows everyone to have sharp eyesight throughout their lives without corrective visoion aides. The compliant Eyes modification takes this one step further, allowing eyes that can focus over an even wider range. In practical terms, this allows the subject to see underwater as well as she can see in air. (1 BP)
  • Glow Eyes – a reflective layer (tapetum lucidum) behind the retina doubles the chances for light to interact with the eye's photoreceptors. This gives +1 Senses: Night Vision. It also reflects light back at any light source, making your eyes seem to glow; this gives a -2 to Sneak skill rolls to remain hidden in low light when the searcher is using a light source to look for you. (0 BP)
  • Vibrissae – stiff sensory whiskers grow from patches of skin (commonly the upper lip, chin, brows, and ears). These whiskers detect slight touches, allowing feeling shapes, textures, and locations of objects or sensing faint breezes or water currents. However, enhanced sensitivity for vibrissae comes at the expense of tactile sensitivity elsewhere, due to limited brain space for signal processing. Usually, those people who have been modified to express vibrissae have less sensitive touch in their hands (and will thus often stick their faces into things to feel them). (0 BP)

There are, however, many efforts that have been considered failures, and are not available.

  • Gills gave a large, exposed surface for virulent bacterial growth and blood-rich exposed organs that could be easily injured leading to life-threatening hemorrhages, while usually providing insufficient surface area for gas exchange to allow respiration underwater for a large high-metabolism animal like a Human.
  • Extra limbs lacked the neural pathways to allow them to be used effectively. The same was true of tails and other novel body parts.
  • Attempts to increase basic intelligence either had no observable effect or led to an increased susceptibility to psychological or neurological illness (such as neurotic behavior, epilepsy, autism, or schizophrenia).
  • Animal-like muzzles led to difficulty with respiration and a susceptibility to sinus infections.
  • Adjusting the immune system is walking a dangerous tightrope. Tune it up to fight infectious disease and the patient becomes increasingly susceptible to auto-immune disorders, and vice-versa. (It is, however, possible, to engineer resistance to specific diseases.)
  • Slit pupils resulted in poor visual resolution that made reading difficult even with corrective glasses.
  • Attempts at increased coordination either had no observable effect or led to neurological symptoms and worse overall coordination.
The unfortunate children born of such attempts were given gene therapy and restorative surgery, and their germ cells engineered not to pass on these traits.

Procedures

The procedures listed here are carried out in a full hospital. As such, they do not have a listed price or mass. Procedures necessary for health and well-being are usually either subsidized by the government or covered by insurance; assess a flat copay fee of $2.5 or 120 of the procedure cost, whichever is more. Elective procedures are full price.

Procedures have a listed DC, that works in the same way as that listed for implants.

  • Addiction Treatment: The mental cravings caused by addictive drugs and habits can be suppressed and over-written, allowing healthy behavior and ending the self-destructive cycle.

    Availability: Mammals
    Procedure Time: 1 megasecond (1½ weeks)
    DC: 6
    Price: $300

  • Assessment: A visit to a doctor, whether for a routine checkup or to have particular symptoms diagnosed or concerns addessed, is a common part of healthy living.

    Availability: Any
    Procedure Time: 2 kiloseconds (30 minutes)
    DC: 7
    Price: $60

  • Blood Regeneration: A patient missing substantial quantities of blood can have his cells cloned and used to grow new blood. Each liter can recover value of [5 - Size] Blood Points.

    Availability: Mammals
    Procedure Time: 4 kiloseconds (1 hour) per liter
    DC: 3
    Price: $30 + $5 for each liter of blood regenerated.

  • Body Replacement Surgery: For the most extreme injuries, a new body can be grown and the brain and possibly spinal cord can be transplanted into the new body. This procedure is occasionally elective - if a person wants a different body than the one that they have (perhaps one incorporating one or more of the modifications listed in Germ Line Engineering) they can undergo this procedure. Treat the re-attached central nervous system as a +12 Injury, from which the patient must heal normally (although all the healing benefits of advanced medicine and hospital equipment apply). If elective, this procedure is not covered by insurance or subsidized; the patient will have to pay out-of-pocket.

    Availability: Chordates
    Procedure Time: 2 megaseconds (half a month) for growth, 15 kiloseconds (4 hours) for transferral
    Adaptation Time: When healed
    DC: 16
    Price: $20 k

  • Gene Surgery: Genes can be inserted or deleted from a person's genome. This is often done to cure genetic diseases, or to adapt a person to a different environment. Gene surgery cannot cause gross morphological changes, but can change a person's biochemistry. Possible options include:
    • Cosmetic: The subject's skin can be darkened or lightened, given unusual colors (notably red, orange, yellow, blue, or green), or given naturalistic patterns (such as tiger stripes or leopard spots). Hair loss can be prevented, hair can be thickened or made to grow on different parts of the body, hair color can be changed, or all hair can be removed.
    • Metabolic Tweaks: The subject's tendency to store energy as fat can be altered, causing weight loss or gain. The subject can be re-wired to build muscle more easily.
    • Environmental Adaptation:
      • CO2 Tolerance – the Potency of CO2 toxicity is reduced by 3. This is cumulative with acclimation.
      • N2 Tolerance – apply a -2 RS to the pN2 before determining its narcotic effect.
      • Low Oxygen Tolerance – the subject does not suffer from altitude sickness and can increase the effective pO2 for determining hypoxia by +1 RS. This is cumulative with acclimation.
      • Low Gravity Adaptation – the subject does not suffer from loss to Brawn and Vigor in low or microgravity environments.
    • Genetic Immunity – The patient's immune system is tweaked to resist a particular disease or toxin. She gets a +8 to Vigor in order to avoid, resist, or recover from the threat. At the referee's option, the procedure can simply make the subject completely immune to a given disease.
    • Gene Fix – A particular genetic disorder in the patient is cured.

    Availability: Mammals
    Procedure Time: Assessment, plus 1 kilosecond (15 minutes)
    Adaptation Time: 1 megasecond (12 days)
    DC: 10
    Price: $100

  • Mind Surgery: Mind surgery allows the user to attempt to alter the patient's personality, or implant or remove memories. Mind surgery allows for anything a mind control implant can do, but can also perform much more sophisticated operations. Ideas and concepts can be re-wired, conditioning will take only as long as the procedure, and detailed experiences, memories, and skills can be added.

    The technology is mature for Gummis. For other species, the procedure is still expirimental and proper protocols are still being developed.

    [Dr Naowhrloo] Ah! Sophie! The test results for Mr. Janulis came in.
    [Dr Cho-Wilkinson] It's subject 52-C, Nao. Don't get too attached to the slabs of meat. It only brings disappointment.
    [Dr Naowhrloo] But we have success this time, Sophie! Look! She's capable of re-integration into society.
    [Dr Cho-Wilkinson] He's capable, Nao. But yes, remarkable. Sociopathy index down by sixty-two percent; positive indicators of emapthy on the brain scans ... Oh, but look at this. Hallucinations of spiders every time someone brings up religious subjects in conversation.
    [Dr Naowhrloo] A minor side effect, to be sure. Curious how it is only from verbal cues, she ... he seems unaffected by religious iconography. Says here sh ..., uh, he's a devout, um, cath-o-lick. Am I pronouncing that right?
    [Dr Cho-Wilkinson] It'll make Sunday service more interesting, that's for sure.

    Availability: Gummies, experimental for other species
    Procedure Time: 4 kiloseconds (1 hour)
    DC: 8 for Gummis, 16 for other species. Basic success can change a given trait by 1 BP, every 3 degrees of success allows another BP change to the trait.
    Price: $200

  • Regeneration: When a body part is amputated or irreparably damaged, a new body part can be grown from scratch and surgically attached. This can range from fingers and limbs to eyes and internal organs. Once attached, treat the attachemnt as a +9 Injury, which must be healed in the normal fashion. All of the benefits of high tech medicine and hospital stays apply.

    Availability: Chordates
    Procedure Time: 1 megasecond (12 days) for growth, 8 kiloseconds (2 hours) for re-attachment.
    Adaptation Time: When healed
    DC: 14
    Price: $5 k

  • Wound Healing: Medical care can help a wound get better faster. This is a procedure that can be performed without a hospital, although hospitals can further speed the healing process. The attending medical caretaker can add 3 + Heal skill + Smarts to the patient's Vigor, both for determining the rate of healing and overcoming the healing check DC. In a hospital, this improves by another +2.

    Availability: Chordates
    Procedure Time: 1 kilosecond (15 minutes) every diurnal (day).
    DC: 8
    Price: $200 per day of hospital stay.

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