Kazim

Dr. Rix's page

240 posts. Alias of Clebsch73.


Classes/Levels

Detailed Armor | Battlemap

Gender

Reaction Bonus +1, HP 10/10, FP 14/14, TORSO DR 33 pierce/ 23 cut/ 11 crush/ 21 burn, Favored Defense Increased Dodge 9, Favored Attack Electric Stun Wand 9, PERC 12, WILL 12, HT 10, Move 5.

About Dr. Rix

Dr. Rohana Ingólfsdóttir-Xióng, MD (nickname: Rix or Dr. Rix)

Background (early draft):

Rix began life in a safe, supportive environment, with several brothers and sisters, loving parents with modest but secure incomes, and excellent schooling. She was brighter than average, but not exceptional, except that she seemed to have a talent for science and medicine. She loved animals and always had a small team of pets to take care of. One day, one of her beloved cats came home with injuries apparently suffered in a fight with another cat. She comforted the cat and wished very hard that it would be okay. When she stopped hugging the cat, she was surprised to learn that the wounds had closed and the cat seemed normal again except for blood staining her fur.

This was how Rix learned she had psionic healing powers. She decided then that she would become a veterinarian and save stray animals from their injuries and diseases. Her parents located someone who knew about psionic healing and they tutored young Rix in developing her talent while also making sure she got whatever help she needed to learn conventional science.

Her high school graduation commencement invited a speaker who was a medical researcher and doctor who had traveled throughout the solar system and even once out through the wormhole to locate extra-solar life. She became inspired and decided then and there she too would travel beyond earth's gravitational pull and see the stars. She pursued her undergrad and then medical school studies with never-flagging zeal and enthusiasm. She had many suitors, but as soon as they learned she planned to be an astronaut and see the galaxy, they lost interest, so she remained single while many of her classmates paired up and made plans for families and careers that never left them without the familiar pull of gravity under their feet.

After getting her degree, she could have found well-paying jobs in many sectors of the economy as a doctor and psychic healer, but she still had her heart set on the stars. She worked some jobs and saved her money until she got the opportunity to get off the planet. One of those jobs involved looking after animals at an experimental bio-gen firm that was experimenting in designer pets for wealthy people who wanted an exotic pet. This put her in a position to learn of a daggertooth kitten that was supposed to be put down. When she asked about why, she learned it simply did not have certain traits they were breeding for. It was otherwise healthy. She got permission to take the kitten in lieu of pay for a few months and so she gained a constant companion. The kitten looked like a tiny sabretooth tiger and was in fact descended in part from successful reintroduction of the ancient predator from samples of DNA discovered in fossils. In size, however, it never got bigger than a bobcat and had many of the lovable qualities of housecats.

Attributes:
Attributes [total cost 52]
ST 10 [0]
DX 10 [0]
IQ 12 [40]
HT 10 [0]
HP 10 [0]
Will 12 [0]
Per 12 [0]
FP 14 [12]
Basic Lift 20 [0]
Basic Speed: 5 [0] 4.75 wearing armor
Basic Move: 5 [0] 4 wearing armor
Damage
Thr
1d-2 [0]
Sw 1d [0]
TL 10 [0]

Advantages:
Advantages [total cost 144]
Ally (Daggertooth cat)(50% of starting Total)(15 or less) [6]
Aura Reading (psi) 2 [7]
Cure Injury (psi) 5 [36]
Healer 4 [40]
Psychic Healing Talent 4 [20]
Sleep (psi) 3 [31]
Status +1 (from Psi Powers) [0]
Total cost = 94 - 94*10% = 85

Telereceive 3 [42]
Telesend 3 [21]
Limitations: Limited use 1/day -40%
Unreliable: Activation Number 8 -40%
Total Cost = 63 - 63*0.80 = 63 - 50 = 13

Aura Reading
Skill:Aura Reading (IQ/Hard).
You can perceive the basic life force that permeates all human beings. At level 1, it takes eight hours to read an aura – the equivalent of a day spent running tests. At level 2, it takes an hour, much like a doctor visit. At level 3, it requires only 10 minutes. At level 4, it takes one minute. At level 5, it entails just a second of concentration.
After concentrating, make a skill roll, at -1 for every yard of distance to the subject. (Willing subjects will usually allow the full +3 for additional contact; see p. 6.) Success reveals the aura. This counts as a successful Diagnosis roll. It also tells you how many HP and FP your patient has remaining, if he has any diseases or infections, and vague information about his emotional state (e.g., “happy,” “angry”).
A second, follow-up skill roll (taking one second, regardless of power level) reveals more details. This includes specific disease names (or details on what it does, for new or unnatural illnesses); subtle, long-term problems; and as much detail as Emotion Sense (p. 58) would reveal. This second roll counts as a battery of lab tests, including medical imaging, for all purposes (see GURPS Bio-Tech,p. 127, for more). You can continue to monitor the subject’s aura without any additional concentration required, until you have to concentrate on something else or are distracted (e.g., injured or attacked) and fail a Will-3 roll.

Xeno-Reading
Default: Aura Reading-5; cannot exceed Aura Reading.
You can read the auras of nonhumans as well, including animals and aliens (and fantasy humanoids, if the setting considers them a separate race).

Cure Injury
Skill:Cure (IQ/Hard).
This is a limited version of Cure (pp. 46-47). You can heal injuries, using the rules under Cure, but cannot cure diseases. You may “upgrade” from this ability to full Cure at any time for 6 character points.
Cure Injury can use the same psi techniques as Cure, with the exception of Cure Affliction.

You can restore the health of others (but not yourself). This takes a second of concentration, direct skin-to-skin contact with the subject, and a skill roll. Your skill is at a cumulative -3 penalty for every successfuluse on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious, and at an additional modifier to cure disease (see below). Failure costs you 1d FP, while critical failure also does 1 point of injury to the patient, in addition to any other effects.
Curing injuries cost 1 FP for every 2 HP (or fraction thereof) healed. Any successful healing will stop bleeding.

Every level past the first reduces the final FP cost (for success or failure) by one.

Self-Healing
Default: Cure-5; cannot exceed Cure.
You can heal yourself.

Xenohealing
Default: Cure-4; cannot exceed Cure.
You can heal any living thing on Earth. For an additional -6 penalty (which can be bought off), you can even heal aliens, zombies, sentient energy clouds, etc.

Sleep
Skill:Sleep (Will/Hard).
You can put someone to sleep, in a safe and effective manner. This is usually used to help an injured person get rest, though it can be used offensively. Roll a Quick Contest of skill vs. the subject’s Will; Mind Shield protects normally. If he loses, he is dazed (p. B428) for minutes equal to his margin of failure. If he loses by 5 or more, or critically fails, he immediately falls asleep for the same duration. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired.
At level 1, you must make skin-to-skin contact to use Sleep. At level 2, any touch will do. At level 3, you can use your ability at range; your skill roll is at -1/yard. At level 4, apply normal range penalties (p. B550) instead. Each additional level imposes a -1 penalty on the subject’s resistance rolls.

Anesthetic
Default: Sleep-5; cannot exceed Sleep.
The subject does not feel pain (whether dazed or asleep) for the duration. Treat this as a limited version of High Pain Threshold, only for non-combat purposes. This allows surgery without the -2 penalty for lacking anesthesia (see GURPS BioTec h,p. 135).

Telepathy (General Info)
Telepathy is perhaps the most common psychic ability found in modern fiction, and it is what most people think of when they hear “psi.” This power covers any sort of direct mind-to-mind interaction, from casual communication to outright domination. It is the largest power, with the most varied abilities.

Most Telepathy abilities can only be used on a subject that you can see, one you’ve “locked onto” with a sense like Telescan, or one you’ve made contact with via Telesend (i.e., you sent a thought to him and he did not mute it). Alternatively, if you can hear the subject, or if you know his exact location (his hex, for advanced combat), you can use Telepathy at -5 to skill. The exceptions are Telesend and the abilities under Sense and Defense (pp. 66-67), which can be used “blind.”

Telereceive
Skill: Telereceive (IQ/Hard).
You can read another person’s thoughts – and probe further, into his memories and subconscious. To use this ability, you must win a Quick Contest of skill vs. the subject’s Will. He does not have to resist if he is aware of your presence and wants to communicate with you. He also has the option of allowing you to hear just the thoughts he “projects” at you, while still retaining the right to resist you reading his surface thoughts or memories. Likewise, he can choose to let you read his surface thoughts while resisting attempts to read his memories.

If the subject does resist, your repeated attempt penalties (p. 6) – but not the FP cost – are tripled if you try again within five minutes, and doubled if you try again within the hour. Critical failure means you cannot get inside this subject’s head for 24 hours, unless you use the New Approach psi technique.

If you win, you are inside his head and can overhear his surface thoughts, including any telepathic conversations he’s involved in. This is not very useful if you can’t understand his native language! If you
can, this gives you +4 Detect Lies, Fortune-Telling, and Psychology against the subject. (This bonus is not cumulative with the Emotion Sense ability.) You also receive +4 to detect an imposter and +2 to other rolls where knowing what the subject is thinking would be useful (e.g., Tactics, Influence Rolls). This also reduces your defense penalties from his feints and Deceptive Attacks by -1. You may stay in his mind for as long as you’d like. You only need to roll again if the range penalty worsens.

Once in, you can probe further. This takes a second and requires another Quick Contest. If you win, you can get an honest answer to any question from the subject’s mind (though this won’t help if he does not know the information that you seek). If he resists, see above. You only suffer repeated attempt penalties if you ask the same (or a very similar) question.

You must make skin-to-skin contact with the subject at level 1. At level 2, any touch will do. Level 3 can be used at range, with a -1 penalty per yard of distance to the subject (for all uses of skill). This changes to normal range penalties (p. B550) at level 4, long-distance modifiers (p. B241) at level 5, and no range penalties at all at level 6.

Note that Telereceive can be used to detect other psis in the subject’s mind (see Inside a Crowded Mind, p. 12) and – in conjunction with Psi Sense (p. 41) or Telepathy Sense (p. 67) – can eavesdrop (p. 12) on a telepathic conversation.

Deep Probe
Default: Telereceive-8; cannot exceed Telereceive.
You can use this technique once you’re already inside your subject’s mind. If successful, any attempts to probe his memories in the next minute are unresisted. You only need to succeed on your skill roll to get the answer.

Multiplicity
Default: Telereceive-5; cannot exceed Telereceive.
You can read additional minds without leaving the one you’re in. This is at an additional -1 penalty (which cannot be bought off) for each person you’re already reading (e.g., a total of skill-6 to read a second mind, skill-7 to read a third, etc.)

New Approach
Default: Telereceive-5; cannot exceed Telereceive.
After critically failing, you can try to use Telereceive on the subject within 24 hours, but this roll is at an extra -2 penalty (which cannot be bought off) for every critical failure against the subject in the past 24 hours.

Universal
Default: Telereceive-5; cannot exceed Telereceive.
The subject’s thoughts are automatically translated into a language you can understand. If you’re having a two-way conversation, this psi technique affects both directions of communication – you do not have to use both Universal (Telereceive) and Universal (Telesend).

Telesend
Skill: Telesend (IQ/Hard).
You can project your thoughts into another person’s mind. Make a skill roll, minus any range penalty to the subject, to do so. This is one of the few Telepathy abilities you can use “blind”; if you cannot see the subject, your skill roll is at -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; and -5 for someone you met only briefly.

If successful, the subject hears your voice in his head. If the subject does not want to hear you, he can mute your voice down to a whisper; this does not require a roll and is a free action. If he does not, you can use further Telepathy abilities on him; the most common is to employ Telereceive so you can have a two-way conversation. You do not need to roll again to maintain the connection to this subject unless the range penalty worsens.

You can send mental images, at about the same speed and accuracy as if you were drawing it yourself; use the Send Senses psi technique for better pictures. When using Multiplicity (Telereceive) to stay in touch with several people at once, you can send the same thought to multiple contacts simultaneously, at a -1 penalty per contact.
Range is as for Telereceive (p. 59).

Broadcast
Default: Telesend-7; cannot exceed Telesend.
Only available for Telesend 3 and up. You can send your thoughts to anyone and everyone around you. Use your margin of success to determine how far your thoughts went. You may choose to have only some of the people around you hear you, if you wish.

Full Communion
Default: Telesend-2; cannot exceed Telesend.
You can open up your mind to the person on the other end. This allows you to send information 10 times faster than speaking or drawing. However, you cannot lie in full communion, and if the other person uses a mental ability on you, you get no resistance roll! This technique is frequently combined with Secure.

Secure
Default: Telesend-2; cannot exceed Telesend.
You “encrypt” your thoughts on the way to the recipient. Anyone who successfully eavesdrops (p. 12) on it must win a second Quick Contest with you to understand it. Otherwise, he hears gobbledygook.

Send Senses
Default: Telesend-4; cannot exceed Telesend.
You can send fully accurate images from your mind (or of anything you can see) in one second. For an additional -4 (which can be bought off), you can send sounds, smells, touches, and tastes as well.

Universal
Default: Telesend-5; cannot exceed Telesend.
Your thoughts are automatically translated into a language the subject can understand. If you’re having a two-way conversation, this psi technique affects both directions of communication – you do not have to use both Universal (Telereceive) and Universal (Telesend).

Disadvantages, quirks:
Disadvantages [total cost -75]
Bad Sight (Farsighted) (Glasses) [-10]
Charitable (12 or less) [-15]
Chummy [-5]
Code of Honor (professional physician) [-5]
Combat Paralysis [-15]
Curious (12 or less) [-5]
Pacifism (Self-Defense Only) [-15]
Sense of Duty (to crew mates)(Small group) [-5]

Bad Sight
You have poor vision. This applies to all your visual senses: regular vision, Infravision, Ultravision, etc. You may be nearsighted or farsighted – your choice.
Nearsighted: You cannot read small print, computer displays, etc., more than a foot away, or road signs, etc., at more than about 10 yards. You are at -6 to Vision rolls to spot items more than one yard away. When making a melee attack, you are at -2 to skill. When making a ranged attack, double the actual distance to the target when calculating the range modifier.
Special Limitations
Mitigator: At TL5+, you can acquire glasses that compensate totally for Bad Sight while they are worn. At TL7+, contact lenses are available. In both cases, remember that accidents can happen . . . and that enemies can deprive you of these items. If you are starting at a tech level in which vision can be corrected, you must take this limitation.

Charitable
You are acutely aware of others’ emotions, and feel compelled to help those around you – even legitimate enemies. Make a self-control roll in any situation where you could render aid or are specifically asked for help, but should resist the urge. If you fail, you must offer assistance, even if that means violating orders or walking into a potential trap.

Chummy
You work well with others and seek out company.
Chummy: You react to others at +2 most of the time. When alone, you are unhappy and distracted, and suffer a -1 penalty to IQ-based skills.

Code of Honor
You take pride in a set of principles that you follow at all times. The specifics can vary, but they always involve “honorable” behavior. You will do nearly anything – perhaps even risk death – to avoid the label “dishonorable” (whatever that means). You must do more than pay lip service to a set of principles to get points for a Code of Honor. You must be a true follower of the Code! This is a disadvantage because it often requires dangerous – if not reckless – behavior. Furthermore, you can often be forced into unfair situations, because your foes know you are honorable.
(Professional): Adhere to the ethics of your profession; always do your job to the best of your ability; support your guild, union, or professional association. This is most suitable for lawyers and physicians (Hippocratic Oath), but dedicated tradesmen, merchants, and so forth may have a similar Code.

Combat Paralysis
You tend to “freeze up” in combat situations, and receive -2 to all Fright Checks. This has nothing to do with Cowardice (p. 129) – you may be brave, but your body betrays you. In any situation in which personal harm seems imminent, make a HT roll. Do not roll until the instant you need to fight, run, pull the trigger, or whatever. Any roll over 13 is a failure, even if you have HT 14+. On a success, you can act normally. On a failure, you are mentally stunned (see Effects of Stun, p. 420). Make another HT roll every second, at a cumulative +1 per turn after the first, to break the freeze. A quick slap from a friend gives +1 to your cumulative roll. Once you unfreeze, you will not freeze again until the immediate danger is over. Then, in the next dangerous situation, you may freeze once again.

Curious
You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”).
Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it – push buttons, pull levers, open doors, unwrap presents, etc. – even if you know it could be dangerous. Good role players won’t try to make this roll very often . . . In general, you do everything in your power to investigate any situation with which you aren’t 100% familiar. When faced with a real mystery, you simply cannot turn your back on it. You try to rationalize your curiosity to others who try to talk you out of it. Common Sense doesn’t help – you know you are taking a risk, but you’re curious anyway!

Pacifism
Self-Defense Only: You only fight to defend yourself or those in your care, using only as much force as necessary (no pre-emptive strikes allowed!). You must do your best to discourage others from starting fights.

Sense of Duty
You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help. This is different from a Duty (p. 133), which is imposed upon you. A Sense of Duty always comes from within.
If you are known to have a Sense of Duty, the GM will adjust the reactions of others by +2 when rolling to see whether they trust you in a dangerous situation. However, if you go against your Sense of Duty by acting against the interests of those you are supposed to be looking out for, the GM will penalize you for bad roleplaying.

Quirks [total cost -5]
Acceleration Weakness [-1]
Dislikes and interferes with bullies [-1]
Distrusts cyborgs and genetically modified humans [-1]
Plays Harmonica when she can't practice violin [-1]
Talks to animals and plants [-1]

General Skills:
General Skills [total cost 25]
Animal Handling (Daggertooth cat) 12 IQ+0 [2]
Astronomy/TL 10 11 (IQ-1 [1]
Beam Weapons/TL10 (Pistol) 10 DX+0 [1] {-1 when wearing armor}
Computer operation/TL 10 13 IQ+0 [2]
Judo 9 DX-1 [2] {-1 when wearing armor}
Arm Lock (Judo) 11 [2] (technique) {-1 when wearing armor}
Knife 10 [1] {-1 when wearing armor}
Mathematics/TL 10 (applied) 13 IQ+1 [2]
Mechanic (Robotics)/TL 10 12 IQ [1]
Musical Instrument (violin) 11 IQ-1 [2]
Navigation/TL 10 14 IQ+1 [2]
Physics/TL 10 IQ-2 [2]
Shortsword 10 DX+0 [2] {-1 when wearing armor}
Spacer/TL 10 12 IQ [1]
Vacc Suit/TL 10 DX+0 [2] {-1 when wearing armor}

Animal Handling
This is the ability to train and work with animals. You must specialize in a category of animals – the more intelligent the animals, the narrower the category. Examples of interest to adventurers: Big Cats (jaguars, lions, tigers, etc.), Dogs, Equines (horses and donkeys), and Raptors (eagles, falcons, and hawks). The default between specialties is -2 within the same order (e.g., Dogs to Big Cats), -4 across orders (e.g., Dogs to Equines), and -6 for larger differences (e.g., Dogs to Raptors).
To train an animal, make an Animal Handling roll once per day of training. A failed roll means the animal learned nothing; a badly failed roll means you are attacked. The time it takes to train an animal depends on the beast’s intelligence and tractability (see Chapter 16).
When working with a trained animal, roll against skill for each task you set the animal. This roll is at-5 if the animal is not familiar with you, -5 if the circumstances are stressful to the animal, and -3 or more if the task is a complex one. To put on an entertaining circus act, snake-charming show, etc., you must make a separate Performance roll!
This skill can also (sometimes) be used to quiet a wild, dangerous, or untrained animal. This roll is at -5 if the creature is wild or very frightened, or -10 if it is a man-eater or man-killer.
Finally, this skill gives an advantage in combat against animals within your specialty. If you have Animal Handling at level 15, an animal’s attack and defense rolls are at -1 against you, because you can predict its behavior. At skill 20, the animal’s rolls are at -2.

Computer Operation/TL
This is the ability to use a computer: call up data, run programs, play games, etc. It is the only computer skill needed by most end users. Learn Computer Programming (below) to write software and Electronics Repair (Computers) (p. 190) to troubleshoot hardware.
This skill only exists in game worlds with computers. Individuals from settings without computers cannot even use it by default until they have had time to gain familiarity with computers! In settings where it is possible to “jack” your brain into a computer, Computer Operation includes the ability to use a neural interface, but new users initially suffer a -4 penalty for unfamiliarity (see Familiarity,p. 169).
Modifiers: -2 or more for an unfamiliar computer, operating system, or program.

Judo
This skill represents any advanced training at unarmed throws and grapples – not just the eponymous Japanese martial art.
Judo allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. This parry is not at the usual -3 for parrying a weapon barehanded, greatly reducing the likelihood of injury when you defend against an armed foe. In addition, Judo gives an improved retreating bonus when you parry; see Retreat (p. 377). For complete rules for parrying barehanded, see Parrying Unarmed (p. 376).
On the turn immediately after a successful Judo parry, you may attempt to throw your attacker if he is within one yard. This counts as an attack; roll vs. Judo skill to hit. (Note that in an All-Out Attack, you cannot attempt two throws, but you can make one attempt at +4.) Your foe may use any active defense – he can parry your hand with a weapon! If his defense fails, you throw him.
When you throw a foe, he falls where you please. On a battle map, he lands in any two hexes near you. One of these hexes must be his starting hex, your hex, or any hex adjacent to one of those hexes. Your victim must roll against HT; a failed roll means he is stunned! If you throw him into someone else, that person must roll against the higher of ST+3 or DX+3 to avoid being knocked down.
Finally, you may use your Judo skill instead of your DX for any DX roll made in close combat except to draw a weapon or drop a shield. If you grapple a foe using Judo, and he fails to break free, you may make a Judo attack to throw him on your next turn, exactly as if you had parried his attack.
To use Judo, any hand with which you wish to parry or grapple must be empty. Because Judo relies heavily on footwork, all Judo rolls and Judo parries take a penalty equal to your encumbrance level. For instance, Heavy encumbrance would give you -3 to hit or to parry an enemy attack.

Arm Lock
This technique allows you to improve your effective Judo or Wrestling skill for the purpose of applying an arm lock. For rules governing arm locks, see Arm Lock (p. 403).
An arm lock is an attempt to restrain or cripple an opponent by twisting his arm. It uses Judo or Wrestling skill. To perform an arm lock, you must have two hands free and make a successful barehanded parry with Judo or Wrestling against your opponent's melee attack.
On your first turn following the parry, you may attempt to capture your attacker's arm if he is still within one yard. This is an attack: step into close combat and roll against Judo or Wrestling to hit. Your foe may use any active defense - he can parry your hand with a weapon! If his defense fails, you trap his arm in a lock.
Your foe may attempt to break free (see Actions After Being Grappled, p. 371) on his next turn, but you are at +4 in the Quick Contest. If he loses, he has a cumulative -1 on future attempts to break free.
On your next turn - and on each turn thereafter, until your foe breaks free - you may try to damage the trapped arm. Roll a Quick Contest: the highest of your Judo, Wrestling, or ST vs. the higher of your victim's ST or HT. If you win, you inflict crushing damage equal to your margin of victory. The target's natural DR (unless it has the Tough Skin limitation) and the DR of his rigid armor protext normally. Flexible armor has no effect!
If you cripple your victim's arm, he drops anything in that hand. You can inflict no further damage on a crippled limb, but you can continue to roll the Contest each turn. If you win, your target suffers shock and stunning just as if you had inflicted damage.
The rolls to inflict damage are completely passive and do not count as attacks! You can simultaneously make close combat attacks on your opponent, who defends at -4 in addition to any other penalties due to the damage caused by the lock itself.
You can alos use this ability offensively. Instead of waiting to parry an attack, grapple your foe normally with Judo or Wrestling skill. If he fails to break free on his next turn, you may attempt an arm lock on your next turn, just ias if you had parried his attack.

Mathematics/TL
This is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols. You must specialize:
Applied: The branch of mathematics that interacts directly with the physical sciences and engineering, dealing with mathematical models of the behavior of physical systems.

Musical Instrument
This is the ability to play a musical instrument. With a successful skill roll, you give a competent performance. You must specialize in a particular instrument. Defaults between specialties range from -3 for similar instruments to “no default” for utterly unrelated ones, such as Musical Instrument (Drums) and Musical Instrument (Harp).
This skill includes the ability to read music in your culture’s notation system (if any). Treat different systems as familiarities (see Familiarity, p. 169).

Physics/TL
This is the science dealing with the properties and interactions of matter and energy. Beyond the basics (such as the behavior of moving bodies), a physicist’s knowledge includes whatever is understood about electricity, gravity, heat, light, magnetism, radiation, and sound at his tech level.

Shortsword: Any balanced, one-handed weapon 1-2 feet in length – including the shortsword and any club of comparable size and
balance (e.g., a police baton).

Vacc Suit (Environment Suit)/TL
This is training in the use of a specific class of protective suit. Suits designed to shield the wearer from environmental or battlefield hazards frequently incorporate gadgets (such as auto injectors and sensors) and life support equipment. Some suits even contain motors to enhance ST or Move. As a result, you do not merely wear such gear – you operate it.
Roll against Environment Suit skill to get into or out of your suit quickly. A successful roll halves the time required. To activate a specific subsystem of a suit, or to gauge whether a suit is in good repair, make an IQ based skill roll instead.
When rolling against DX or any DX-based skill while suited up, use the lower of your Environment Suit skill and your actual skill level. For instance, if you have DX 14, Stealth-15, and Vacc Suit-13, you will function at DX 13 and Stealth-13 while wearing a spacesuit. Particularly ungainly suits might give -1 or more to DX on top of this, regardless of skill level. On the other hand, some sleek, ultra-tech suits might not limit skills at all!
However, Environment Suit is strictly the skill of donning and operating the suit. Familiarity with and
knowledge of dangerous environments is covered by other skills: Free Fall, Hazardous Materials, Survival, etc.

Healer Skills:
Healer Skills (includes +4 from Healer Talent 4) [total cost 10]
Biology/TL 10 (Earthlike) 13 IQ+1 [1]
Chemistry/TL 10 14 IQ+2 [1]
Diagnosis/TL 10 (human) 14 IQ+2 [1]
Electronics Operation/TL 15 (Medical) 12 IQ+5 [1]
First Aid/TL 10 (human) 16 IQ+4 [1]
Physician/TL 10 (human) 15 IQ+3 [2]
Physiology/TL 10 (human) 14 IQ+2 [1]
Surgery/TL 10 (human) 13 IQ+1 [1]
Veterinary/TL 10 (small animals) 14 IQ+2 [1]

Psionic Skills:
Psychic Healing Skills (includes +4 from Psychic Healing Talent 4) [total cost 12]
Anesthetic 15 IQ+3 [2]
Aura Reading 15 IQ+3 [2]
Cure (excludes cure affliction and self-healing) 15 IQ+3 [2]
Self-Healing 14 IQ+2 [1]
Sleep 15 IQ+3 [2]
Xeno-reading 14 IQ+3 [1]
Xenohealing 14 IQ+2 [1]
Telesend 10 IQ-2 [1]
Telereceive 10 IQ-2 [1]

Equipment, Weapons:
Hand Weapons
1 Electric Stun Wand LC:3 $100 Wgt:1
Reach:1 Parry:8 ST:5 Skill: Shortsword
Swing Dam: 1d cr
Thrust Dam: 1d-2 cr
Effect: Dam:HT-5 (0.5) aff: The victim gets a HT-5 roll to resist. Nonmetallic armor gives a bonus equal to its DR, and the stun effect has a (0.5) armor divisor: add +2 to HT for every DR 1. On a failure, the victim’s voluntary muscles convulse, and he is knocked down and paralyzed.
1 Zap Glove LC:4 $400 Wgt:1
Stun Dam: HT-6 (2) aff (same effect as stun wand) Reach: C Parry: No ST:2 Skill: Brawling
Kill Dam: 2d burn Reach: C Parry: No ST:2 Skill: Brawling
1 Vibroblade Large Knife LC: 3 $400 wgt: 1
Reach: C, 1 Parry: 7 Skill: Knife
Swing: 2d-2 cut
Thrust: 2d-2 imp

Ranged Weapons
1 Dazzler Carbine LC:3 Dam: HT-5 aff (3 yd) Acc:6 Range: 1500 / 4500
RoF:1 Shots:9,000(3) ST:6†  Bulk:-2 Rcl:1 $500 Wgt:5
The victim gets a HT roll to resist, at the penalty noted on the weapon table; add +3 to HT if he is beyond 1/2D range. DR has no effect, but Protected Vision adds +5 to resist. A Nictitating Membrane adds +1 per level. Failure to resist inflicts Blindness (p. B125) for minutes equal to the margin of failure.

1 Force Beamer LC:4 Dam:3d cr dkb Acc:3 Range:100 / 300
RoF:1 Shots:22(3) ST:3 Bulk:-1 Rcl:1 $150 Wgt:.35
The ranged equivalent of brass knuckles. The impact of this palm-sized weapon’s force beam feels like the kick of a mule. (Superscience)
1 Compact Targeting Scope (CTS) $1000 Wgt:.5 Location: Force Beamer

1 Laser Penlight LC:4 Dam:HT-4 aff (1 yd) Acc:6 Range:100 / 300
RoF:1 Shots:900(3) ST:1 Bulk: Rcl:1 $3 Wgt:.1
Can blind per rules for Dazzler Carbine

1 Sonic Stinger LC:4 Dam:HT-1 (5) aff Acc:1 Range:2 / 6
RoF:1 Shots:18(3) ST:1 Bulk:0 Rcl:1 $15 Wgt:.02
Sonic Stinger(TL10): A nonlethal alternative to the holdout laser, the stinger is a tiny sonic stunner that can be disguised as an everyday item or strapped to the wrist.
A hit requires a HT roll to resist at the penalty noted for the weapon. Add +3 beyond 1/2D range, and +1 per 5 DR the victim has at the point struck. If he fails, he suffers the Unconsciousness (p. B429) incapacitating condition for minutes equal to the margin of failure on his HT roll.

1 Sonic Stunner LC:4 Dam:HT-2 (5) aff Acc:1 Range:10 / 30
RoF:1 Shots:22(3) ST:3 Bulk:-1 Rcl:1 $120 Wgt:.3
Same effect as Sonic Stinger.

Weapon Descriptions:

LASERS
Lasers are among the most versatile of beam weapons, with a wide range of offensive and defensive applications.
Laser weapons can be broadly classified by the effect on their target:
Dazzle lasers cause temporary blindness.
Chemical lasers are obsolete at TL10 – it is assumed that all lasers are solid-state, using a solid crystalline material as the lasing medium. They require no hazardous chemicals and are compact, light, and easy to use.
Laser Dazzler
A laser dazzler is a low-energy laser that fires a wide beam of coherent light. Dazzlers temporarily blind eyes and optical sensors, and are designed for personal defense and riot control. They also have a more sinister use: if the beam blinds someone performing a dangerous activity such as operating a vehicle or climbing, the target could suffer an accident. If the accident is fatal, there will be no evidence of the assault . . . unless the victim had laser sensors and recorded the attack.
A laser dazzler delivers a Vision-based affliction attack against anyone struck. To be affected, the target must be looking at the laser. The victim gets a HT roll to resist, at the penalty noted on the weapon table; add +3 to HT if he is beyond 1/2D range. DR has no effect, but Protected Vision adds +5 to resist. A Nictitating Membrane adds +1 per level. Failure to resist inflicts Blindness (p. B125) for minutes equal to the margin of failure.
Laser dazzlers deliver cone attacks – see Area and Spreading Attacks(p. B413).
Weapons
Dazzler Carbine (TL9): A long-range dazzler weapon, most often used for police or covert operations (disrupting crowds, blinding suspects, causing vehicle accidents).
Penlights, Flashlights, and Searchlights(TL9): Ultra-tech flashlights have a “laser dazzle” setting; see Flashlights (p. 74) for descriptions. The combat statistics are presented below.

Sonic Stunners (TL10)
These advanced stunners fire a narrow, intense beam of ultrasonic sound that can shut down the target’s nervous system. Unlike a nauseator, a sonic stunner can affect someone who is deaf.
A hit requires a HT roll to resist at the penalty noted for the weapon. Add +3 beyond 1/2D range, and +1 per 5 DR the victim has at the point struck. If he fails, he suffers the Unconsciousness (p. B429) incapacitating condition for minutes equal to the margin of failure on his HT roll. The beam is narrow enough that if a limb or extremity is hit, it is incapacitated instead of the victim being rendered unconscious.
Sonic Stinger (TL10):A nonlethal alternative to the holdout laser, the stinger is a tiny sonic stunner that can be disguised as an everyday item or strapped to the wrist.
Sonic Stunner (TL10): An effective palm-sized stunner, this self-defense weapon is also popular for covert operations. It has no grip and is held like a small flashlight or attached to the wrist.

GRAVITY WEAPONS
Gravitic weapons are offensive manifestations of artificial gravity, tractor/pressor beam, or hypergravity technology.
Force Beams (TL10^)
These tightly focused pressor beams (p. 88) deliver a kinetic impact that can knock a person down or break bones. Unlike sonic stunners or electrolasers, they can affect targets in vacuum and inflict blunt trauma even through heavy armor. They’re also favored by super-gadgeteers, since they’re no more lethal than a powerful punch. Force beams inflict crushing damage with the double knockback modifier. The beams are silent and invisible.
Kinetic Stun Setting (TL10^)
Any force beam can fire a kinetic stun setting that spreads the beam over a wider impact point. On “stun” the beam has no wounding effect (no HP are lost). It has its usual double knockback modifier, and can still inflict blunt trauma and knockback.
Force Beamer (TL10^): The ranged equivalent of brass knuckles. The impact of this palm-sized weapon’s force beam feels like the kick of a mule.

Pneumohypo (TL9)
This hypo injects drugs with a charge of compressed air. It must be touching the patient to inject its drug. If used as a weapon, it can penetrate DR 1, or normal clothing, has Reach C, cannot parry, and uses Knife skill (or DX-4). Its vial holds one dose of a drug.
These devices are about the size of a penlight, and are included in all medical kits at no extra cost. Air cartridges providing 100 charges of compressed air are $10. It takes three seconds to remove an empty drug vial or air cartridge and replace a new one. $20, 0.1 lb. LC4.
Rix keeps a supply of 6 doses of Sleep poison with the pneumohypo.

Armor:

Ballistic Armor: This armor uses flexible materials to resist high velocity projectile attacks as well as cutting blows. It’s the ultra-tech successor to modern bulletproof vests. On a practical level, TL9+ ballistic armor’s major advance is that it can provide full protection for areas other than the torso without sacrificing mobility.
Since bullets are among the most effective ways to deal damage at TL9-10, ballistic armor is widespread at these tech levels. Ballistic armor is flexible with a split DR: it provides full protection against piercing and cutting attacks, and uses its reduced DR against all other types of damage.
Nanoweave(TL10): This armor is similar to reflex armor, but is reinforced for extra strength by woven carbon nanotubes. Nanoweave armor can be fitted with various accessories, using “smart” properties that can be engineered into it.

Nanoweave Ballistic Armor: (TL10): This armor is similar to reflex armor, but is reinforced for extra strength by woven carbon nanotubes. Nanoweave armor can be fitted with various accessories, using “smart” properties that can be engineered into it.

Nanoweave Jacket: DR 18 (P,Ct)/6(Cr,B) flexible, Location: Arms, Torso
Nanoweave Trousers: DR 18 (P,Ct)/6(Cr,B) flexible, Location: groin, legs

Armored Boots: DR 18(underside)/9(top) Location: Feet
These armored boots add metal or ceramic inserts to the sole of a ballistic fiber. At TL9-11 they provide their full DR against attacks to the underside of the foot (e.g., stepping on a stake, a contact-detonation mine, etc.) but half DR against attacks from other angles. TL12 boots provide full protection from all angles.

Bioplas Armor (TL10): Bioplas is a strong, pseudo-alive smart matter material that is light and comfortable to wear – see Smart Bioplastic (p. 171). Flexible armored suits and clothing are made out of this material. Like other bioplastic equipment, it can heal rips and tears if it has access to moisture and heat, such as sweat and body heat. Bioplas is also a popular material for swimwear and other sports clothing.
Bioplas is flexible armor with a split DR. Unlike ballistic body armor, bioplas provides its full DR against burning and piercing damage, but gets only one-third DR vs. other damage types. Thus, it’s very effective against a bullet or most energy beams, but not that much use against a powerful blow or a vat of acid.

Bioplas Bodysuit: DR 15(B,P)/5(Cr,Ct) Location: Body, limbs
Bioplas Gloves: DR 15(B,P)/5(Cr,Ct) Location: hands

Combining and Layering Armor: B286
You can freely combine multiple pieces of armor that don’t cover the same hit location, but you can only layer armor if the inner layer is both flexible and concealable. Add the DR of both layers. Wearing an extra layer of armor anywhere but on the head gives -1 to DX and DX-based skills.

So wearing both the bioplas bodysuit/gloves and nanoweave jacket and trousers provides
Location Piercing Cutting Crushing Burning
Eyes _______10_______10_______10______10___ (Armored shades)
Neck _______15________5________5______15___ (bioplas)
Arms _______33_______23_______11______21___ (bioplas + Nanoweave ballistic)
Hands_______15________5________5______15___ (bioplas)
Torso_______33_______23_______11______21___ (bioplas + Nanoweave ballistic)
Groin_______33_______23_______11______21___ (bioplas + Nanoweave ballistic)
legs _______33_______23_______11______21___ (bioplas + Nanoweave ballistic)
Feet(top)____9________9________9_______9___ (combat boots)
Feet(bottom)18_______18_______18______18___ (combat boots)

Equipment, Worn:
1 Nanoweave Jacket $450 Wgt:3 Location:arms, torso
1 Nanoweave Trousers $280 Wgt:2.8 Location:groin, legs
1 Bioplas Bodysuit $1800 Wgt:3 Location:body, limbs
1 Bioplas Gloves $60 Wgt:0 Location:hands
1 Expedition Suit $1500 Wgt:6 Location:all
1 Assault Boots (TL10) $150 Wgt:3 Location:feet
1 Armored Shades (TL12) $100 Wgt:.1 Location:eyes
1 Head-Up Display (HUD) $50 Location: head
1 Air Mask $100 Wgt:1 Location:eyes, face
1 Air Tank, medium $80 Wgt:4
1 Filter Mask $100 Wgt:3 Location:eyes, face

Medical Equipment:
1 First Aid Kit $50 Wgt:2
5 Antitoxin Kit $125 Wgt:2.5 (1 for Sleep, 1 for Nerve, 3 other common toxins)
1 Crash Kit $200 Wgt:10
1 Medscanner $1000 Wgt:.25
1 Medical Supplies $500 Wgt:5
1 Surgical Instruments $300 Wgt:15
10 Diagnostic Smart Bandage Spray $50 Wgt:1
1 Neural Inhibitor $200 Wgt:.1
8 Plasti-Skin $16 Wgt:1

Antitoxin Kit: This is an antidote for one specific non-nanotech toxin; 10 uses. $25, 0.5 lb. LC4.
Note: There are kits for the five most common toxins encountered, including sleep poison, nerve poison, and 3 other common poisons or toxins.

Crash Kit: Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill. $200, 10 lbs. LC4.

Medscanner: This multi-purpose medical scanner can detect internal injuries, genetic problems, diseases, implants, and more. No space opera medic should be without one!
Medscanner (TL10^): A pocket-sized device with a one yard range. It gives a +3 (quality) bonus to Diagnosis skill. $1,000, 0.25 lbs., B/10 hr. LC4.

Medical Supplies (TL9): Drugs and other disposable supplies sufficient for 50 patient-days of Physician treatment (TL9-10). Gives a +1 (quality) bonus. Without this gear, the doctor operates as if at the TL6 level. $500, 5 lbs. LC4.

Surgical Instruments (TL9): A complete set of surgical tools, including laser scalpels, forceps, bio-glue, sonic probe, and sutures. (This is also included in the crash kit, p. 198.) It is basic equipment for the Surgery skill. $300, 15 lbs., 5B/20 hr. LC4.

Diagnostic Smart Bandage Spray (TL10): Takes only three seconds to apply; uses a smart aerosol. One application is $5, 0.1 lb. LC4.

Neural Inhibitor (TL10): A two-inch-wide disk with adhesive bonding material on one side. When applied to the bare skin of a living being with an approximately terrestrial vertebrate nervous system, it cuts off nerve impulses.
Its effects depend on where it is placed. If a neural inhibitor were attached to a person’s forearm, his hand would be paralyzed, but he’d feel no pain from a hand or forearm injury, and surgery could be performed without anesthesia. If it were placed near the neck over the spinal cord, he would be paralyzed from the neck down. Use on the skull induces unconsciousness until removed. If the subject is not cooperating, treat these effects as a HT-6 affliction attack; the victim may roll to resist each second in
contact.
A neural inhibitor gives a +1 (quality) bonus to First Aid to treat shock (p. B424). $200, 0.1 lb., A/10 hr. LC 3.

Plasti-Skin (TL9): This antiseptic and hemostatic patch can serve as a pressure bandage or a tourniquet. When the flesh beneath it heals, the patch falls off. It reduces the time required for bandaging (p. B424) from 60 seconds to 20 seconds, and the hemostatic proteins incorporated into it stop bleeding immediately after successful application.
Plasti-skin is normally a different color than flesh (so the bandage can be easily identified). However, versions that assume the color of the underlying skin are available to cover tattoos and scars – these are useful as disguises. A field dressing pack with four applications is $2, 1/8 lb. LC4.


Drugs:
2 Analgine $100
4 Antirad $600
5 Ascepaline $100
5 Hyperstim $500
5 Morphazine $50
5 Purge $100
5 Soothe $75
6 Sleep Poison $3

Analgine (TL9): This drug masks pain for a period equal to half the user’s HT in hours. Unfortunately, the user is also Numb for the same period. $50 per dose. LC3.

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.

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 withoutthe drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline, however. $20 per dose. LC3.

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, roll vs. HT. Failure causes 1 HP damage, while critical
failure also results in a heart attack. $100 per dose. LC2.

Morphazine (TL9): This drug puts the patient into a deep, dreamless sleep. The user gets a HT-3 roll to resist; failure results in the user falling asleep for eight hours times the margin of failure. It is a reliable, powerful sleeping pill, often available only through prescription. If injected, it works in one second. $10 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 TL11+ drugs or most deadly poisons, but it will counteract sleep gas. $20 per dose. LC4.

Soothe (TL9): Places the user in a dreamy state of euphoria. Roll HT-3; if the roll is failed, the drug causes the Euphoria irritating condition and High Pain Threshold advantage for five minutes times the margin of failure. The user has no memory of events that occur while under the drug’s influence. $15 per dose. LC4.

Sleep Poison (TL9): A sleep dose for hypos and dart guns is available. The victim must roll vs. HT-6. Failure results in the subject becoming drowsy (p. B428), while failure by 5 or more results in unconsciousness, lasting for minutes equal to the margin of failure. $0.50 per dose. LC2.

Trixy, ally crunch:
Name: Trixy
Race: Daggertooth cat

Attributes [31]
ST 9 [-10]
DX 14 [48]
IQ 6 [-80]
HT 10

HP 8 [-2]
Will 13 [35]
Per 14 [40]
FP 10

Basic Lift 16
Damage 1d-2/1d-1

Basic Speed 6
Basic Move 6

Ground Move 6
Water Move 1

Advantages [99]
Acute Hearing (2) [4]
Acute Vision (2) [4]
Catfall [10]
Claws (Sharp Claws) [5]
Combat Reflexes [15]
Extra Legs (4 Legs) [5]
Night Vision (5) [5]
Teeth (Sharp Teeth) [1]
Telepathy Talent (4) [20]
Telereceive (Psi) (1) [21]
Telesend (Psi) (1) [9]

Perks [1]
Fur [1]

Disadvantages [-80]
Curious (12 or less) [-5]
Horizontal [-10]
No Fine Manipulators [-30]
Selfish (12 or less) [-5]
Short Attention Span [-10]
Short Lifespan (-2) [-20]

Quirks [-4]
Dislikes Getting wet [-1]
Likes to play [-1]
Neutered [-1]
Uncongenial [-1]

Skills [19]
Brawling DX/E - DX+2 16 [4]
Jumping DX/E - DX+0 14 [1]
Stealth DX/A - DX+0 14 [2]
Telereceive IQ/H - IQ+4 10 [4]
includes: +4 from 'Telepathy Talent'
Telesend IQ/H - IQ+4 10 [4]
includes: +4 from 'Telepathy Talent'
Universal IQ/H - IQ+4 10 [4]
includes: +4 from 'Telepathy Talent'

Stats [31] Ads [99] Disads [-80] Quirks [-4] Skills [19] = Total [66]

Weapon Damage Reach Level (Parry)
Brawling: Punch 1d-2 cut C 16 (12)
Brawling Bite: 1d-2 cut C 16 (No)


Healer Talent:
Healer: Diagnosis, Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, and Veterinary. With GM's approval, Biology, Chemistry, and Electronics Operation (Medical) are added to the talent. Reaction bonus: patients, both past and present. 10 points/level.
A bonus of +1 per level on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment). To receive this bonus, you must demonstrate your Talent – most often by using the affected skills.