Jul 19, 2021 10:07 pm
Nero Jenkins MD
Gear: Modern Medical Nanites Implant
Business Attire: with hidden shoulder hoister with Auto Pistol filled with Bullet Magazine (0), Sunglasses, Wristcom, Knife in hidden sheath, Infrared Jammer, Magnigoggles, 10 Credits on a stick
Backpack: 10 meters of Cord, Smoke Grenade, All-Weather Blanket, Digicompass, Torchlight, Flamelighter, 10 Vita-Iron Pills, 10 Foodpacks, Waterpack, Medkit, Scent Scanner, Empty Clip.
some cognac and some Yar brandy
_________________________________________________________________
Destiny: 3
Movement: 8
Body Points: 30 (21 Left) 3 Freeze, 4 Acid, 4 Acid, 4 Acid +5 med kit
INIT: 3 = (3d10)
Melee Damage: +1
Range Damage: +3
Strength: 60
Agility: 60
Coordination: 70
Perception: 70
Intelligence: 70
Willpower: 45
Skills: Academic, Artist, Commander, Diplomat, -10% Explorer, -0% Marksman, -10% Medic, Pilot, Scientist, Technician, Thief, Warrior
Unspent DP: 0
Renown: 0
Rank: 0
Profession Pay: 0
Pay Grade: 300cr/day
_________________________________________________________________
Name: Nero Jenkins MD
Gender/Race: Male/Human
Age: 46 years old
Height: Around 1.85 m
Weight: Around weigh 80 kg
Eyes: Black
Hair: Short Brown
Skin: Slight Tan
Handed: Right Handed
Tattoo: Right arm 'Mexican Cutie'
Birthplace(system)/Citizenship: Oberon (Undecia)/Reinaggar's Hold
Language: Terran, Galactic Common, Dral
Profession: Licensed Surgeon from Duergan's Star.
Rank: Lieutenant with the Rebellion on Reinaggar's Hold
Human:
* +5 to an origin-appropriate ability (INT)
* 1 referee-approved item from the full equipment tables (Modern Medical Nanites Implant)
* Disadvantage in social dealings with above ranking military officers.
History: He is an Ex-Rebel Marksman with Explorer Training and now a Licensed Surgeon
MORAL CODE:
Kind/Cruel: Somewhat Kind (Come on he's a doctor)
Focused/Unfocused: Somewhat Focused (Rather Focused)
Selfless/Selfish: Somewhat Selfless
Honorable/Deceitful: Somewhat Honorable (Morally Honorable)
Bravery/Cowardly: Very Brave (Calculating)
Descriptors:
* Believes himself lucky, and often is.
* Nero is emotionally plagued by a past dark secret. (He fired on his own commanding officer that he hated and disrespected. And the death of Dorus came with that. This is the reason he went AWOL.)
_______________________________________________________________
Explorer: This skill is added to ability checks relating to outdoorsmanship, handling animals, survival, hunting, tracking, terrestrial (ground-based) navigation, swimming, climbing trees or cliffs, etc. This skill is that of a guide, huntsman, recon scout, or survivalist. Many of the uses of the Explorer skill requires an Explorer Kit.
Marksman: This skill is added to ability checks relating to shooting or aiming, as well as training in the use of vehicle-mounted and other heavy or indirect weapons (although heavy and mounted weapons are fired at a penalty of -20). When someone has the drop on you, a PER+Marksman action check might let you know if the weapon is loaded, or has its safety on. An INT+Marksman action check might help you figure out how to operate an weapon discovered on an ancient derelict ship. If your weapon is jammed (which might happen from critical failures), you might be able to clear it with a CRD+Marksman action check. Clever players can find other uses of this skill, approved by the Referee of course.
Medic: This skill is added to ability checks relating to first aid, diagnosing and treating toxins and diseases, and performing field surgery. Most of what you can do with this skill requires a certain amount of time (determined by the Referee) and a medkit, which has a limited number of provision points for working your trade. You'll have to make sure you keep your medkit provisioned for adventures. You can also use it to diagnose maladies, treat diseases, cure poisons, treat radiation exposure, stimulate unconscious characters to wake them up in the middle of a fight, save a dying character, or to perform other creative uses of medicines as arbitrated by your Referee.
_________________________________________________________________
Trudy was on ARJ7 passenger ship that Nero's evil command ordered him to shoot down. Trudy was found years later in the wreckage. Later my commander's personal room on our ship was hit by an indirect missile attack. Appear the scanners were sabotaged. And it was discovered there was heavy hacking evidence. All this was blamed on an Imperil Spies. Obviously only ones that could have gotten in and done this was surely a spy. Trudy was the sole survivor of sorts. 1020 others died with on that passenger ship with him.
Evil Commanders death wasn't what bothered Nero the most. It was the Lieutenant Commander that was there too. Everyone including Nero loved Dorus. He was so sadden by her death and he couldn't tell any one about it. It just ate him up alive.
Nero Jenkins MD is a surgeon is from the planet "Duergam's Star" in the Galactic Federation. (Hard to read the writing.)
According to Galactic Federation Records: He was just a 26 year old that took classes and became a doctor. Listed as unknown home planet or family. War orphan.
According to Reinaggar's Hold Records: He was born on Oberon (Undecia) a heavily forested planet. Joined the rebellion for 8 years (18 to 26). Worked his way up to lieutenant on the Black Cobra Ship and then went AWOL after his Commander and Lieutenant Commander died due to a Galactic Federation spy sabotage. His parents were killed in the war. He has no known siblings.
Black Cobra Ship has a poor history of many merciless killings. Command Jop Cob was known to be an evil Commander. Dorus Fant was his Lieutenant Commander. (We don't talk about the rest of the crew.) The destruction of the ARJ7 Passenger ship was his last merciless killing before his own death.
________________________________________________________________
MODERN MEDICAL NANITES IMPLANT Cost: 5000cr
Description: This implant adds tiny molecular robots capable of rebuilding damaged cells and tissue. It improves the natural healing rate of the character based on the technology level of the implant: modern-tech implants allow natural healing of 1 BP/hour.
BUSINESS ATTIRE Cost:150cr
Description: This suit of clothes is commonly used in larger cities or in the presence of important business associates or visiting government officials. It can vary in quality and design, and can turn heads. A sharp dressed person might choose to wear business attire all day long regardless of station. Some believe you dress for the job you want, not the job you have.
AUTO PISTOL Cost:200cr
Training: CRD+Marksman
Payload: 20 bullet magazine
Usage: 1/shot or 5/burst
Damage: 2D/shot or 5D/burst
Range Incr: 20meters
Description: A fairly common military weapon (and favored among bodyguards and thugs), the auto pistol is an automatic sidearm that fires a standard bullet type from a boxed payload magazine. The weapon can fire in one of two modes: semi-automatic and burstfire. In semiautomatic mode, it fires one bullet every time it's used, which causes 2D damage. In burstfire mode, it fires a burst of 5 bullets as one attack, offering +20 to hit and causing 5D damage. Bullets are interchangeable with all "bullet" weapons and partial magazines can be turned into full payloads by emptying other partial magazines of other bullet-firing weapons.
BULLET MAGAZINE (20) 10cr: Used for auto pistols, semiauto rifles, sniper rifles
Description: To keep things simple, bullet-based ammunition is purchased in pre-packaged and tested boxed magazines. The bullets themselves are interchangeable, even though they're used for different types of weapons. Players who find magazines of different sizes than those they need can always remove bullets from one and add to
another. This is especially helpful when scavenging the partially depleted magazines of your enemies. Small 10-bullet magazines are used for semiauto pistols. Medium-sized 20-bullet magazines are used for auto pistols, semiauto rifles, and sniper rifles. Long 30-bullet magazines are used for auto rifles.
SUNGLASSES Cost: 5cr
Description: These are typical lenses worn to protect from a star's harmful rays. They attenuate both visual and ultraviolet wavelengths. They come in an array of colors and frame sizes and are often purchased for their cosmetic appeal.
WRISTCOM Cost:50cr
Comms: Audio, text
Range:5 km
Description: This is a device worn on the wrist. It functions as a very modern digital watch and includes an RF radio with a range of 5 km. It’s audio only, but that is normally sufficient. On a civilized world, it will connect to digital communication networks and allow unlimited range. Wristcoms are nearly as popular as hand-held communicators, and are powered by the same microbatteries designed to last the lifetime of ownership. If the Referee permits, wristcoms can come in other forms which allow hands-free audio-only communication, such as earpieces with boom-mics or badges worn on the chest with an included insignia.
KNIFE Cost:10cr
Training: AGL+Warrior (melee), CRD+Marksman (thrown)
Damage:1D
Range Incr:5 meters
Description: Any short-bladed weapon can count as a knife. These are versatile tools and melee weapons that can also be hurled at opponents a short distance away. They're very commonly made and legal to carry as personal protection in many (but not all) locations. They're also easy to conceal in a boot or hidden sheath.
INFRARED JAMMER Cost:300cr
Jams: Infrared detection
Description: This device (often worn on the belt) effectively masks the robot, vehicle, or person from detection from infrared equipment by scrambling the infrared signature. The jammer only protects the person carrying it (or the vehicle or robot to which it's integrated). It's powered by a handful of microbatteries for the lifetime of the device.
MAGNIGOGGLES Cost: 50cr
Description: These digital magnification goggles can be controlled to zoom up to 10x distance. They include electronic range finding algorithms to permit the wearer a firm understanding of the distance to a target he’s watching. They're very common with scouts and explorers
BACKPACK 20cr:
Description: This common backpack can be used to store a great many things. Many survival packs consist of a backpack filled with various other exploration equipment from this list. A backpack has expandable sections and many velcro straps to hold up to 50 total kilograms of gear. Although weights are not given for all items in the equipment list, Referees can use common sense to identify what can and cannot fit in a character’s backpack. Note that an EU backpack is thin enough to be worn under a standard backpack.
SMOKE GRENADE Cost:10cr
Training: CRD+Marksman
Damage: Blocks Visibility
Range Incr: 10meters
Description: This isn't a weapon exactly. It releases a dense cloud of smoke that affects visibility Infrared goggles or eye implants can allow a character to see normally, but otherwise the cloud blocks line of sight enough to give a -20 to all
chances to hit. They are usually used to allow a quick retreat or to control the tactics of a complex battlefield. Smoke grenades come in various colors and are more often used in signaling than combat.
DIGICOMPASS Cost: 20cr
Description: This simple palm-sized digital device can keep someone oriented so he always knows which way is north. More than that, it includes GPS capability if it can communicate with any communications or navigation network. Digicompasses can also be set to remember locations been, and can always point back in a straight line to that location while providing range data. It's a very versatile and powerful explorer's tool.
TORCHLIGHT Cost: 10cr
Description: This 20 cm rod has a switch that turns on a 100 m flashlight beam for seeing in the dark. The top can be pulled up to stretch the torchlight into a "torch" configuration, which shines light in a 30 m radius in all directions. It is powered by microbatteries, which will last a few years of common use before needing to be replaced.
VITA-IRON PILLS Cost: 25cr
Description: This is a pack of 10 vita-iron capsules. These tiny pills help a person survive in the wild by replacing nutrients the body loses due to fatigue and exertion. It reduces the food and water needs by half on any day where a pill is consumed. Vita-iron pills can help you survive long bouts of dehydration or starvation, or can allow you to ration your foodpacks. They're common components of any emergency survival kit
FOODPACKS Cost: 60cr
Description: This is simply a pack of 10 ready-to-eat meals, which each provide enough sustenance to feed a single person for one day. These foods are generally of uninteresting taste, but are scientifically designed to provide all the vital nutrients required for continued survival.
WATERPACK Cost: 10cr
Description: This hardened canteen is able to hold up to three days of water. It's a common item given to soldiers and explorers who face the dangers of the wilderness, but it’s no substitute for finding a sustainable source of water in the frontier. A waterpack can generally support an adult person with the minimum water he needs to
stay healthy for a few days. Beyond that, the character will start to dehydrate (as described in more detail in the Referee’s Handbook).
MEDKIT Cost:250cr
Training: Medic
Provisions:20
Description: The medkit exists to abstract the many things that a capable medic must carry around to have a chance to treat diseases, poisons, and perform field surgery. It has a variety of bandages, scalpels, spray cans of plasti-flesh antibiotics, stimulants, anesthetics, inoculants, spray hypos, common anti-venoms, single-use disposable litmus strips and dishes, and much more. They come with 20 points of medical
provisions. Each time a character performs an action check requiring his medkit, it depletes 1 or more of these provisions. Surgery and first aid drain 1 provision point for every 5 BP (or fraction thereof) healed. Most other types of medical action checks (diagnosing and treating ailments) drain 1. When the medkit is out of points, the
medic is unable to help people effectively.
SCENT SCANNER Cost: 300cr
Passive: identify scents
Active: tracking by scent, 1 km range
Payload: EU Source
Usage: 2 EU per active scan
Description: Used passively, this hand-held device identifies scents. That's not always helpful, since most sapient beings have noses for that. But it's really helpful to integrate into a robot. Used actively (drains 2 EU), it can provide distance and range to other occurrences of a sampled scent as long as they're within 1 km and display them on a screen. In this way, a character can track someone by scent alone if they possess something of his an the tracked target has been nearby recently enough to leave an olfactory signature.
EU PACKS Cost:100cr
Payload:20EU
Connections:1
Description: These are roughly the size of an old AA-sized battery and are interchangeable among all energy-draining devices, such as weapons and defenses. They provide 20 EU ("energy units") of usable energy. EU devices are not rechargeable
and are discarded when depleted.
Gear: Modern Medical Nanites Implant
Business Attire: with hidden shoulder hoister with Auto Pistol filled with Bullet Magazine (0), Sunglasses, Wristcom, Knife in hidden sheath, Infrared Jammer, Magnigoggles, 10 Credits on a stick
Backpack: 10 meters of Cord, Smoke Grenade, All-Weather Blanket, Digicompass, Torchlight, Flamelighter, 10 Vita-Iron Pills, 10 Foodpacks, Waterpack, Medkit, Scent Scanner, Empty Clip.
some cognac and some Yar brandy
_________________________________________________________________
Destiny: 3
Movement: 8
Body Points: 30 (21 Left) 3 Freeze, 4 Acid, 4 Acid, 4 Acid +5 med kit
INIT: 3 = (3d10)
Melee Damage: +1
Range Damage: +3
Strength: 60
Agility: 60
Coordination: 70
Perception: 70
Intelligence: 70
Willpower: 45
Skills: Academic, Artist, Commander, Diplomat, -10% Explorer, -0% Marksman, -10% Medic, Pilot, Scientist, Technician, Thief, Warrior
Unspent DP: 0
Renown: 0
Rank: 0
Profession Pay: 0
Pay Grade: 300cr/day
_________________________________________________________________
Name: Nero Jenkins MD
Gender/Race: Male/Human
Age: 46 years old
Height: Around 1.85 m
Weight: Around weigh 80 kg
Eyes: Black
Hair: Short Brown
Skin: Slight Tan
Handed: Right Handed
Tattoo: Right arm 'Mexican Cutie'
Birthplace(system)/Citizenship: Oberon (Undecia)/Reinaggar's Hold
Language: Terran, Galactic Common, Dral
Profession: Licensed Surgeon from Duergan's Star.
Rank: Lieutenant with the Rebellion on Reinaggar's Hold
Human:
* +5 to an origin-appropriate ability (INT)
* 1 referee-approved item from the full equipment tables (Modern Medical Nanites Implant)
* Disadvantage in social dealings with above ranking military officers.
History: He is an Ex-Rebel Marksman with Explorer Training and now a Licensed Surgeon
MORAL CODE:
Kind/Cruel: Somewhat Kind (Come on he's a doctor)
Focused/Unfocused: Somewhat Focused (Rather Focused)
Selfless/Selfish: Somewhat Selfless
Honorable/Deceitful: Somewhat Honorable (Morally Honorable)
Bravery/Cowardly: Very Brave (Calculating)
Descriptors:
* Believes himself lucky, and often is.
* Nero is emotionally plagued by a past dark secret. (He fired on his own commanding officer that he hated and disrespected. And the death of Dorus came with that. This is the reason he went AWOL.)
_______________________________________________________________
Explorer: This skill is added to ability checks relating to outdoorsmanship, handling animals, survival, hunting, tracking, terrestrial (ground-based) navigation, swimming, climbing trees or cliffs, etc. This skill is that of a guide, huntsman, recon scout, or survivalist. Many of the uses of the Explorer skill requires an Explorer Kit.
Marksman: This skill is added to ability checks relating to shooting or aiming, as well as training in the use of vehicle-mounted and other heavy or indirect weapons (although heavy and mounted weapons are fired at a penalty of -20). When someone has the drop on you, a PER+Marksman action check might let you know if the weapon is loaded, or has its safety on. An INT+Marksman action check might help you figure out how to operate an weapon discovered on an ancient derelict ship. If your weapon is jammed (which might happen from critical failures), you might be able to clear it with a CRD+Marksman action check. Clever players can find other uses of this skill, approved by the Referee of course.
Medic: This skill is added to ability checks relating to first aid, diagnosing and treating toxins and diseases, and performing field surgery. Most of what you can do with this skill requires a certain amount of time (determined by the Referee) and a medkit, which has a limited number of provision points for working your trade. You'll have to make sure you keep your medkit provisioned for adventures. You can also use it to diagnose maladies, treat diseases, cure poisons, treat radiation exposure, stimulate unconscious characters to wake them up in the middle of a fight, save a dying character, or to perform other creative uses of medicines as arbitrated by your Referee.
_________________________________________________________________
Trudy was on ARJ7 passenger ship that Nero's evil command ordered him to shoot down. Trudy was found years later in the wreckage. Later my commander's personal room on our ship was hit by an indirect missile attack. Appear the scanners were sabotaged. And it was discovered there was heavy hacking evidence. All this was blamed on an Imperil Spies. Obviously only ones that could have gotten in and done this was surely a spy. Trudy was the sole survivor of sorts. 1020 others died with on that passenger ship with him.
Evil Commanders death wasn't what bothered Nero the most. It was the Lieutenant Commander that was there too. Everyone including Nero loved Dorus. He was so sadden by her death and he couldn't tell any one about it. It just ate him up alive.
Nero Jenkins MD is a surgeon is from the planet "Duergam's Star" in the Galactic Federation. (Hard to read the writing.)
According to Galactic Federation Records: He was just a 26 year old that took classes and became a doctor. Listed as unknown home planet or family. War orphan.
According to Reinaggar's Hold Records: He was born on Oberon (Undecia) a heavily forested planet. Joined the rebellion for 8 years (18 to 26). Worked his way up to lieutenant on the Black Cobra Ship and then went AWOL after his Commander and Lieutenant Commander died due to a Galactic Federation spy sabotage. His parents were killed in the war. He has no known siblings.
Black Cobra Ship has a poor history of many merciless killings. Command Jop Cob was known to be an evil Commander. Dorus Fant was his Lieutenant Commander. (We don't talk about the rest of the crew.) The destruction of the ARJ7 Passenger ship was his last merciless killing before his own death.
________________________________________________________________
MODERN MEDICAL NANITES IMPLANT Cost: 5000cr
Description: This implant adds tiny molecular robots capable of rebuilding damaged cells and tissue. It improves the natural healing rate of the character based on the technology level of the implant: modern-tech implants allow natural healing of 1 BP/hour.
BUSINESS ATTIRE Cost:150cr
Description: This suit of clothes is commonly used in larger cities or in the presence of important business associates or visiting government officials. It can vary in quality and design, and can turn heads. A sharp dressed person might choose to wear business attire all day long regardless of station. Some believe you dress for the job you want, not the job you have.
AUTO PISTOL Cost:200cr
Training: CRD+Marksman
Payload: 20 bullet magazine
Usage: 1/shot or 5/burst
Damage: 2D/shot or 5D/burst
Range Incr: 20meters
Description: A fairly common military weapon (and favored among bodyguards and thugs), the auto pistol is an automatic sidearm that fires a standard bullet type from a boxed payload magazine. The weapon can fire in one of two modes: semi-automatic and burstfire. In semiautomatic mode, it fires one bullet every time it's used, which causes 2D damage. In burstfire mode, it fires a burst of 5 bullets as one attack, offering +20 to hit and causing 5D damage. Bullets are interchangeable with all "bullet" weapons and partial magazines can be turned into full payloads by emptying other partial magazines of other bullet-firing weapons.
BULLET MAGAZINE (20) 10cr: Used for auto pistols, semiauto rifles, sniper rifles
Description: To keep things simple, bullet-based ammunition is purchased in pre-packaged and tested boxed magazines. The bullets themselves are interchangeable, even though they're used for different types of weapons. Players who find magazines of different sizes than those they need can always remove bullets from one and add to
another. This is especially helpful when scavenging the partially depleted magazines of your enemies. Small 10-bullet magazines are used for semiauto pistols. Medium-sized 20-bullet magazines are used for auto pistols, semiauto rifles, and sniper rifles. Long 30-bullet magazines are used for auto rifles.
SUNGLASSES Cost: 5cr
Description: These are typical lenses worn to protect from a star's harmful rays. They attenuate both visual and ultraviolet wavelengths. They come in an array of colors and frame sizes and are often purchased for their cosmetic appeal.
WRISTCOM Cost:50cr
Comms: Audio, text
Range:5 km
Description: This is a device worn on the wrist. It functions as a very modern digital watch and includes an RF radio with a range of 5 km. It’s audio only, but that is normally sufficient. On a civilized world, it will connect to digital communication networks and allow unlimited range. Wristcoms are nearly as popular as hand-held communicators, and are powered by the same microbatteries designed to last the lifetime of ownership. If the Referee permits, wristcoms can come in other forms which allow hands-free audio-only communication, such as earpieces with boom-mics or badges worn on the chest with an included insignia.
KNIFE Cost:10cr
Training: AGL+Warrior (melee), CRD+Marksman (thrown)
Damage:1D
Range Incr:5 meters
Description: Any short-bladed weapon can count as a knife. These are versatile tools and melee weapons that can also be hurled at opponents a short distance away. They're very commonly made and legal to carry as personal protection in many (but not all) locations. They're also easy to conceal in a boot or hidden sheath.
INFRARED JAMMER Cost:300cr
Jams: Infrared detection
Description: This device (often worn on the belt) effectively masks the robot, vehicle, or person from detection from infrared equipment by scrambling the infrared signature. The jammer only protects the person carrying it (or the vehicle or robot to which it's integrated). It's powered by a handful of microbatteries for the lifetime of the device.
MAGNIGOGGLES Cost: 50cr
Description: These digital magnification goggles can be controlled to zoom up to 10x distance. They include electronic range finding algorithms to permit the wearer a firm understanding of the distance to a target he’s watching. They're very common with scouts and explorers
BACKPACK 20cr:
Description: This common backpack can be used to store a great many things. Many survival packs consist of a backpack filled with various other exploration equipment from this list. A backpack has expandable sections and many velcro straps to hold up to 50 total kilograms of gear. Although weights are not given for all items in the equipment list, Referees can use common sense to identify what can and cannot fit in a character’s backpack. Note that an EU backpack is thin enough to be worn under a standard backpack.
SMOKE GRENADE Cost:10cr
Training: CRD+Marksman
Damage: Blocks Visibility
Range Incr: 10meters
Description: This isn't a weapon exactly. It releases a dense cloud of smoke that affects visibility Infrared goggles or eye implants can allow a character to see normally, but otherwise the cloud blocks line of sight enough to give a -20 to all
chances to hit. They are usually used to allow a quick retreat or to control the tactics of a complex battlefield. Smoke grenades come in various colors and are more often used in signaling than combat.
DIGICOMPASS Cost: 20cr
Description: This simple palm-sized digital device can keep someone oriented so he always knows which way is north. More than that, it includes GPS capability if it can communicate with any communications or navigation network. Digicompasses can also be set to remember locations been, and can always point back in a straight line to that location while providing range data. It's a very versatile and powerful explorer's tool.
TORCHLIGHT Cost: 10cr
Description: This 20 cm rod has a switch that turns on a 100 m flashlight beam for seeing in the dark. The top can be pulled up to stretch the torchlight into a "torch" configuration, which shines light in a 30 m radius in all directions. It is powered by microbatteries, which will last a few years of common use before needing to be replaced.
VITA-IRON PILLS Cost: 25cr
Description: This is a pack of 10 vita-iron capsules. These tiny pills help a person survive in the wild by replacing nutrients the body loses due to fatigue and exertion. It reduces the food and water needs by half on any day where a pill is consumed. Vita-iron pills can help you survive long bouts of dehydration or starvation, or can allow you to ration your foodpacks. They're common components of any emergency survival kit
FOODPACKS Cost: 60cr
Description: This is simply a pack of 10 ready-to-eat meals, which each provide enough sustenance to feed a single person for one day. These foods are generally of uninteresting taste, but are scientifically designed to provide all the vital nutrients required for continued survival.
WATERPACK Cost: 10cr
Description: This hardened canteen is able to hold up to three days of water. It's a common item given to soldiers and explorers who face the dangers of the wilderness, but it’s no substitute for finding a sustainable source of water in the frontier. A waterpack can generally support an adult person with the minimum water he needs to
stay healthy for a few days. Beyond that, the character will start to dehydrate (as described in more detail in the Referee’s Handbook).
MEDKIT Cost:250cr
Training: Medic
Provisions:20
Description: The medkit exists to abstract the many things that a capable medic must carry around to have a chance to treat diseases, poisons, and perform field surgery. It has a variety of bandages, scalpels, spray cans of plasti-flesh antibiotics, stimulants, anesthetics, inoculants, spray hypos, common anti-venoms, single-use disposable litmus strips and dishes, and much more. They come with 20 points of medical
provisions. Each time a character performs an action check requiring his medkit, it depletes 1 or more of these provisions. Surgery and first aid drain 1 provision point for every 5 BP (or fraction thereof) healed. Most other types of medical action checks (diagnosing and treating ailments) drain 1. When the medkit is out of points, the
medic is unable to help people effectively.
SCENT SCANNER Cost: 300cr
Passive: identify scents
Active: tracking by scent, 1 km range
Payload: EU Source
Usage: 2 EU per active scan
Description: Used passively, this hand-held device identifies scents. That's not always helpful, since most sapient beings have noses for that. But it's really helpful to integrate into a robot. Used actively (drains 2 EU), it can provide distance and range to other occurrences of a sampled scent as long as they're within 1 km and display them on a screen. In this way, a character can track someone by scent alone if they possess something of his an the tracked target has been nearby recently enough to leave an olfactory signature.
EU PACKS Cost:100cr
Payload:20EU
Connections:1
Description: These are roughly the size of an old AA-sized battery and are interchangeable among all energy-draining devices, such as weapons and defenses. They provide 20 EU ("energy units") of usable energy. EU devices are not rechargeable
and are discarded when depleted.