Organic Preserver L=3 Life Sensor L=3 Sleeper L=4 Organic Scanner L=4 Life Scanner L=4 Medi Scanner L=4 Body Shield L=4 Body Cleanser L=4 Modulated Organic Preserver L=4 Sterile Field L=4 Sewage Processor L=4 Leather Synthesiser L=4 Wood Synthesiser L=4 Implanted Circuitry L=5 Internal Devices L=- Internal Weapons L=- Mind Shield L=5 Educator L=5 Dreamer L=5 Mind Interface L=5 Food Synthesiser L=5 Mana Synthesiser L=5 Nutrition Synthesiser L=5 Food L=- Modulated Sterile Field L=5 Suspended Animation Generator L=5 Sus An Gen L=5 Modulated Sus An Gen L=5 Sus An Problems L=- Personal Sus An Reviver L=5 Tissue Welder L=5 Auto Tailor L=5 Personality Recorder L=5 Android Programmer L=5 Cosmetic Modifier L=5 Cos Mod L=5 Hair Cosmods L=- Skin Cosmods L=- Body Scanner L=5 Android Robot Skin L=5 Aura Flare L=5 Implanted Prosthetics L=6 Mind Probe L=6 Mind Probeing L=- Mind Programmer L=6 Mind Programming L=- Android Mould L=6 Sus An Reviver L=6 Medi Kit L=6 Organic Synthesiser L=6 Auto Surgeon L=6 Mould Support System L=6 False Food Synthesiser L=6 Mock Food Synthesiser L=6 Flavoured Food Synthesiser L=6 Life Tap L=6 Body Controller L=6 Body Control L=- Suicide Lock L=6 Aura Glow L=6 Bio Material Synthesiser L=6 Medical Synthesiser L=7 Mind Amplifier L=7 Reflex Accelerator L=7 Hypnosis Generator L=7 True Food Synthesiser L=7 Fast Food Synthesiser L=7 Life Suspension Generator L=7 Trancer L=7 Mind Field Generator L=7 Fast Tissue Welder L=7 Trauma Recorder L=7 Mental Imager L=7 Auto Doc L=8 Organic Mass Processor L=8 Life Support Generator L=8 Personal Life Support Releaser L=8 Fast Medical Synthesiser L=9 Life Support Releaser L=9
Structure of Life
Living creatures, or at least humanoids (or at least humans), are assumed to be made up of Body, Mind, and Spirit. Some possible definitions of these follow, DMs should change these if they do not fit with their campaign, but note that this might effect some Biological, Life, and DemiGod Devices.
According to some rather strange theories spirits are 5-dimensional (5D), and can't be (directly) effected, minds (aka Persona) are 4D, and are difficult to (directly) effect, bodies are 3D (space), and are easy to effect, and the final component is the creature's history which is 2D (time).
In further detail the components of the Persona (mind) are: the (Persona) Template (the motivation core) which is 5D, (Persona) Skills (capabilities) which are 4D, the Interface (the mind-body interface) which is 3D, and Memories (history) which are 2D. See "Information Devices" and see "Programming Devices" for further details of these. This all sounds a bit mystical, and how it is all supposed to add up is not clear.
Body: all living things are assumed to have bodies surrounded by life-energy fields, which are not the same as psychic-energy fields (see Auras in "Aura Devices"). These may be detected and analysed by various devices, at the highest level in enough detail to exactly reproduce the physical form, but no more detail to the mind than reflex level. Memory is assumed to be stored in the mind, not in the body (as defined by the Tech spec). Most technological devices are concerned with doing things to or for the body. A body not properly connected to a mind and spirit is assumed to be in a trance with requirements for air, water, and food reduced to 1/13 normal.
Mind: all living things operating above reflex level are assumed to have minds and be surrounded by mental-energy fields, which are not the same as psychic-energy fields (see Auras in "Aura Devices"). These may be detected and analysed by various devices, at the highest level in enough detail to exactly reproduce the mind, but this has nothing to do with the spirit or soul. The mind is assumed to have a complete memory in total detail of the body, and possibly even common garb and equipment, however this cannot be analysed from just the mind to duplicate the body or equipment, except in appearance. Astral travel, for example, is assumed to be the mind and spirit leaving the body behind, and projecting an image of the body. It is very rare that mind is separated from spirit, a mind may function to a limited extent without a spirit, but it will loose all its creativity and be incapable of learning anything but physical things (no experience gained?).
Spirit: all living things above a minimum level (what this is is argued about) are assumed to have a spirit or soul. These may be detected but not analysed by various devices, and at the highest level manipulated to a limited extent, but not generated, duplicated, or directly altered. The spirit is assumed to have a complete memory in total detail of everything that has ever happened to it, however this is not directly accessable by technological means. Even after death spirits usually have associated minds. These rules do not impose any particular model of the afterlife, or what happens after spirits 'go on', not even reincarnation. Whether spirits are generated in some mysterious way, whether there is a fixed number of them, or whether they are fragments of some ultimate godhead is also not the concern of these rules. However it is assumed that spirits can refuse to accept almost any form of raising or reincarnation to life, if they realise they can do so.
Explanation of Biological Devices
Organic Preserver: creates an invisible field of range touch to 3"rad (x2/extra L) preventing any decay in organic objects. Biological Theory I is required. Objects will dry out unless they are in a sealed container. The field kills living objects that have been placed in it for one turn, save V death ray every turn; the field will not go through metal, even foil. Generally built inside a sealed metal container with a switch which automatically turns off the field when the container is opened; the field could be precisely shaped, and even made mirror-surfaced, using a Field Modulator. At +1L and double cost includes the equivalent of a (Bio) Field Modulator; a Modulated Organic Preserver. Up to 500gpwt of materials may be preserved, x10/extra L. Note that if micro-miniturised the amount of material preserved is a tenth. Uses: (10ep+10ep/1"rad)/turn. Weight: 1000gp (always at least 1/5 maximum wt of material preserved).
Level: 3rd.
Life Sensor: a sensor which detects the presence of life in some form and gives its direction and rough position (exact if within 5'). Psionic Theory I is required to understand how this functions. May be set so as to ignore life forces below a certain complexity which is estimated by 'intelligence', e.g. single-celled, no nervous system (e.g. plants(?)), simple nervous system (e.g. ants), basic nervous system (birds, fish and reptiles), complex nervous system (mammals), intelligent (humans, etc); and so identify what level of life is there. May be 'piggy-backed' onto a (Multi) Scanner or a Macro Scanner, if they are modified with 1gpwt of mithral, 5gpwt, or 50gpwt respectively, or a Psi Crystal in any case. Requires 1gpwt of mithral or a Psi Crystal. Passive Sensor. Range: 6". Uses: none. Weight: 3gp.
Level: 3rd.
Sleeper: induces sleep, through a metal/crystal weave 'hair-net' or head-set, using common features found in all creatures which sleep naturally (including Pattern Synthesiser based robots). This is natural sleep but will last indefinitely, a save V magic may be made to resist sleep initially, repeated once per round until fail, and also if the sleeper receives a violent shock. Sleep patterns may be controlled to reduce the time required for sleep to a quarter (a 1/16 at +1L, a 1/64 at +2L). This will cause mental imbalance if used for extended periods, a basic WIS nights is safe (+WIS/4 per extra L) followed by 20-WIS nights of normal sleep. Used properly blocks pain; e.g. for surgery. Double the number of head-sets per extra L. Range: none. Uses: 1ep/6 turns/sleeper. Weight: 100gp.
Level: 4th.
Organic Scanner: an analysis device which 'reads' the structure of non-living organic or biological materials. Biological Theory I is required. The information is mainly stored as Food Patterns or (non-living) Medical Patterns using a Recorder, but can also be displayed in symbolic form on a built-in display. See Multi Scanner for interpreting this display. A scan usually takes a turn unless the structure of the material is very simple, when it may take as little as a round. Blocked totally by a Body Shield. Passive Sensor. Range: 1" (x2/extra L). Uses: 1ep/turn. Weight: 20gp.
Level: 4th.
Life Scanner: a life-energy detection and analysis device which displays its information in symbolic form. Biological Theory I is required to build and to use this. Gives approximate mass, complexity (amoeba, plant, reptile, mammal, etc), general health, and may be used to acquire a Reflex Pattern which, by comparison with a stored one (e.g. from a Recorder), can usually identify individuals. Requires time based on how complex the mix of life-forms is, takes 10 rounds (half/extra L to a minimum 2.5rounds) to acquire a Reflex Pattern once a creature has been locked-on to. Reflex Patterns may be stored (e.g. in a Recorder). Blocked totally by a Body Shield, and cannot usually tell are being blocked unless cross-reference to, for example, a Multi Scanner. May be 'piggy-backed' onto a Scanner or a Macro Scanner, but can not use a Reflex Pattern to gain more than species identification at the extended range. Range: air- 50", water- 10", solid- 5" (x2/extra L); ep usage is based on equivalent air range. Skew and Warp Generators increase range in vacuum (which is as the range in air) as a Comm. Link. There is no minimum range. Active Sensor. Usage: 1ep/50"scan range/round. Weight: 20gp.
Level: 4th.
Medi Scanner: an advanced biological analysis device which provides continuous medical information, and can be used to produce Body Patterns. Biological Theory II is required to build this, and Biological Theory I is required to understand the information so as to detect diseases and give a full diagnosis. A relative of the Multi Scanner, and has 'hard-wired' into it the 'Standard Pattern' Body Pattern, and can make use of previously recorded Species and Personal Body Patterns taken from healthy specimens or this individual, usually from (Exchangable) Storage, to provide more exact information. A Body Pattern scan takes 10 rounds (half scan time (down to 2.5rounds) per extra L); a Reflex Pattern may alternatively be aquired in the same time. The basic form has no range and uses a probe on the end of a cable which must be moved across the body, for a extra 500gp a remote may be added which may be used up to 1" from the 'Scanner (replacement remotes cost 750gp and take a week to build). See "Programming Devices" and see "Information Devices" for further details. Passive Sensor. Uses: 2ep/turn. Weight: 100gp, probe- 2gp.
Level: 4th.
Body Shield: see "Defence Devices".
Level: 4th.
Body Cleanser: uses a previous Body Pattern of a creature taken in an 'ideal' condition to cause the external body to be cleaned, and also trims hair and nails to match the scan. Body Patterns do not include clothes so it shreds any organic clothes worn on entering the Cleanser field, inorganic clothes and ornaments interfere with the cleansing. Cleanses one person at a time, +2/extra L, in one turn; the field has a slight stimulating effect like a brisk massage or cold shower. Can cause skin abrasion in any areas where weight has been put on since the Scan was taken, and does not properly clean areas where weight has been lost; can clean teeth if the cleanee holds their mouth open. Given multiple Scans uses the closest fit to each of those being cleansed, and can handle them moving around within the field. There is an automatic emergency cut-out which prevents cleansing if there is a major scan mismatch. Removed dirt is collected for disposal or re-cycling. Uses: 10ep/turn. Weight: 5000gp.
Level: 4th.
Modulated Organic Preserver: see Organic Preserver. Cost: x2.
Level: 4th.
Sterile Field: generates an invisible field up to 1"rad which can sterilise any wounds or the working area of a surgical operation; a relative of the Organic Preserver. Biological Theory I is required. This prevents any infection and uses a field similar to an Organic Preserver, however the field does not injure human-scale living things and will penetrate foil but not thin metal. The field could be precisely shaped, or even made faintly vsible, using a Field Modulator. At +1L and double cost includes the equivalent of a (Bio) Field Modulator; a Modulated Sterile Field. Uses: 10ep/turn. Weight: 1000gp.
Level: 4th.
Sewage Processor: see Organic Synthesiser.
Level: 4th.
Leather Synthesiser: is a specialised Organic Synthesiser which can only produce leather. Biological Theory I is required. Any grade of (non-magical) leather, from the most delicate to the most rugged is possible, with any pattern of grain, and any grade of parchment is also possible. The leather may be as if produced by any normal leather making process, and contain appropriate trace materials. Indefinately long strips may be made, but the width is at most a yard (metre), x2/extra L. One variety of leather may be being made at once, even at higher L. Maximum: 100gpwt per hour, x2/extra L. Uses: 10ep/100gpwt/turn. Weight: 1000gp.
Level: 4th.
Wood Synthesiser: is a specialised Organic Synthesiser which can only produce wood. Biological Theory I is required. Any grade of (non-magical) wood, from the lightest (e.g. balsa) to the most dense (e.g. iron wood) is possible, with any pattern of grain, and burls and veneers are also possible. The wood may be green or seasoned as desired, and may be stained or treated with preservative. Indefinately long beams may be made, but the width is at most a yard (metre), and the thickness 6 inches, x2 area/extra L. One variety of wood may be being made at once, even at higher L. Maximum: 100gpwt per hour, x2/extra L. Uses: 10ep/100gpwt/turn. Weight: 1000gp.
Level: 4th.
Implanted Circuitry: is not a device but the time and cost to implant up to three devices (+2/extra L) in a living creature, which makes them far less obvious and more difficult to damage. Biological Theory I is required. Devices to be implanted are normally built in parallel. Shielding may also be implanted of equal weight to the device, note that Bio Circuitry does not need shielding. Implanted devices are often (Micro) Miniturised. An Interface or Coder could be implanted to give mental control of, or access to information from, devices; otherwise assume only simple control and feedback is possible. This 'device' does not stop the pain of implanting or prevent subsequent infection, but see Sleeper and see Sterile Field. See Internal Weapons, and Internal Devices for weight and power limits. Uses: none. Weight: none.
Level: 5th.
Internal Devices: are any devices which are permanently part of a living creature's body, which means that they will not normally risk being damaged (have to save, etc) until the creature is on at least negative hit points. This includes Implanted Circuitry and 'Prosthetics, and (Intrinsic) Bio Circuitry. The limits on these devices are that they may be up to at most 1/400 of the creature's weight (5gpwt for humans), and they may not safely use more than 10ep/turn, or 10ep/use up to 3 times per turn; x2 is safe per x2 human weight. (Intrinsic) Bio Circuitry only allows half the safe power usage. The total mass of devices, and the total power usage, as long as devices are not too close together, is 5x these limits. Double this power can be used for short periods, or if there is no other activity (e.g. sit sweating in a near-trance state). Exceeding the limits does initially subdual damage and if continued permanent damage, 1D6/turn or 1D6/use for every x2 excess (e.g. a human using an Implanted Micro Minituried Blaster I- flash (5gpwt), would use 5ep/2D6, so could safely shoot 3x/turn for 4D6 (10ep), however if did 6D6 (15ep) then would take 1D3 subdual damage, second and subsequent shots would do 1D3 permanent damage), a turn to 'cool off' would restore 1D6 subdual. It might be possible to design and grow creatures using an Android Mould which would would be 'normal' living creatures, but could have 4x the safe power usage and devices up to at most 1/20 of the creature's weight. The devices Aura Flare and Aura Glow are one way around the power limits.
Level: -.
Internal Weapons: take three basic forms: energy weapons, STR-powered weapons, and prosthetics. Energy Weapons are standard Internal Devices, though some like Lasers may need holes to shoot through, STR-powered weapons are built using Robot Weapon, and may require redesign and replacement of the entire limb, and prosthetics are covered by Implanted Prosthetics.
Level: -.
Mind Shield: prevents the mind being read or influenced. Psionic Theory I is required to understand how this functions. Blocks an Educator or Mind Probe/Programmer of +2L and mental effects of Lx2, e.g. L=5th, blocks up to an Educator III or a 'Probe/Programmer II or (magical) mental effects up to 10th level effect. No external device interfacing to the mind may be used with this. Requires 5gpwt of mithral or a Psi Crystal. Uses: 1ep/turn. Weight: 20gp.
Level: 5th.
Educator: speeds up rote learning by at least 10 times, and other forms up to 5 times, by directly implanting thoughts and surface memories. Capable of transforming surface thought to and from information suitable for a Recorder or to relay to another mind acting as an instant translator. Enables safe learning of a Non-Weapon Proficiency in a fifth of a year light training, and appropriate 'level training' where DMs require this in a fifth normal time, subject to DM veto. Takes the form of two metal/crystal weave 'hair-nets' which it uses to send and/or receive. At +1L four 'nets' which allow one to send and three receive, at +2L eight 'nets' allowing one sender and seven receivers or a conference between four. Not usable for conditioning except by providing limited information, more physical training requires a Dreamer of +1L or a Body Controller. Will work equally well on biologically-based minds and Robot Minds based on Pattern Synthesisers (or Associators). See Thought Designer program and see Thought Pattern data for further details. Active Sensor. Range: none. Uses: 1ep/turn. Weight: 1000gp.
Level: 5th.
Dreamer: a variant on the Educator or Mind Programmer which feeds information directly into the senses and intercepts attempts to move or react. Unless a save V magic is made this device can force a user into a motionless 'sleep' (see Sleeper) with very vivid dreams, note that a Dreamer relies on the same common features as a Sleeper and can't cause (direct) physical damage. A dream may be used from a Recorder, and a dream can be made interactive using Dream Programming program. If several Dreamers are linked then Dream Management program could be used so several people are in the same dream. A Dreamer may be used with Dream Designer program to create and record new dreams in a Recorder; a vivid imagination is required. A Dreamer cannot read thoughts that are not 'spoken'. The basic machine operates through a metal/crystal weave 'hair-net', +1"range or one exotic sense (such as Telepathy/ESP) per extra L (e.g. +2L so 2" range). At +1L may act as an Educator of -1L, and 'educational' dreams may be used, for example of physical activities. Waking up may be possible if badly shocked or the dream is thrown off by several saves V magic; a linked group might throw a dream off by working together. A dream may be made to last until death, or until some special action by the dreamer (e.g. saying 'I tell you three times, Awake, Awake, Awake'). Death is only possible if the standard safety interlocks are disabled, these would normally wake the dreamer if major physical distress occurs. See "Programming Devices", and see Dream Patterns in "Information Devices", for further details. Uses: 1ep/turn. Weight: 1000gp.
Level: 5th.
Mind Interface: allows control of devices purely by thought. Consists of a metal/crystal weave 'hair net' similar to an Educator, at +1L this is not needed and +1" range is gained/extra L (e.g. +2L 2" range). Sound (including speech) may be fed directly into and read from the mind with different patterns of sounds for different effects, at +1L 2D visual images and touch and imagined gestures and mental images can have effects, and at +2L 3D holographic images and all senses where devices are as easily controlled as ones own body. A skilled 'Interface user can control devices with almost no external signs. One device may be controlled, +2/extra L. If an 'Interface is used at range careful use of Telepathy or similar can interfere with its use. An 'Interface must be tuned to one user (x2 users/extra L) and usually takes at least a turn to re-tune. Stored tuning settings are called Interface Patterns and can be stored externally, they may be stored or loaded in a round. Misuse of an 'Interface could cause mental overload and lead to insanity. This will work equally well for a Robot Mind in a Pattern Synthesiser (or an Associator). If an 'Interface is intended to be implanted, see Implanted Circuitry, then it may be constructed a tenth weight at -2L, but note that this requires Biological Theory II and the ability to construct the equivalent standard version of the device. See "Programming Devices" for further details. Range: none (+1"/extra L). Uses: 1ep/turn. Weight: 500gp, implanted- 50gp.
Level: 5th.
Food Synthesiser: produces hot or cold food and drink from simple organic materials, even (infected) sewage. Biological Theory I is required. One human-sized meal may be prepared at a time (+1/extra L) in one turn (assume a meal is up to 100gpwt of food, drink, utensils, and containers). Pure water may also be produced. The basic form is a Mana (or Nutrition) Synthesiser which produces Mana (or Nutrition), and crude organic utensils (and containers) of wood/bone. At +1L a False Food Synthesiser produces False Food, or a Mock Food Synthesiser produces Mock Food, but in both cases high-quality utensils. Alternatively at +1L a Flavoured Food Synthesiser may be built which produces Flavoured Food, but still only crude utensils. At +2L a True Food Synthesiser may be built which produces True Food and high-quality utensils. For +500gp a 'Synthesiser can prepare externally supplied food as part of a meal, a Preparing Food Synthesiser. All 'Synthesisers of +1L or higher require the Food Synthesiser Control program, which uses Food Patterns, (to make anything other than Mana or standard crude utensils/containers) and can act as a Organic Scanner of -2L to acquire new patterns. Auto Chef in "Environmental Devices" can only prepare food. This device has full double redundancy, which is highly desirable as life may depend on it. See Food, see "Programming Devices", and see "Information Devices", for further details. Uses: 5ep/turn. Weight: 1000gp.
Level: 5th.
Mana Synthesiser: see Food Synthesiser.
Level: 5th.
Nutrition Synthesiser: see Food Synthesiser.
Level: 5th.
Food: is the product of a Food Synthesiser. The basic form, sometimes called Mana or Nutrition, is a grey and tasteless paste, or cloudy liquid, which provides full nourishment. Improved forms are False Food, sometimes called Shaped Mana, which resembles natural food or drink in appearance but is tasteless (but provides full nourishment), or Flavoured Food, sometimes called Flavoured Mana, which is a grey paste or cloudy liquid which resembles natural food or drink in flavour (and provides full nourishment), and Mock Food, sometimes called Ersatz Food, which resembles natural food or drink in appearance and flavour, but provides no nourishment whatsoever except for water (some Techs regard this as unethical). The final form is True Food which is nearly indistinguishable from natural food and drink in appearance and flavour, provides full nourishment, but is claimed to taste slightly 'flat' by gourmets. Uses: none. Weight: up to 100gp.
Level: -.
Modulated Sterile Field: see Sterile Field. Cost: x2.
Level: 5th.
Suspended Animation Generator: creates an invisible field touch to 3"rad (x2/extra L) preventing any change in living objects; a relative of the Organic Preserver. Biological Theory I is required. Also known as a Sus An Gen. If an attempt is made to resist the field a saving throw V death ray at -10 is required every round, note that very dense materials such as dureum block the field, and a Force Field set to the 'Magnetic' Attack Form provides total protection, as does an Aura Lock. Suspended creatures will not age or need food or air, water will not be lost if the body is in a sealed container. However there are a number of Sus An Problems. Revival takes two turns, quicker revival, down to two rounds, is possible but far more dangerous. Also see (Personal) Sus An Reviver. Suspended creatures are unconscious but a modified Educator or Dreamer running 169 times slower than normal could be used. The field could be precisely shaped, or even made visible to any degree desired, using a Field Modulator. For an extra 2000gp includes the equivalent of a (Bio) Field Modulator; a Modulated Sus An Gen. Up to 662lbs of living material may be suspended (x8/extra L). This is a cut-down version of a Life Suspension Generator. Uses: (10ep+10ep/1"rad)/turn. Weight: 1000gp.
Level: 5th.
Sus An Gen: see Suspended Animation Generator.
Level: 5th.
Modulated Sus An Gen: see Suspended Animation Generator. Cost: +2000gp
Level: 5th.
Sus An Problems: under Sus An there is a 1% chance of needing to make a resurrection survival roll or die per month, up to a maximum of 100-(3xCON)%, reduced to per year at +1L, to per 13 years at +2L (x13/extra L); this roll is made once on revival, which takes two turns. Sus An is safe for a base approx. 4 hours, two days (50hrs) at +1L, and a month at +2L. However if a special drug is used (Sus An Buffer, a 2nd level Alchemical potion) this increases to a base approx. two days (50hrs), a month at +1L, and a year at +2L (same potion for any L). An attendant with Biological Theory I would improve the survival roll (half chance of failing) if the chance of death is rolled. There is no chance of death if the living material has been grown from scratch in an Android Mould, or has just been treated by an Auto Doc, and is transferred directly into the Sus An field. A Heal spell, or suitable other more specialist spells, will give safe revival. Dehydration is the other problem if the body is not in a sealed container, but this will take a long time to kill, probably up to six and a half years, though there will be considerable distress if revived after about one and a half years (equivalent to three normal days (x169) without water, but with minimum activity).
Level: -.
Personal Sus An Reviver: a specialised version of Sus An Reviver which will only function for one person chosen in construction. Biological Theory II is required. Revives a single person who has been in a Suspended Animation Generator (Sus An) field indefinately and with complete safety in two turns, otherwise as a Sus An Reviver of +1L. The Body Pattern of the person it is to work for must be available during construction, and is hard-wired into this device. If others attempt to use it they will have at least a 25% chance of immediate death on leaving the reviving fields. The person that it works for may be changed at 10% of the construction cost and with a R/MM roll. Uses: 10ep/turn, fast- 10ep/round. Weight: 10,000gp.
Level: 5th.
Tissue Welder: repairs physical damage by 'welding' tissue at 1HP/round with an invisible field. Biological Theory I is required to construct, and to some extent use, this. Does not replace lost blood or repair damaged bone or nervous tissue, assume it can heal up to 50% of hit points taken from most varieties of physical wound. Uses: 1ep/round (and hence 1ep/HP). Weight: 10gp.
Level: 5th.
Auto Tailor: acts as a Material Synthesiser of +1L, but only for clothes, and a Body Cleanser of -1L to clean and dress a creature using a Machine Pattern of the set of clothes (and any ornaments or cosmetics) to be worn and a Body Pattern of the creature as a Body Cleanser. Organic clothes can be generated from just wool or cotton (etc), (Specialist) Thread and Cloth may be worked into clothes. Adjusts the clothes so they fit the Body Pattern, if necessary removing any existing clothes. Note that does hair, make-up (including temporary 'tattoos') and nails. Dresses one person at a time, +2/extra L, in one turn. Can be used to just clean the body and clothes if a Scan of the (clean) clothes is already available. Will need to be fed as a Material Synthesiser with the appropriate raw materials, a Cloth, Inorganic or Organic Synthesiser is sufficient, various devices can be incorporated in the clothes if they are supplied. Unlike a Material Synthesiser does not function as a Machine Scanner, even only for clothes. Uses: 10ep/turn. Weight: 5000gp.
Level: 5th.
Personality Recorder: is a specialist 'soft' Mind Probe. Biological Theory II is required. Does not function as an Educator or Dreamer and the only functions it has are improved probeing usable only if willing to record a personality; it cannot cause insanity. This takes 6 continuous hours (half time/extra L) and massive storage for even simple personalities, updating an already recorded personality takes a game turn per month. An Interface Pattern suitable for a Mind Interface, Intelligence Amplifier, or a Hypnosis Generator takes 4 rounds. There is a slightly modified version which works with Pattern Synthesisers (etc), called a Robot Personality Recorder, and at +1L a Universal Personality Recorder which works for both. May not be coordinated with a Mind Programmer. See "Programming Devices" and see "Information Devices" for further details. Passive Sensor. Range: none. Uses: 1ep/turn. Weight: 100gp.
Level: 5th.
Android Programmer: see "Life Devices".
Level: 5th.
Cosmetic Modifier: modifies living bodies to a limited extent using an effect similar to a skin-deep Auto Doc. Biological Theory I is required to construct, and to some extent use, this. Also known as a Cos Mod, as are the changes made. Permanent changes to hair, nails and soft tissue are easy; build, muscle structure, teeth and bone may not be altered (though could be disguised by stimulating growth of, or removing, fat). The vocal and hence speech pattern can be changed, but the retina pattern cannot. Does not heal any wounds or injuries but could be used in an emergency to stop surface bleeding, or to treat ills of the skin surface. Works best with a Medi Scanner and Scan Designer program, but changes may be made free-hand. Even the most delicate work takes no more than a few hours, simple work takes minutes. Does not change any physical requisites, i.e. can not increase STR, DEX, or CON, but could increase comeliness/beauty by up to +5 depending on the skill of the user (+1 per 20% R/MM roll made by, to a maximum of 1 per 5% R/MM, e.g. 16 of 80%). More drastic changes may be made using an Auto Surgeon, or Auto Doc. Changes will appear as minor details in a Body Pattern; a Reflex Pattern will not be effected. Those modified may have a maximum height of 7'5" (x2/extra L) and weight of 331lbs (x8/extra L), i.e. as an Android Mould of +1L. Also see Hair Cosmods and see Skin Cosmods. Uses: 5ep/turn. Weight: 150gp.
Level: 5th.
Cos Mod: see Cosmetic Modifier.
Level: 5th.
Hair Cosmods: are cosmetic modifications to hair made using a Cosmetic Modifier. Hair (both current and future) can be made any colour desired, with any pattern of colour or growth; things like a full pelt, spinal mane, or tail are easy. Can remove hair and indefinitely suppress or stimulate hair growth. Some standard cosmods are 'Smoothie': no hair or very fine hair everywhere standard, only heavier hair as lashes, brows, and scalp which grows freely; 'Furry': a fine pelt everwhere there would be hair as standard on the body with heavier brows, longer scalp hair, and a short mane; 'Half Smoothie' (or 'Half Furry'): pelt from waist down (or waist up); 'Nake': no hair or very fine hair everywhere standard with no heavier hair except very fine lashes and brows; 'Elder': standard hair except white or silver in colour; 'Primative': no hair or very fine hair everywhere standard, heavier hair as lashes, brows, beard and/or mustache and scalp which grows freely. Hair may be set so it trims itself by falling out or stops growing when it reaches a certain length, giving permanent 'hair cuts'. Hair may not be made to grow anywhere it could not grow in some form as standard on the creature.
Level: -.
Skin Cosmods: are cosmetic modifications to skin made using a Cosmetic Modifier. Skin can be made any colour in any pattern desired, scars added or removed, facial structure altered by adding or moving fat and skin folds, and nostrils or ears reshaped easily. Skin patterns such as finger prints can be changed, and tattoos added or removed. Eye colour, and iris and pupil shape, may be changed. These modifications do not alter any resistance or weakness to radiation, such as sunburn, a creature may naturally have. No muscular changes may be made, but note that humans for example already have the muscles to move nose or ears, though they may not be trained to use them. Some standard cosmods are 'Pointed Ears' (various varieties), 'Animal Nose' (again various varieties), 'Claws' (these are not retractable), 'Animal Eyes', 'Scaled Skin' (this an appearance rather than real scales), 'Webbed Fingers', 'Skin Pouches', 'Fixed Tail', 'Mobile Tail' (moved using the buttock muscles) and many others. Can be used to suppress the android skin dye/pigmentation, but must be re-used every two days or so, as this operates deeper than a Cos Mod can reach.
Level: -.
Body Scanner: a ranged Medi Scanner which can be used to acquire Body Patterns and Reflex Patterns at a distance. Biological Theory II is required to build this, and Biological Theory I to use it as a Medi Scanner. A scan takes 10 rounds, but see below. A comparison scan may be made against a stored scan for security, a previous scan of an individual will give more detail than a comparison with a general species recording. Double range or half scan time (down to 2.5rounds) per extra L. Passive Sensor. Range: 1" (x2/extra L). Uses: 5ep/turn. Weight: 1000gp.
Level: 5th.
Aura Flare: interacts with the living aura of a creature to 'flare off' excess power from operating devices which would otherwise do internal damage. Biological Theory II is required to build this, and Psionic Theory I to understand how it works. Multiplies the safe power usage by 10x, see Internal Devices for further details. The power used must be pulsed rather than continuous power, e.g. a Blaster rather than the idling power of a Personal Force Field. The energy 'flares-off' as a brilliant but not damaging light in all directions from the body of the wearer for a round, which can blind for D4 rounds in dim light; does not effect the wearer, except possibly by reflection. This light might be hidden by an Invisibility Generator or a properly programmed Holo or Image Display. The light varies, typically between primary colours, by the device 'heat sinked'; note that some of the light appears on the Ethereal Plane. A Modulator of any form may not be used to shape the light, but the user may learn to do this with extended (normally months) usage. Must be carried close to the body, within the inner aura, if not internal in some way. This device cannot function unless the aura is 'free', i.e. not locked, damped or scrambled in some way. Uses: none. Weight: 5gp.
Level: 5th.
Implanted Prosthetics: is not a device but the time and cost to implant Miniturised Prosthetics, similar to Implanted Circuitry (with similar resistance to damage). Biological Theory I is required. For Prosthetics II and III 25gpwt of mithral is required for strength, for IV+ 25gpwt of adamantite is needed. Mental control is automatically gained. This 'device' does not stop the pain of implanting or prevent subsequent infection, but see Sleeper and see Sterile Field. See Internal Devices for weight and power limits (particularly continuous use of Prosthetics III+). Uses: none. Weight: none.
Level: 6th.
Mind Probe/Programmer: acts as an Educator and Dreamer of -1L and has an additional function, choose one (and +1/extra L). Biological Theory II is required to build, and Biological Theory I to operate, this. Functions: +1"range, improved probeing, improved programming. For example at +4L five additional functions might be 1"range and improved probeing 1&2 and improved programming 1&2, or 2"range and improved probeing 1,2&3 etc. A 'Probe and 'Programmer may be coordinated by Mind Probe/Programmer Control program as long as neither is the maximum L the Tech could build. Recording a whole personality (Personality Pattern) takes a continuous 6hrs (half time/extra improved probing above 1) and requires massive storage, updating an already recorded personality takes a game turn per month, a truncated personality (Interface Pattern) takes 4 rounds. Finding the right memory against resistance, even if not at the level to cause insanity, can take days. Note that for programming to control the body an Interface Pattern is required. There is a slightly modified version, needed for going beyond the top levels of the mind, which works with Pattern Synthesisers (etc), called a Robot Mind Probe/Programmer, and at +1L a Universal Mind Probe/Programmer which works for both. See Mind Probeing and see Mind Programming for further details. This device is not sold to those who are Evil, and the personality recording and/or body control functions may be left out in construction (Mind Probe/Programmer-). See "Information Devices" for further details. Active Sensor. Uses: 2ep/turn (+1/extra L). Weight: 1000gp.
Level: 6th.
Mind Probe: see Mind Probe/Programmer.
Level: 6th.
Mind Probeing: describes the use of the improved functions of a Mind Probe/Programmer to extract information directly from the mind of a subject, usually against their will to some extent. Improved probeing gives: 1) access to all sensory input (equivalent of Dream Patterns) and 'open' memories/visual images (Thought Patterns), and if relaxed/unconscious and not resisting may holographically record the whole personality (Personality Pattern) or a truncated form (Interface Pattern), 2) scanning any memories (Thought Patterns) or unwilling recording of personality but may be resisted (roll over sum of INT and level/HD on D20 to succeed every time scan a new set of memories or when start recording, those with too high a sum are unprobeable) but if resistance is broken insanity is possible (roll under INT on D20 to stay sane, 20 automatic insanity) which prevents further probes and lasts D100 days, 5% chance permanent, 3) reading any memories or recording of personality against any resistance with no insanity chance, this counts as deep mental scanning. See "Information Devices" for the details of extracted information.
Level: -.
Mind Programmer: see Mind Probe/Programmer.
Level: 6th.
Mind Programming: describes the use of the improved functions of a Mind Probe/Programmer to insert information (usually in the form of Thought or Dream Patterns) directly into the mind of a subject, usually against their will to some extent. Improved programming allows: 1) implanting of surface memories (permanent with multiple treatments) and willing control of the conscious body, 2) permanent memories and erasing 'weak' memories or control of the conscious body (may be resisted as Mind Probeing, insanity prevents further programming), 3) 'planting memories against any resistance and indistinguishable by the creature from its own, erasing any memories, or total control of the (un)conscious body (these all leave scars detectable by deep mental scanning). Note that erased memories are hidden, rather than actually being totally removed. See "Information Devices" for the details of inserted information. Also see Android Minds in "Life Devices" for details of use on growing androids.
Level: -.
Android Mould: see "Life Devices".
Level: 6th.
Sus An Reviver: revives safely from an indefinate duration in a Suspended Animation Generator (Sus An) field. Biological Theory II is required. The total mass of those revived (typically only one creature) may be 331lbs (x8/extra L), and safe revival takes two turns, fast revival two rounds and gives a 25% chance of needing to make a standard Sus An resurrection survival roll or die. If kept during Sus An within this device then its sealing prevents any loss of water, and a Sus An Gen of no more than -1L (which must be built or aquired) may be incorporated into it, which does not increase the weight, is fully shielded, and only works on the contents. Uses: 10ep/turn, fast- 10ep/round. Weight: 10,000gp.
Level: 6th.
Medi Kit: acts as a medical diagnosis and treatment system. Biological Theory II and Computer Theory I is required, Psionic Theory II to understand how it works. Acts as a Medi Scanner of -2L (including a remote) for a healer (e.g. someone with Biological Theory I) but does not require a comparison scan, and contains room for up to 20 types of palliative with up to 5 charges of each (could duplicate) in a very concentrated form, e.g. cure (specific) disease, neutralise (specific) poison/paralysis, healing; which are preserved indefinately. Supplies may be made by an Alchemist as +1 level potion or by a Medical Synthesiser. Can 'inject' into a (not un)willing target (using a very short range psionic Transporter effect) or a charge could be diluted for drinking with (pure) water. With the proper palliatives a Medi Kit can automatically counter any disease or poison and keep someone functioning at full efficiency until their negative hit points exceed 10 or their CON, whichever is greater (when they instantly die). Also acts as a Life Scanner of -2L. Can be set to act automatically without any skill being required to use, though works best given Biological Theory I. This device has effectively already been very carefully Miniturised. Range: inject- None, scanner- as 'Scanner. Uses: 1ep/turn, or as a Medi Scanner. Weight: 20gp (including palliatives). Non Micro Miniturisable.
Level: 6th.
Organic Synthesiser: produces good quality organic materials given the basic chemical elements in any form, including gases, poisons and (infected) sewage. Biological Theory II is required. The output is suitable to 'feed' a Medical Synthesiser replacing a Catalysis Generator. May make materials such as wood, bone, leather, wool and cotton; non-living but with a regular structure. Simple liquids (such as oil) take a turn, simple solids (such as wax, wool and cotton) and complex liquids a game turn, and the most complex materials (such as wood, bone and leather) no more than an hour. A version may be constructed at -2L, a Sewage Processor, which handles just sewage in a turn and converts it to fertilizer or even gases. The power used depends on how complex the changes are and varies between 1ep (e.g. oil), 5ep (e.g. cotton) and 10ep (e.g. wood) per 100gpwt/turn. Complex processing requires Organic Synthesiser Control program, and possibly patterns of the materials made. May be making 3 different materials at once, +2/extra L. Maximum: 1000gpwt (down to 100gpwt of complex materials) per turn, x2/extra L. Uses: 1-10ep/100gpwt/turn. Weight: 1000gp.
Level: 6th.
Auto Surgeon: is a robot surgeon system using very fine energy blades, tractor/prestors, and energy 'stitching'. Biological Theory II is required to construct and to use this, in the hands of an expert (one with Biological Theory III) it can operate almost without scars. Used for major modifications (such as replacing limbs, see Bio Devices in "Life Devices") as well as repair, minor modifications are done using a Cos Mod or Implanted Circuitry. It can sterilise the working area and wounds, and can act as the equivalent to a Medi Scanner of -2L; previous scans of the same race, or the same creature, can be compared on a generated hemispherical hologram which is up to 1"rad. Can be used with a Medi Kit, a (Fast) Tissue Welder, and a Sleeper. Strangely enough very few people seem willing to trust themselves to this device, and prefer an Auto Doc. Requires Auto Surgeon Control program. Uses: 10ep/turn. Weight: 5000gp.
Level: 6th.
Mould Support System: strictly speaking this is a Biological Device, but it has been placed in "Life Devices" as it directly works with the Android Mould specified there.
Level: 6th.
False Food Synthesiser: see Food Synthesiser.
Level: 6th.
Mock Food Synthesiser: see Food Synthesiser.
Level: 6th.
Flavoured Food Synthesiser: see Food Synthesiser.
Level: 6th.
Life Tap: see "Power Handling Devices".
Level: 6th.
Body Controller: is a specialised Mind Programmer which controls the wearer's body (but not their mind) through a metal/crystal weave 'hair-net' using an Interface Pattern. Biological Theory II is required to build, and Biological Theory I to effectively operate, this. This is equivalent to Improved Programming 1 and 2 (and 3 at +1L), but this device does not operate as an Educator or Dreamer. The control makes use of common features found in all creatures which sleep naturally, or can go into a trance; DMs might give some races bonuses. For +2000gp and an extra two week's work it is possible to pick up input from the wearer's senses, a Sensory Body Controller. The wearer remains conscious throughout experiencing a slightly displaced feeling. The only reason this device is not banned is that it is used for practical instruction; it is not sold except to those who can demonstrate a good reason for owning one, and may be restricted to prevent unwilling control, a (Sensory) Willing Body Controller. May not be coordinated with a Mind Probe. Range: none. Uses: 1ep/turn. Weight: 100gp.
Level: 6th.
Body Control: is use of a Body Controller for willing or unwilling control of a conscious wearer of one, even an unconscious wearer at +1L. Control is given of the conscious body of the wearer (may be resisted as Mind Probeing, check initially, insanity prevents further control). At +1L total control of the (un)conscious body is possible with no chance of resistance or insanity (leaves scars detectable by deep mental scanning); even the insane may be controlled while unconscious. As a rule verbal instruction allows physical skills to be invoked easily, simple mental skills with more care, but complex mental skills requiring imagination or creativity are not possible. With a Sensory Body Controller, and the use of a Mind Interface II or III by the controller, direct operation of the body in a crude or complete fashion is possible; note this requires the transfer of visual and holo quality information respectively. DMs may allow another resistance check if they are controlled to do something which they believe to be fatal or absolutely against their moral code.
Level: -.
Suicide Lock: a one-use device which enables near-instant death and the permanent blanking of memory at will. Biological Theory II is required. May only be activated by free will, no form of coercion will do. Activation burns-out both the Suicide Lock and the brain it is associated with, leaving no residue of life about the body. If the body is then restored to life by some means all there is is a mind-less, soul-less shell with only physical reflex-level memories; the body/mind/spirit links have been permanently broken. There is a slightly modified version which works with Pattern Synthesisers (etc), called a Robot Suicide Lock, and at +1L the Universal Suicide Lock works for both. It is powered by a specialist version of Micro Life Tap. Often implanted in the head within the skull, but will work if kept in close contact with the head. Uses: once. Weight: 1gp. Non Miniturisable.
Level: 6th.
Aura Glow: an Aura Flare which works for both continuous and pulsed power. Biological Theory II is required to build this, and Psionic Theory I to understand how it works. In the case of continuous power the light is a continuous glow, rather than a flare. Mixtures of both sorts of device may be 'heat sinked'. Can make an effective, but not very controllable except with extended practice, light source. Must be carried close to the body, within the inner aura, if not internal in some way. Uses: none. Weight: 5gp.
Level: 6th.
Bio Material Synthesiser: see Material Synthesiser in "Alchemical Devices".
Level: 6th.
Medical Synthesiser: see "Life Devices".
Level: 7th.
Mind Amplifier: increases the intelligence, and to a lesser extent dexterity, of a selected living mind. A sub-set of the full mind pattern of the mind to be amplified must be available (an Interface Pattern) in a (Macro) Computer, or a Pattern Synthesiser (or Associator) of at least -1L programmed with the mind to be amplified must be available. Gives +5 INT and +1 DEX to a maximum of 16, i.e. 11-15 INT gives 16 INT, 16+ INT unchanged, 16+ DEX unchanged. At +1L +10 INT and +2 DEX to a maximum of 18, i.e. 8-17 INT gives 18 INT, 18+ INT unchanged, 16-17 DEX gives 18 DEX, 18+ DEX unchanged. At +2L +15 INT and +3 DEX to a maximum of 20, i.e. 5-19 INT gives 20 INT, 20+ INT unchanged, 17-19 DEX gives 20 DEX, 20+ DEX unchanged. There is a slightly modified version which works with Pattern Synthesisers (etc), called a Robot Mind Amplifier, and at +1L the Universal Mind Amplifier works for both. Range: 1" (x2/extra L). Uses: 2ep/turn. Weight: 2000gp.
Level: 7th.
Reflex Accelerator: increases the dexterity, and to a lesser extent actions per round, of a selected living body. A full Reflex Pattern of the body to be accelerated must be available in a (Micro) Computer. Gives +3 DEX and +1/2 action/round to a maximum of 15 and 2, i.e. 12-14 DEX gives 15 DEX, 15+ DEX unchanged, 2+ actions unchanged. At +1L +6 DEX and +1 action/round to a maximum of 17 and 3, i.e. 11-16 DEX gives 17 DEX, 17+ DEX unchanged, 2-2 1/2 actions gives 3 actions, 3+ actions unchanged. At +2L +9 DEX and +1 1/2 actions/round to a maximum of 19 and 4, i.e. 10-18 DEX gives 19 DEX, 19+ DEX unchanged, 2 1/2-3 1/2 actions gives 4 actions, 4+ actions unchanged. If both a Reflex Accelerator and a Mind Amplifier is used then the maximum DEX gained is limited by the 'Amplifier, e.g. with both L=7 then +4 DEX maximum 16 is gained, at +1L 'Amplifier then +5 DEX maximum 18. This will not work for a robot unless it is in a living body, e.g. Bionic Brain, see "Life Devices". Range: none. Uses: 1ep/turn. Weight: 200gp.
Level: 7th.
Hypnosis Generator: produces a field on the 'telepathic frequency' which effects the will unless save V magic at -2. Psionic Theory II is required to understand how this operates. The effect is confusion as the spell except that the first effect thrown for each creature is the continuing effect. Given a mind scan of a creature (an Interface Pattern usually from a Mind Probe) and Biological Theory II an attempt may be made to control rather than confuse it with the same saving throw; once confused a creature may not be controlled without first releasing it from the confusion. Hypnosis Generator Control program is required with a copy to control each creature; a computer linked 'Generator may select to confuse/control/not effect specified creatures in the field. Saving throws must be made every turn against the field unless have been selected to not be effected. The field may be usefully shaped using a Field Modulator. Requires a Psi Crystal or 50gpwt of mithral. Uses: 10ep/1"rad/turn. Weight: 1000gp.
Level: 7th.
True Food Synthesiser: see Food Synthesiser.
Level: 7th.
Fast Food Synthesiser: is a far quicker version of Food Synthesiser (13x). Biological Theory I is required. In all other respects is as a Food Synthesiser of -2L (e.g. a Fast True Food Synthesiser is L=9), meals take about 5 secs to prepare. At +1L or higher requires the Food Synthesiser Control program, which uses Food Patterns, and can act as a Organic Scanner of -4L to acquire new patterns. Uses: 5ep/turn. Weight: 1000gp.
Level: 7th.
Life Suspension Generator: creates an invisible field size touch to 3"rad (x2/extra L) preventing any change in living objects; this is the safe version of the Suspended Animation Generator. Biological Theory II is required. The effect is as a Sus An Gen of -2L (including mass limitations) except there is no chance of death and no dehydration; the field stops aging, wounds will not bleed or heal, and diseases will not progress. Revival takes two turns. Cut-down versions of this are common with the same power usage, x10 weight, -1 or -2L, and some problem(s). The Sus An Gen with its dehydration and death chance is one example, another might damage the memory (loose experience points) depending on number of revivals, and to a lesser extent period suspended, again due to revival shock, a third possibility might be reviving as a zombie, mummy, or other suitable undead, another might be being as if freshly raised, or stiff and almost incapable of movement, requiring (25-CON)hrs to recover. Uses: (10ep+10ep/1"rad)/turn. Weight: 100gp.
Level: 7th.
Trancer: a more powerful version of the Dreamer which feeds information directly into the senses and intercepts attempts to move or react. Reality Theory I is required. Throws the user into a deep trance state by overriding the mind-body interface (effectively disconnecting the mind from the body), there is no saving throw unless have some means of leaving the body, such as astral projection, and there is not normally any way of waking without turning the Trancer off. All normal senses are effected, but does not effect exotic senses (such as Telepathy/ESP) that are independent of the body, however can usually swamp their sensory input if know they are present. All the standard Dream programs can be used. Can act as a Mind Interface of -1L except has no range. Note that requirements for air, water, and food are reduced to 1/13 normal. Requires 10gpwt of mithral for coils. Range: none. Uses: 1ep/turn. Weight: 500gp.
Level: 7th.
Mind Field Generator: generates an interface field that a number of 'mental' devices can 'piggy-back' onto. This allows devices connected to it to act at anywhere within the field, but does not increase the number of creatures they can effect. Possible devices include Mind Interface, Educator, Personality Recorder, Mind Probe, Hypnosis Generator, and Trancer, but do not include Sleeper, Dreamer, Mind Programmer, and Mind Amplifier. Devices may be of at most -1L. A basic three devices (+2/extra L) may be connected, multiple creatures effected by a single device may be anywhere within the field (e.g. Educator), and only count as a single device. Truncated personality patterns, Interface Patterns, possibly combined with code sequences, are used to locate individuals. Multiple fields may overlay and interlock, and information can be freely transferred between them. Telepathy is not sufficient to scramble mind field interfaces, a Mind Shield stops one dead as does a Portal Block of equal L (across the interface). A (Colour) Mindcoder is required if a computer is to be interfaced to the 'Generator. Uses: 1ep/1"rad/round. Weight: 10,000gp.
Level: 7th.
Fast Tissue Welder: repairs physical damage by 'welding' tissue at 13HP/round with an invisible field. Biological Theory II is required to construct, and Biological Theory I to some extent use, this. Does not replace lost blood or repair damaged bone or nervous tissue, assume it can heal up to 50% of hit points taken from most varieties of physical wound. Uses: 1ep/round (and hence 1ep/13HP). Weight: 10gp.
Level: 7th.
Trauma Recorder: a final one-use Personality Recorder which is triggered when it detects massive trauma or shock to the brain which will almost certainly result in death. Biological Theory III is required to construct, and Reality Theory III to understand how it works. Performs a near-instantaneous recording of the personality onto a Personality Flake (see Personality Crystal in "Computer Devices"), which causes the same effects as a Suicide Lock. The flake is initially programmed with a recording of the personality during construction and the 'Recorder does periodic micro updates, usually during sleep; a Full Body Pattern can also be initially recorded, but cannot be updated. The flake is held in a nearly indestructable casing, and the information in it is ready for a Crystal Reader to feed to an Android Programmer, or Pattern Synthesiser Programming program to place in a Pattern Synthesiser, and the flake can be reused (-1000gp cost) to place in a new Trauma Recorder in the new body. The spirit often hangs around the flake (haunts?) waiting for a new body, how long it may do this for depends on the limitations DMs place on spirits in a particular universe, and if it leaves then the new body will get a different spirit, which will almost certainly change the character over time. There is a slightly modified version which works with Pattern Synthesisers (etc), called a Robot Trauma Recorder, and at +1L the Universal Trauma Recorder works for both. Often implanted in the head within the skull, but will work if kept in close contact with the head. It is powered by a specialist version of Micro Life Tap. Some Techs are suspicious about this device, particularly the way your 'whole life flashes before your eyes' as it activates, suspecting 'hooks' into fundamental reality, and are also suspicious about its small size, even given it includes nano and micro miniturised circuitary. Uses: once. Weight: 1gp. Non Miniturisable.
Level: 7th.
Mental Imager: converts holographic electrical signals representing 3D visual images and sound into mental images which appear in the minds of selected creatures within range. Psionic Theory I is required to understand how this operates. These images are treated as Phantasmal Forces, except they may be re-formed next round if disbelieved, though they may now do no harm, and everyone in the field must save separately (bonuses if the behaviour of friends gives helpful indications). At +1L an illusion of smell and gentle touch (up to 3 STR) may also be added, requiring the same information and similar to a Dimensional Display, though it is all mental and cannot really move things. As long as there is a living creature with the appropriate senses within range, a viewpoint may be chosen anywhere within range from which may see and hear, at +1L smell and touch may be added, providing the same information and similar to a Dimensional Scanner, though the objects are in no way really touched. This device may 'piggy-back' onto a Mind Field Generator of at least +1L, and distribute its working volume throughout the Mind Field, i.e. disjoint multiple images; a 1"rad sphere carefully used is enough for about 50 human sized images, 2"rad about 400, and 3"rad more than 1000, but two human sized image equivalents might need to be used so the second overlaps a living creature to hang a viewpoint off. An AI using this to present an image (see Interaction Form in "Life Devices") can also 'enter' Dreamer (or Trancer) dreams, and function within them in ways indistinguishable from a 'real' person, except may have more control over the environment. A Colour Mindcoder (and at +1L a Tacticoder and a Scentcoder) is often used to analyse the sensory data, or generate the image. A Micro Mental Imager may be built at the same L which has a tenth image radius and range; this is not strictly speaking a Miniturised device as the functionality is reduced. A sphere 1"rad, 1" from the display may be used, +1"rad and +1"range per extra L. Uses: 10ep/turn, micro- 1ep/turn. Weight: 1000gp, micro- 13gp.
Level: 7th.
Auto Doc: see "Life Devices".
Level: 8th.
Organic Mass Processor: is an Organic Synthesiser with no weight limit. As a Organic Synthesiser of -1L. May be making five different materials at once, +2/extra L. These are not normally sold, but are needed for processing the massive quantities of materials, e.g. from organic asteroid mining, for organic-based versions of the larger Frames (else they would be considered "Demigod Devices"). Uses: 1-10ep/100gpwt/turn. Weight: 5000gp.
Level: 8th.
Life Support Generator: creates an invisible field size touch to 3"rad (x2/extra L) which removes the need to eat, drink or breathe (or excrete); a relative of the Organic Preserver. Biological Theory III is required. This is done by feeding energy to directly support some biological processes while suspending others. The effect is as a Sus An Gen of -3L (including mass limitations and chance of death, but no buffer drug is required) except full activity is possible, at +1L the field stops aging. Wounds will not bleed or heal in the field and diseases will not progress. At +2L a re-designed version is possible, called a Life Support Generator+, as the Life Suspension Generator corresponds to the Sus An Gen. A (Personal) Sus An Reviver is not usable, but if one was built at +3L, called a (Personal) Life Support Releaser, it could be used; an Auto Doc of higher L than the 'Generator is always usable. Uses: (10ep+10ep/1"rad)/turn. Weight: 100gp.
Level: 8th.
Personal Life Support Releaser: see Life Support Generator.
Level: 8th.
Fast Medical Synthesiser: see "Life Devices".
Level: 9th.
Life Support Releaser: see Life Support Generator.
Level: 9th.