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Healing in SLA Industries
Author:
Post date: 04/28/2010 - 21:08
Posted By: Kia
Subject: Hardware, House Rules

Healing in SLA Industries

Wounds, Damage and Natural Healing in SLA Industries.

The sound of gunfire slowly echoed to silence down the sewer tunnels, only to be replaced by the small noises of death and dying. A sob here, a whistling gurgle there. A choking sound, suddenly cut off for no apparent reason. Further down the tunnel the Human crawls away from the killing field. Her armour hotlined to the point of useless long discarded, she shivers in the cold but must get away from the others before the local scavengers turn up. Soon enough she feels secure enough in a small nook to stop and listen to the approach of the first of the battlefields visitors. From here she can’t tell if it’s a Carrien, a Carnivorous Pig, or something else. The snuffling, and rending noises carry far up the tunnel, and the snap of bones makes her jump every time.

She checks her wounds which are numerous, and she checks her gear, which isn’t. No Kick Start and obviously no Ebb. That bastard waster Tiero Folded out on the first shot of the ambush. And now the combat drugs are wearing off, the pain in her ankle confirms she’s not going to be walking very far in a hurry. From her belt pack she pulls the small first aid kit she’s never used since she left Meny. From the back of her head, the instructors’ lessons in its use are muffled by the sharp pain in her ankle, and the multitudinous chorus of shrieks and warbles from her other wounds.

“First stop the bleeding, then clean the wound…” she pulls an antiseptic swab from the pack and goes to work on a bullet graze on her abdomen..

Introduction

As long as you’ve got plenty of Kick Start and or Ebb Healing on tap, your Operative doesn’t really have to worry about healing in SLA Industries. Just load up the Kick Start, or yell “Ebon!” and job done.

But what if you’re out of Kick Start? What if the Ebon has taken a headshot? Or what if you’re 20km from Cannibal Sector One’s wall with no transport and a broken ankle?

Unfortunately the Main Rule Book (MRB) doesn’t help much. The only useful information states bullet wounds will heal in about two weeks if the wounded party is hospitalised.

These rules will adhere closely to the MRB section on Death, Damage and Healing, but with a couple of clarifications.

When a location reaches zero hits, it’s disabled, but still attached. At that point, the limb can continue to take damage, and if enough is taken the limb is considered lost. This additional damage is not applied to total hits, just to the location. When a limb is destroyed a Shock roll must be made with a penalty equal to the total hits that location normally holds.

Of course if the Torso is reduced to Zero, the character is dead. This rule would primarily be for working out how much of the body is left for the LAD guys to scrape up...

Now, for determining how much extra damage a limb can take before it’s destroyed, there are two options depending on how you like your combat.

Option 1

Each limb can take additional damage equal to half the total hits in that location (round down) before it’s destroyed. So your Frother (STR 12, DEX 10, PHYS 11, Hits 23, Head 8, Torso 23, Arm 11, Leg 12) takes 11 hp to his right arm, it’s disabled (and they’ve got 12 hits left in total), if she takes another 5 hits to that arm, it’s gone (but total hits stays at 12). The Frother would then have to make a Shock roll with a -11 penalty or go unconscious (unless she’s on UV). This option does end up with a few arms, legs & heads lying around at the end of combat..

Option 2

Each limb can take additional damage equal to the total hits in that location before it’s destroyed. So your Frother (STR 12, DEX 10, PHYS 11, Hits 23, Head 8, Torso 23, Arm 11, Leg 12) takes 11 hp to his right arm, it’s disabled (and they’ve got 12 hits left in total), if she takes another 11 hits to that arm, it’s gone (but total hits stays at 12). The Frother would then have to make a Shock roll with a -11 penalty or go unconscious (unless she’s on UV). Limbs are a little more robust in this option.

NOTE: Double Failures

I usually don’t like adding new mechanics to these things, but this is just an extension of an already existing mechanic. If the dice (in the event of a failed roll) both come up with the same number, the result is a double failure (or critical failure etc etc). The GM can choose an interesting repercussion of this failed roll depending on the circumstances at the time (such as shooting an ally, or yourself, or damaging a melee weapon, or dropping it, or falling over in melee combat.. etc etc, you get the idea).


Natural Healing

Natural healing has to cover two issues, Wounds and Hit Points.

To sum it up, you can’t heal the Wounds until the Hit Points have healed.

Medical Skills (and additional uses).

Medical, Paramedic

Used to:

· Clean wounds

· Stop Bleeding / Dress a wound

· Bring someone back from the Brink

· Resuscitate a patient

Medical, Surgery

This skill gives a bonus to appropriate Paramedic skill tests equal to the characters level in this skill/3 (to stop bleeding).

Medical, Practice

This skill primarily covers the standard diagnosis of illness & other conditions, not so much plugging holes (which is more Surgery & Paramedic). But it is used to represent a characters general level of medical competence.

Pathology

This skill gives a bonus to appropriate Forensics skill tests equal to the characters level in this skill/3.

This skill gives a bonus to appropriate Paramedic skill tests equal to the characters level in this skill/3 (for example tests to treat toxins).

Standard Modifiers against Medical Skills

Usually, a roll must be made either for each wound, or for each body location.

Common modifers for these rolls include,

Conditions

Excellent - LAD capable Hospital, Fold Ship or Shaktar medical facility +5

Superior - Uptown Hospital, Top off world medical facility (not LAD capable) +3

Good - Military/Shiver Hospital +1

Acceptable – Suburbia Hospital, Frontline MASH unit +0

Poor – Downtown Medical Centre -2

Bad - Pub back room, private home -4

Abysmal – alleyway, sewer -6

Equipment available

These modifiers do not apply in acceptable and better conditions, except in exceptional circumstances Skill Bonus applies to

Paramedic Surgery

Mobile Practice kit +4 +2

Expeditionary Medkit +2 +0

Medkit +0 -2

Personal Emergency Medkit -2 -4

No Antiseptics -2 -2

No Medkit of any kind / improvised supplies -6 -8

Other modifiers

Medical Practitioner wounded -1/per wound

Exotic Damage Type (Burn, Acid etc) -2

Stopping Bleeding

Roll Paramedic Skill (+ Characters Surgery Skill/3), plus/minus standard modifiers, per location (-1 penalty to roll per wound in that location). A successful roll stops the bleeding from all wounds in that location.

Each Skill roll to stop bleeding takes one combat turn per wound in that location.

Failure on this roll merely means the patient continues to bleed. However, in the event of a double failure (see above), the paramedic has managed to cause extra damage equal to half the number rolled on both dice (round up) plus another wound. Arterial spurt anyone?

After bleeding has been stopped, the wound must then be dressed, otherwise the character must roll a PHYS test (2d10+PHYS-total wounds=20+) or bleeding will start again.

If a location is wounded after bleeding has been halted, bleeding commences again, counting all wounds in that location for calculating the speed of hit point loss.

Cleaning a characters wounds

Roll Paramedic Skill plus/minus modifiers. Success on this roll gives +2 to the characters Infection check. A roll of 20+ means the character automatically succeeds against Infection for the initial infection check. A double failure on a cleaning check means you have either pushed infected matter deeper into the wounds, or introduced more infected material. The infection roll now has a penalty equal to the number rolled on both dice.

Cleaning a characters wounds takes 1 minute per wound.

Dressing a Wound

Roll Paramedic Skill (plus the paramedics Medical Practice skill/3) for each wound, with the following modifiers:

Damage. - Half the number of hits lost in that location (round up)

Location has been reduced to half HP or less -2

Location has been reduced to zero HP or less -4

Location destroyed (Arm or Leg only) -6 (to dress the stump)

A failure on this roll means the character must reapply dressings, or the patient suffers a -2 penalty on their infection check (-4 on a double fail).

Infection Check

You only need to make one Infection check per ‘trauma’ (one combat, or one set of injuries). Additional Infection checks will be necessary if you fail to keep your wounds clean, and when dressings are changed.

Roll 2d10, Plus PHYS. Modifiers to the roll are:

Superior conditions or better No roll required

Other conditions Applicable modifier

Wound not cleaned -4

Large area damage (Abrasion / Burn etc) -4

Failure results in one of the following wound infections

NOTE: If you have Cannibal Sector One (CS1), several of the diseases listed on pages 68 and 98 are particularly suited to infecting a characters wounds, especially:

Locktight

Necrotising Bacteria

Wireworms (especially appropriate if the character is wounded in the sewers, or by a sewer dweller)

The diseases below use a similar format as the ones found in CS1, but they do not have an exposure stage (which is represented by the infection check). Once the period of time listed for the first stage has passed since the infection check, the character must make a PHYS check modified by the infectiousness of the disease. Success keeps the disease non-symptomatic, but does not cure the disease. Curing the disease requires a Medical-Practice roll penalised by the diseases infectiousness rating.

GENERIC WOUND INFECTION

This represents a fairly general wound infection by non-resistant Staphylococci and streptococci bacteria. A double fail on a treatment roll, or a characters PHYS roll can lead to this turning into an Antibiotic resistant wound infection (see below).

Vector Stage Infect Treat Effects
1 Day -1 Antibiotics swelling, pus, pain/tenderness (character affected as though they have an extra wound)
12 Hours -2 Antibiotics Increased infection (character affected as though they have 2 extra wounds)*
12 Hours -4 Antibiotics & Heal 13/LAD Systemic sepsis & organ failure.
12 Hours -6 Heal 19/LAD Death

* Stormer Regeneration or Drugs which mimic it cease to function at this point.

ANTIBIOTIC RESISTANT WOUND INFECTION

If a character is being treated in particularly unhygienic conditions, or in regions where there is vast overuse of antibiotics (especially badly used antibiotics), such as disaster areas, war worlds, jungle worlds etc, you can opt for this disease.

Vector Stage Infect Treat Effects
12 Hours -3 Heal 14 swelling, pus, pain/tenderness (character affected as though they have an extra wound) *
6 Hours -4 Heal 14 Increased infection (character affected as though they have 2 extra wounds)
6 Hours -5 Heal 14 & Heal 13/LAD Systemic sepsis & organ failure.
6 Hours -7 Heal 19/LAD Death

* Stormer Regeneration or Drugs which mimic it cease to function at this point.

GANGRENE

No discussion of wound infections would be complete without this classic.

Vector Stage Infect Treat Effects
12 Hours -2 Medical –Surgery & Antibiotics (or Heal 14) Severe ulceration (2 extra wounds)*
6 Hours -4 LAD / Heal 11, 12 or 13 & Antibiotics (or Heal 14) Affected Location is lost (HP in location = 1 unless HP in location was already lower than 1).
3 Hours -4 Antibiotics (or Heal 14)& Heal 13/LAD Systemic sepsis & organ failure.
3 Hours -6 Heal 19/LAD Death

* Stormer Regeneration or Drugs which mimic it cease to function at this point.

GAS GANGRENE

Makes Gangrene look kind by comparison. The gasses produced by the rotting flesh, actually push the infection into the healthy surrounding tissue, resulting in a terrifyingly fast process. The smell of Gas Gangrene is hideous, and can travel over large distances attracting scavengers (such as Carrien, Carnivorous Pigs, & Cannibals).

Vector Stage Infect Treat Effects
6 Hours -4 Medical –Surgery & Antibiotics (or Heal 14) Severe ulceration (2 extra wounds), Extreme Stench *
3 Hours -6 LAD / Heal 11, 12 or 13 & Antibiotics (or Heal 14) Affected Location is lost (HP in location = 1 unless HP in location was already lower than 1)
2 Hours -6 Antibiotics (or Heal 14)& Heal 13/LAD Systemic sepsis & organ failure.
2 Hours -8 Heal 19/LAD Death

* Stormer Regeneration or Drugs which mimic it cease to function at this point.


Healing Hit Points

In Short: A character heals Hit points equal to half their PHYS (round up) per week.

The number of Hit points healed per week depends on the characters overall health (represented by their PHYS stat), and several other conditions.

There follows a list of conditional circumstances which either add or subtract from the characters PHYS stat for calculating the speed at which they heal.

Circumstance Modifier

Conditions for recuperation Circumstance modifier

Character well fed (good diet)* +1

Character under personal supervision +1 per skill point over 5

Successful Surgery used to treat wounds +1 per skill point over 5

Supplementary therapy used** +1 per therapy (per skill point over 5)

Character allowed unlimited rest +1

Failed Surgery used to treat wounds -4

Character engaged in light work -1

Character engaged in medium work -3

Character engaged in heavy work (Combat) -5

Wounds Infected -5

Bad diet -1

Character under fed/bad diet* -2

Broken Sleep -1

No sleep (at least one missed night in week) -3

Character gains Stress - Stress taken in that week

Character has to make Fear Check -Half Fear rating

* See the diet appendix to this article

* Supplementary Therapies include (but are not limited to) Acupuncture, Homeopathy, Shiatsu, & Reiki Healing.

Note that in the event of this calculation resulting in a negative number (which is very possible), the character takes that number of hits over the course of the week in extra damage.


Healing Wounds

In Short: A character heals one wound per week (seven days).

Once a characters Hits are healed, the underlying wounds will begin to recover.

Natural Recovery

The circumstance modifiers for healing hit points also apply to healing wounds, except the polarity of the modifier is reversed (negative becomes positive & vice versa) and is added or subtracted from the length of time to heal one wound.

Surgery

The Healing of wounds can be accelerated with surgery.

The surgeon must make a surgery skill test (standard modifiers apply), modified by the total number of wounds taken.

The surgery itself causes an additional wound (per location wounded), but if successful, the surgeons Surgery skill minus 5, is subtracted from the characters healing time (in addition to the above modifiers), and is added to the characters maiming roll (see below).

A failed Surgery roll results in a +4 modifier to healing time, and a -4 penalty to the characters maiming roll (see below).

A double fail causes 2 additional wounds, 4 additional hits of damage to the location, and restarts bleeding (in addition to the consequences of a standard fail).

Permanent wounds/Scarring

Whether or not surgery is used to treat them, naturally healed wounds can have lasting repercussions on a characters health.

At the end of the characters recuperation (as the last wound is about to be healed) the player must make a PHYS check, penalised by the total number of wounds taken in the original combat/incident. Any penalties or bonuses which applied to the healing of the characters wounds also apply to this roll. If the check succeeds, the final wound is healed fully. In the event of a failed check, the character has been maimed in some way by the incident, and now suffers some kind of permanent wound.

The GM should pick from the list below depending on the type of damage taken, and the location the damage was taken in.

Examples of permanent damage include,

Nerve Damage -1 penalty to DEX and to all DEX based skills

Muscle Damage -1 penalty to STR and to all STR based skills

Unhealed wound 1 permanent, unhealable wound

Scarification Good Looks advantage lowered by 3 (or Bad looks disadvantage 3)

Maiming Good Figure advantage lowered by 3 (or Bad figure disadvantage 3)

Brain Damage -1 penalty to DIA/CONC or KNOW and to all similarly based skills

Structural Weakness -2 permanent Hits in wounded location

Sensory Damage -2 to All Detect Rolls

If the maiming is linked to a specific location or organ, the character could always opt to have it replaced (see the LAD section of Karma, or the Cybernetics sections of Kris Steel’s excellent Tek Trex, Thresher & Blackmarket books for suitable replacements). A satisfactory replacement will remove the effect.

Should a player so choose, a character could start play with permanent damage as a Medical Disadvantage (one permanent effect equals two ranks of the disadvantage).

APPENDIX 1: New Equipment

New Medical Equipment

BOOPA Mobile Practice kit

This Kit contains everything needed to run a field practice. Although not as portable as the standard or paramedic kits, the kit can be broken down and stored in a Backpack, although it is not usable in this format (the kit would take approximately 10 minutes at a rush to set out correctly with a Medical Practice roll at -2. 20 minutes at no penalty).

When laid out for use, the kit will take up approx 3 sqm of space, and so is typically laid out in a base of operations, or the back of an APC or a Drop Ship.

Included in the kit are consumables for 100 uses and a medical analysis computer which allows the full use of the Pathology Skill, and will give a +2 bonus to any analysis made as part of a Forensics Skill Check.

Use of this Medikit allows the character to use their Paramedic Skill with a bonus of +4, and their Surgery skill with a bonus of +2.

The kit (when purchased) contains the following Drugs (Drugs marked with a * come as Skin patches),

Meta Boost (Contract Directory pg 109) – 10 Doses 250c

Kick Start+ (Karma pg 150) - 15 Doses 105c

Kick Start Solo (Karma pg 150) - 10 Doses 100c

Pain Away - 25 Doses 250c

Kick Start - 40 Doses 200c

Bio Block* - 25 Doses 16c

Bio Block - 50 Doses 32c

Pain Solver* - 100 Doses (73 uni)

Cost of Kit, 1,500c

Weight - 25kg

Replacement cost of Consumables for Kit (100c, 6 Kg)

BOOPA Expeditionary Medical Kit

Larger than the standard Medi kit, The Expeditionary Medikit contains more consumables (25 uses), and a significantly expanded range of drugs and surgical instruments.

Use of this Medikit allows the character to use their Paramedic Skill with a bonus of +2, and their unmodified surgery skill.

Each kit (when purchased) contains the following Drugs (Drugs marked with a * come as Skin patches)

Pain Away - 10 Doses

Kick Start - 20 Doses

Bio Block* - 25 Doses

Pain Solver* - 50 Doses

Cost of Kit, 250c

Weight - 5kg

Replacement cost of Consumables for Kit (25c, 1.5 Kg)

BOOPA medical Kit 2kg

(MRB pg 240)

Use of this Medikit allows the character to use their Paramedic Skill unmodified, and their surgery skill at only a -2 penalty.

The consumables contained within this kit only last for 5 uses of the kit (to simplify things, the treatment of 4 people as opposed to 4 wounds/treatments).

BOOPA Personal Emergency Medkit

Designed to be used by the patient, on the patient, this kit contains a stripped down set of instruments which are only just sufficient for paramedic purposes, and almost insufficient for surgical purposes.

Each kit contains sufficient consumables for 2 uses, and contains a single skin patch containing one dose of Pain Away (to enable the operative to operate on themselves).

Use of this kit allows the character to use their Paramedic Skill at a -2 penalty, and their surgery skill at a -4 penalty.

Skin Patches

Instead of injection, many SLA drugs are now available in the form of a small (about one inch square) patch, which is applied by sticking the self adhesive patch to the users skin. Patches work on all races, but must be applied over specific veins to be fully effective. Application of a patch takes at least one phase, a successful Medical-Practice roll means the drug will take effect in three phases after application as normal. Failure, or no roll adds 1d10 phases to that.

Any SLA Drug can be purchased in the form of a patch, and they cost 25% more than the standard formats.

New Drugs

Antibiotic

3c per dose.

One dose given as part of a paramedics treatment of wounds gives a +4 to any subsequent Infection check.

Kickstart Civilian (boosts natural healing)

25uni per dose.

Although one of the Kick Start family, this drug does not cause massive tissue regeneration like its fellow Kick Start derivatives. Instead it enhances the patients own healing abilities, allowing a much faster and cleaner heal.

One Dose lasts a week, and increases the users PHYS by +4 for the purposes of healing times, and modifies the time to heal a wound by -2.

Renegeration Inhibitor

A metabolic suppressant, this drug slows a Stormers metabolism to the point that the Stormers natural Regeneration ceases. Although this drug can have therapeutic uses, it is frequently used as a recreational drug causing extreme calm, and relaxation in the Stormer.

Use of this drug by Non-Stormers is strongly discouraged.

The drug has the following effect on a Stormer,

Game Effect: No Regeneration & +1 COOL for 12 Hours

Addiction: -1 PHYS per 10 doses

Detox Effect: Hyperactivity, Insomnia

Addiction: 2 per day

Cost: 10cr per Dose

On Non-Stormers, the drug has these effects,

Game Effect: Kick Start & Meta Boost ineffective (Ebb Healing costs Double Flux), -2 to STR & DEX based Skills, -2 Phases per round

Addiction: -1 PHYS per 2 doses

Detox Effect: +3 ranks Psychopathy, Hyperactivity & Insomnia

Addiction: 2 per day

Cost: Illegal (Blackmarket price 200+uni per dose)

New Weapon Enhancement

Tebbit coating

A coating which can be applied to any non-powered, non-chain bladed weapon, a Tebbit coating is a slick grey layer applied to the blade. The first 5mm of the blade is usually left uncoated to prevent accidental contact (damage of 2 or less will not result in potential infection). If the coating comes into contact with the victims circulatory system, the coating triggers a catastrophic degeneration of the victims body, with the symptoms of a vastly enhanced and accelerated Haemorrhagic Fever.

In addition, due to a quirk of the manufacturing process, a weapon with a tebbit coating registers as Organic.

Tebbit Coatings are restricted at SCL6 or better, and cost 2,500c for a small weapon, 5,000c for a medium, and 10,000c for a large weapon.

HAEMORRHAGIC FEVER

An accelerated viral effect of the coating, causes the victims internal organs to breakdown and be expelled as a bloody fluid from every orifice. Due to speed of onset, the only effective treatments are Ebb based and LAD (and even those must be applied swiftly).

Vector Stage Infect Treat Effects
2 Minutes -4 Heal 14 or LAD 2 Extra Wounds*
10 Minutes -6 Heal 14 or LAD Major Haemorrhage & 4 Extra Wounds
5 Minutes -6 Heal 14 or LAD Incapacitation & Massive organ failure.
5 Minutes -8 Heal 19/LAD Death

* Stormer Regeneration or Drugs which mimic it cease to function at this point.

New Ammunition Type

Haag Ammo

Haag Ammo comes in Standard & Armour Piercing ammo only, and appears to have a slick grey, Teflon like coating (slightly greasy feel). Haag ammo was originally designed by Karma to be used against rogue and/or berserk Stormers, and is restricted to Karma sponsored Operatives, Cloak Division and Dark Finders (Other operatives must possess an SCL of 5 or better to gain access to Haag rounds).

The coating on a Haag round is semi-organic, and severely inhibits the regeneration and natural healing of any wound they cause.

If an attempt to heal a wound caused by a Haag round is made, the wound will heal imperfectly, with the regenerated tissue suffering from minor tumors and mutation. Such a wound will leave the victim in constant discomfort, and will not heal as “strong” as a naturally healed wound could.

Systemworks

Unless Regeneration inhibitors are used, a Stormers metabolism will automatically attempt to regenerate any wound caused by a Haag round. The round will cause the regenerating tissues to heal imperfectly, causing the wound to become permanent. All hit points from such a wound, less one point may be healed by regeneration, but the permanent pain caused by the twisted wound give the character a permanent wound. multiple wounds by Haag rounds can cause an affected limb to become twisted beyond use.

Using Kick Start, its derivatives or any other drug which causes regeneration like effects has a similar outcome.

The Haag coating can also be applied to any non-powered, non-chain bladed weapon, and cost 1,500c for a small weapon, 3,000c for a medium, and 6,000c for a large weapon.

APPENDIX 2: New Advantages & Disadvantages

These are Medical Advantages (and Disadvantages), and cost 3 points per level.

Strong Immune System

For each level in this Advantage the characters PHYS is considered one point higher for the purposes of resisting diseases, toxins and infections.

Weak Immune System

For each level in this Disadvantage the characters PHYS is considered one point lower for the purposes of resisting diseases, toxins and infections.

Fast Healer

For each level in this Advantage the characters PHYS is considered one point higher for the purposes of determining natural healing times.

Slow Healer

For each level in this Disadvantage the characters PHYS is considered one point lower for the purposes of determining natural healing times.

APPENDIX 3: Diet

If they’re not too fussy, a Human can feed themselves on 30uni’s a week on Mort.

Quality will be fairly terrible, the non meat will be highly processed starch shaped into various ‘shapes’, and the meat will be from anywhere between vat grown protein and human corpse, with rat & carnivorous pig in the middle.

Below are the suggested costs for various diets on Mort with examples. Unfortunately, some of the alien races will have to pay more for their food, due to either supply issues (for Shaktar & Wraithen) or volume (for Stormers).

Diet Class Example Cost per week (Uni/Credit)
Unemployed * Industrially-processed Ready meals, junk food, proscribed meat products. 30 / 3
Working Class Mass-processed Ready meals, Junk food. 40 / 4
Middle Class ** “Premium” Mass-processed ready meals & Junk food 90 / 6
Professional “Luxury” processed ready meals 150 / 10
Premium *** Home prepared food, vegetables 300 /20
Luxury Animal Meat, Vegetables. 750 /50
High Luxury Real Animal Meat (hand reared), Real vegetables, exotic herbs & spices. 1500 /100

* A week on this diet will lower the consumers level in the good figure advantage by one level a week. Once the advantage has been lost, the consumer gains the bad figure disadvantage at the same rate (plus one level per week). The good looks advantage is lost at a rate of one point per two weeks, and bad looks gained at one level per two weeks.

** At this level of diet or lower, any experience point costs to increase either the Strength or Dexterity abilities are doubled.

*** At this level of diet or higher, two weeks on this diet will lower the consumers level in the bad figure disadvantage by one level. Once the disadvantage has been lost, the consumer does gain any other advantage from diet alone.

The weekly costs listed are also subject to the following modifiers depending on the age/race of the consumer.

Race Modifier Requirements

Shaktar 1.75 Shaktar produced food, adheres to Shaktarian tenant of Purity

Wraith Raider 2.5 Live animal meat

Ebon 1.0 lower volume, higher quality

Brain Waster 1.2 Heightened metabolism

Frother 1.2 Heightened metabolism

Human 1.0 Standard

313 Stormer 2.5 Sheer Volume

Chagrin Stormer 5 Sheer Volume

Xeno Stormer 3.5 Live animal meat

Vevaphon 3.0 Specially formulated liquid food, or huge amounts of normal food

Grit Stormer 0.5* Grits can eat spoiled/expired food & carrion with no risk

Advanced Carrien 2.5* Specially cultured Vatflesh or Black market meat

*Assuming the Advanced Carrien and/or Grit is buying their “food”

Consumer Age Modifer

Infant 0.1

Child 0.5

Adolescent 1.1

Senior 0.75