Copyright 1997

By: Chris Van Deelen  chrisv@nucleus.com

Disease in The Morrow Project

     The following article was written, using a modified disease system from
FGU's Aftermath game system.  It has been converted to be used in The Morrow
Project.

     A disease can be broken down into three basic formats: acute, episodic,
and chornic.  For game terms it will be A, E, or C.
     Secondly, a disease will have up to four different vectors, or methods
of infection.  They are Aerosol, Subcutaneous, Gastric, and Dermal.  For the
game, they will be listed as AE, SU, GA. and DE.
     Third, a disease will have a virulence number.  The higher the number,
the more powerful the disease.
     Fourth, the disease will have an incubation period.  This could be
anything from instantaneous, to several months or
years before the disease begins to take effect.
     Fifth, the disease will effect a certain attribute, or number of
attributes, such as Dexterity, Constitution, etc.  The attributes act as a
guage on how long the disease will effect the character.
     Finally, the disease will have a cycle time.  This is how long the time
is between attacks on the characters constitution.

     Virulence Table
     1    1
     2    1D3
     3    1D4
     4    1D6
     5    1D8
     6    1D10
     7    2D6
     8    2D10
     9    3D6
     10   3D8

     An acute (A) disease will subtract its dice modifier from the affected
attribute at the end of each cycle.  The character must then work with the
attribute at its reduced rate.  When the attribute reaches 0, the crisis of
the disease is reached.
     In Episodic (E) disease, keep track of all the dice modifier rolls. 
Once the total surpasses the Attribute score, an episode occures.  Reduce the
target attribute by 25% each time.  Once the attribute reaches 0, the crisis
stage is reached.
     Finally, with a chronic (C) disease will take effect at the end of its
incubation period.  This effect will remain until the
character throws off the disease, or the time limit on the duration of the
disease runs out.  If a target attribute is specified, it will be decreased by
the Virulence dice modifier for the duration of the disease.  The attribute
will return to normal at the end of the
disease.

     The vectors are as follows:
     Aerosol (AE) The infection is airborne.  Any character within a number
of meters equal to the virulence group who breaths the air is subject to
infection
     Subcutaneous (SU) The infection must be gotten under the characters skin
by such means as an animal bite, wound, injection, etc.
     Gastric (GA)  The source of infection must be taken internally through
such things as contaminated drink or food.
     Dermal (DE)  Simple skin contact is required.  A garment that protects a
character from the initial source of infection may later contaminate the
character if it still carries the contamination from the original contact.

Dealing with the Disease
     When a character is first exposed to a disease, a Constitution roll is
required.  Roll a D20, and add the disease's virulence group number.  If the
roll is equal, or less than the characters constitution, the character has
avoided contracting the disease.  If the roll fails, oh boy.
     Once infected, the character has a chance to throw off the disease
during the incubation period.  the attempt requires the character to make a
successful treat disease roll.  It is subject to the same modifier as the
constitution roll.  Take the virulence group, and multiply it by five.  Thus,
if the disease is virulence 3, it adds +15% to the skill roll.  If the treat
disease roll is successful, the character is allowed a second, unmodified
constitution check to see if they are able to throw off the disease.
     If the character takes Universal Anitbody's, subtract the virulence
group times 5, and then roll the dice.  Again, a virulence group 3 would
subtract 15% from the Universal Antibody's roll, bringing it from 80% to 65%. 
If the roll succeeds, the disease is thrown off.
     At the end of the incubation period, the first effects of the disease
will appear.  If the disease has no cycle, these effects will remain in force
until the character makes a con check against the disease , or the disease has
run its course.  A con check may be made at the beginning of each day.  Once
the disease is no longer active in the character's system, the effects of the
disease will disappear or he will be able to start healing the effects.  The
exact result will be dependant on the exact disease.
     If the disease has a cycle, the character is allowed to make a con check
at the end of the cycle time before the disease's advance is determined.  If
the die roll is successful makes it by more than half the required amount, the
disease is thrown off.  Example  A character with a Con of 16 is infected with
a virulence group 3 disease.  He rolls a 1 on a D20.  This is more than half
(hell, he made it by 13 taking into account the disease's virulence group). 
If it falls into the range between half, and exactly the roll he needed, the
disease is held in check.  Example, the same character with a con of 16 rolls
a D20 and gets 12.  This is above half, but below the target number of 13. 
The disease is held in check.  If the roll fails, the disease runs its normal
course.  Once the disease is thrown off, the character can then go about
recovering from the disease.
     When a victim is making his con check at the beginning of a day, or at
the end of a cycle, he will receive modifications to the number needed for a
successful check as follows:
     * if a character makes a successful treat disease roll, modified as
usual by the disease's virulence group, a +1      bonus is recieved to the
characters con.
     * If a broad band antibiotic is administered, a plus equal to its
strength is recieved.
     * If a specific antibiotic is administered, a plus equal to the specific
efficiency against the disease is received.
     * If the character is wounded badly (more than 25% of its SP/BP) a
penalty of -1 is added to the characters con      check.

Day's Advance
     This is the total number of points gained from the virulence group in a
twenty four hour period.  Example, a virulence group 3 disease with a cycle
period of 6 hours advances 8 points (4 1D4 rolls during the twenty four hour
period).

Crisis Point of the Disease
     When an acute disease has reduced its main target to zero or below, when
an episodic disease has a cumulative total of its dice rolls that exceeds the
character's score in the disease's main target, or when a disease reaches a
specified stage with a chronic disease, the patient has reached the crisis
point of the disease.  The character is allowed one last con check to
eliminate the disease, at the cons value cut in half, - the virulence factor. 
No modifications are allowed.  If the character fails the roll, he has died of
the disease.  If the roll is successful, the character may begin recovering.

Disease Symptoms
     This section presents typical disease symptoms and the effects on the
character with the disease.  Not all diseases will have symptoms as severe as
these.  Many disease will have these type of symptoms but their effects will
not be great enough to warrent an effect on the character

     Coughing fits.  This is handled the way nausea is, except instead of
being physically ill, the victim suffers from bought's of coughing.  The
victim is unable to take any action during this time, and any movement is cut
in half.  Hey, have you ever tried to walk while you were coughing up your
lungs?  The fits last exactly the same length of time as the nausea.
     Dizziness:  When the disease's advance is greater than 1/3 of the
characters con, the character's movement is at half value, and if the
character is on treacherous ground (rubble, ice, etc) the character must make
a Dex check every minute game time to avoid falling down
     Dystopia:  When the advance is greater than 1/3 of the characters con
score, the effective light level for that character is reduced.  Example, good
light becomes dim, dim light becomes poor, poor light becomes no light.
     Fainting:  Strenuous activities such as combat, running, climbing etc
will require a Con check after a number of rounds or minutes equal to 25% of
the characters Con.  Example.  If a character has a con of 16, he/she will be
able to fight for 4 rounds before having to make a Con check.  If the
character fails, he falls unconcious for a number of minutes equal to the
virulence group of the disease.  If the character does make the check, they
can continue to act for another amount of rounds equal to 25% of the
characters Con.
     Headaches. The headaches will occur at the beginning of the cycle time,
and will last for the duration of the disease (until it is thrown off).  These
come in three intensities.  Mild headaches cause a -10% to all skill rolls,
but the victim is still able to react normally.  Medium headaches will reduce
all skill rolls by 25%, and the victim must make a con check every time he
does something strenuous.  If the roll fails, the victim must stop because
he/she is overcome by nausea (as described under nausea symptom).  Sever
headaches will reduce all skill rolls by 50%.  The character will be suffering
so badly, they will be unable to do just about anything.  Simple walking will
cause the character to make a con check (with a negative equal to the
virulence of the disease).  If the check fails, they will suffer from nausea. 
If the roll critically fails (a natural 20), the character faints from the
pain (as described under fainting).
     Lesions:  The day's advance of the disease is the chance in 10 of
lesions developing on a random location.  Any damage taken on that location
will expose the character to infection/
     Nausea:  Exertion as described in fainting or a successful attack on the
torso, throat or head will require a Con check to avoid a fit.  The character
experiencing a fit of vomiting will be unable to perform any action for a
period in minutes equal to the virulence group of the disease.  The character
will remain incapacitated until he/she makes a successful Con check.  Dry
heaves are a bitch!
     Pain:  The disease's advance for that day act as a negative percentage
to all skill and attack rolls attempted by the character.
     Paralysis:  The specified extremity will take damage equal to the day's
advance of the disease.  This damage is not permanent, or real.  When the
total DP of the extremity are exceeded, the extremity is paralysed and cannot
be used.  When the disease is cured, the character regains use of the
extremity.
     Puerpera:  The character's blood is slow to clot, though not so bad as a
case of haemophilia would make it.  But he will tend to bleed from open wounds
and suffer sever bruising from non-cutting blows.  Basically, when the
character suffers a puncture, or a cutting wound, the character will lose 50%
more BP per turn than normal.
     Rhuematoid Condition:  The effects of this symptom vary by the location
affected.  If it affects the legs, the characters base movement is cut in
half.  If the disease's day's advance is greater than 1/2 the characters con,
the movement is reduced to 25% of normal.  If the symptom effects the
characters arms or hands, all skills requiring the use of the hands are
reduced by half.  If the total of the day's advance surpases half of the
characters current Con, the skills are reduced to 25% of normal.
     Tinnitus:  The day's advance of the disease is the percentage times two
reduction to any skills the character tries to use, due to ringing in his or
her ears.  Example, a character suffers 7 points advance during the day, so
the character suffers a -14% to any skills.
     Ulcerations:  The day's advance of the disease is the chance in 10 that
the character iwll develop ulcers on a specific location.  This should be
determined by making a hit location roll.  If the character receives any
damage to an ulcerated location he must make a Con check, or the pain will
cause him to faint (see fainting).  The character is also exposed to
infection.
     Weakness:  When the disease advance is greater than the 30% of the
characters Con., his STR. and Dex. are reducued by 25%, and suffers a 20%
negative to any skill rolls.  When the disease's advance is more than 50% of
the Characters Con, the stat reduction is 50%, and the negative to skill rolls
is now 40%.

Recovery from Disease
     When a character throws off a disease or survives a disease because it
has run its course, the character will receive 1D10 points per virulence point
of phantom damage.  this damage is just from exhaustion and general weakness. 
For every 1 hour of  full rest, the character regains 1 point of this damage. 
It is just a measuring gauge to see how long the character takes to fully
recover.
     Symptoms will be recovered from in a number of days equal to the
disease's virulence group.  Symptoms such as lesions and ulcers cause actual
damage (1D3 dp per ulcer or lesion) and these will heal as a normal wound
would.
     Attributes that have been reduced by the disease will recover at a rate
equal to 30% of the Characters Con score per week.  Example, a character with
a Con of 18 will regain up to 6 lost attribute points per week.

Infection
     A character may be subject to infection if he takes damage from the bite
of an animal, or wounds suffered from a dirty weapon, or if the character
doesn't take the time to keep him or herself clean.
     Once the character is exposed to an opportunity for infection to set in,
the PD makes a secret Con save for the character.  This throw should be made
if the character hasn't been properly treated after taking the wound (example,
first aid, or cleaning the wound and then covering the wound with a steril
bandage).
     Once the character is infected, recognizable symptoms will appear once
the character is supposed to heal a wound.
First, the wound will become inflamed and pussy.  The character will not heal
any damage at this time.  At the end of each twenty four hour period, the
character is allowed another Con check to see if they are able to throw off
the infection.  If it succeeds, the character has beaten the infection, and
can begin to heal normally.  Administering antibiotics will allow the
character a +3 to their Con check to throw off the infection.  On top of that,
the wound must be kept clean, and the bandages must be changed at least twice
a day.  If this isn't done, the character suffers a -1 to his or her Con
check.
     If, during this time the character is unable to throw off the infection,
and he or she rolls a 20 on the Con check, gangrene will set in.  Gangrene
negates the characters ability to make Con checks.  Gangrene has an initial
virulence group of 1 which will increase by one each day.  Each day, the PD
will roll the virulence dice.  When the total of the dice rolls exceeds the
characters total Con, the character dies.
     Each day a character with Treat disease may attempt to halt the progress
of the disease.  The skill check is reduced by half unless a number of medical
units equal to the virulence group are used during the treatment of the
disease.  If the check succeeds, the gangrene is halted, and reversed.  The
character can then begin healing the damage normally.  At this time, the
points accumilated from the virulence dice are taken as normal damage, and
must be healed normally.

Immunity from Disease
     Any character who has once had a specific strain of an acute or episodic
disease will be immune to that strain in the future.  In game terms, this
means that a character who has made his Con check after the first effects of
the disease have evidenced themselves will automatically make his Con check
when exposed to the same disease.

Specific Disease's in The Morrow Project

     When PSI is called for below, it is because TMP dosen't have an
attribute for either Intelligence, or Willpower.  It is just a quick fix until
the thrid edition comes out (if ever).  My reasoning behind this is that Psi
is a good guage for a characters will power.

With the above rules, the disease will be described in the following method:
     Vector, format, target(s), incubation period, virulence group, cycle
time.

1.  Anthrax
     DE or AE-(A)-CON-1D3 Days-3-2 days-Lesions, Nausea, Pain
     There is also a chance that the disease will cause the loss of facial
and head hair.  When the disease is cured, roll a Con. check.  If it fails,
the character is permanently bald.  Once this disease has been overcome, the
character is immune to it.

2.  Pneumonia Plague
     AE-(A)-CON-2D6 Hours-3-3 Hours
Nausea, Weakness, Fainting, coughing fits
     Once the disease passes the 30% of the Con score. in its advance, the
victim will just go into delirium until death or healing takes place.

3.  Pneumonia
     AE-(A)-CON-1D3 Hours-3-3 Hours
Pain, Weakness, coughing fits
     The victim has a chance of infection if exposed to any kind of wound
while suffering from pneumonia.  There is also a much milder form of the
disease, with a Virulence of 1 and all the time periods above given in days,
not hours.  This is often called "Walking Pneumonia."
     Victims of exposure or damage to lung tissue can develop the disease
without any apparent exposure to a carrier, as most humans carry the
pneumococcus dormant in their lungs, ready to become active if the immune
system of the victim is weakened.

4.  Rabies
     SU-(E)-DEX-1D3+5 Days-5-1 Day
Rheumatoid condition of arms and legs.  Nausea, Pain, Medium headaches
     Rabies is transmitted by the bite of a rabid animal.

5.  Hepatitis
     GA or AE-(E)-STR-1D3 Days-3-1 Day
Weakness, Nausea, Dizziness.

6.  Brain Lighting
     AE-(A)-PSI-2D6 Hours-3-1 Hour
     The sufferer will complain of sever headaches once the advance has wiped
out half of his will score.  He will become insane and require restraint if he
is not to run madly about at random once the disease has reduced the
Attributes below 30% of its value.

7.  Eyeburn
     SU-(E)-PSI-1 Day-2-12 Hours
Dystopia, Medium headaches
     If the Crisis is not survived, the character is still alive, but his
optic nerve has been destroyed, leaving him permanently blinded.  The disease
is transmitted by the bite or claws of infected animals.  It seems to be a
mutant form of Rabies, which has become specific to the tissues of the optic
nerve.

8.  Zombo Plague
     DE-(A)-PSI- 24 Hours-2D2-24 Hours
Dizziness
     When the characters PSI reaches 0, the character becomes a Zombo,
unprogrammed.  This disease is not lethal in itself.  If the character does
not throw it off at the crisis point, he will become a Zombo.  The character
has no intelligence, no skills, and must be retaught everything from eating,
walking, using the toilet, etc.

9.  Littleton's Bane
     AE,DE-(E)-STR-1 Hour-3-1 Hour
     Patients experiences fits of homicidal mania and will seek to kill
anyone present during the fit.  Victims show a tendency to prefer hand to hand
attempts on their victims.  If no others are present, the victim becomes
suicidal.

10.  Spotted Plague
     GA-(A)-DEX,-48 Hours-2-24 Hours.

11.  Botulism
     GA or SU-(-)-DEX, CON-1D3 Hours-10-10D6 Minutes.  Pain, Nausea,
Dizziness, Paralysis
     Botulism is contracted from eating contaminated food or drinking
contaminated water.  Boiling or cooking these thoroughly before consumption
destroys the bacteria.  The bacteria is not in itself poisonous, but it
produces an extremely strong neuro toxin.  Even application of the serum only
reduces the virulence of the disease to 5.

12.  Brucellosis
     GA or SU-(C)-STR-1D3 Weeks-2-1D3 Weeks.  Nausea, Weakness

13.  Diptheria
     GA-(A)-CON-1D6+1 Days-3-1 Day
Nausea, Pain, Ulceration in throat, coughing fits

14.  Amoebic Dysentery
     GA-(E)-CON-1D6 Days to 1D6 Years-2-1 Day.  Diarrhea

15.  Bacillary Dysentery
     GA-(E)-CON-1D6 Days-3-1 Day
Diarrhea, Nausea, Rheumatoid pain in arms and legs.
Dysentery acts like cholera by fluid loss.

16.  Glanders
     GA or AE-(E)-CON-3D6 Days-4-1 Day
Rheumatoid pain in joints, Ulcers
Material from Ulcers can infect dermally.

17.  Smallpox
     AE or GA-(E)-CON-2D6 Days-4-1 Day
Pain, nausea, lesions, mild headaches
The disease is often accompanied by raving fits.  The lesions often leave
unsightly scarring.

18.  Typhoid
     GA-(E)-CON-4D6 days-2-1 Week
Weakness, Diarrhea, Pain

19.  Typhus
     SA-(E)-CON-3D6 Days-4-2D3 Days
Pain, Weakness

20.  Death's Plague
     AE,SU,GA,DE-(A)-CON-1D3 Hours-10-10 Minutes.  Lesions, Pain, Rheumatoid
pain in joints, Sensitivity to light, Paranoid Rage (in that order)

21.  Lugo Fatigue
     AE-(C)-STR-1D6 Days-2-1D3 Months
Ulceration on throat, Weakness, coughing fits

22.  September Fever
     AE-(C)-CON,STR-1D3 Days-1-2D6 Days
Dizziness, Nausea, Weakness, Pain, Sever Headaches

23.  Toledo Infection
     AE, DE-(E)-DEX,STR,CON-1D3 Days-8-1D3 hours.  Fainting, Lesions, Nausea,
pain, Weakness

24.  The Common Cold
     AE - (C) - ST - 3 hours - 1 - 30 minutes
     weakness, coughing, pain, mild headaches

The following tables represent possible mutation of the disease resulting in
any number of changes.

Chance of Disease Mutation              Format 
Roll Change                   		Roll Change
01-80     No mutation                   1-7  Acute
81-00     Mutation                 	8-14 Episodic
                              		15-20     Chronic
Disease Mutation  
Roll Change                   Vector
 1   Format                   Roll      Change
 2   Vector                   1-2       Aerosol
3-4  Virulence                3-4       Subcutaneous
5-6  Incubation/Cycle time    5-6       Gastric
 7   Symptoms                 7-8       Dermal
 8   Antibiotic Modifiers     9-0       Roll once more
 9   Roll once more
10   Roll twice more

Incubation/Cycle Period       Symptoms
Roll Change                   Roll      Change
1    Decrease period by 75%   1         Add 3 Symptoms
2    Decrease period by 50%   2         Add 2 Symptoms
3    Decrease Period by 25%   3-5       Add 1 Symptom
4    No Change                6-8       Remove 1 Symptom
5    Increase Period by 25%   9         Remove 2 Symptoms
6    Increase Period by 50%   0         Remove 3 Symptoms
7    Increase Period by 75%
8    Increase Period by 100%

Virulence Modifiers:               Antibiotic Modifiers: 
Roll      Result   	           Roll      Result
01-10          -1D10 (MIN. 3)      O1-10          +1 Per 1D6 Doses
11-25          -2                  11-25          +1 Per 3 Doses
26-45          -1                  26-45          +1 Per 2 Doses
46-55          0                   46-55          0
56-74          +1                  56-74          +3 Per 2 Doses
75-90          +2                  75-90          +2 Per Dose
91-00          +1D10 (MIN. 3)      91-00          +1D6 Per Dose 

Symptoms
Roll      Result
1-2       Dizziness
3-4       Dystopia
5-6       Fainting
7-8       Lesions
9-10      Nausea
11-12     Pain
13        Paralysis
14-15     Puerperal
16        Rheumatoid
17        Tinnitus
18-19     Ulceration
20        Weakness

MORROW PROJECT MEDICAL DRUGS

1. Polycellulac 3
Doses: 20 Weight: 200 grams
Effects:  Heals 2D10 points of  damage sustained.  Must be administered within
10 minutes of suffering the wounds.  The drug accelerates the bodies natural
healing rate tremendously.  As a result, the characters con. is reduced by
four for every does injected into the characters body.  When the characters
con. reaches 0, this drug will no longer have any effect on the character, as
the body has been taxed to its limit  This reduction in no way effects the
character, it is just a guide to determine how many doses they can take.  The
lost con.returns at the rate of one point per day.

2. Polycellulac 4
Doses: 20 Weight: 200 grams
Effects:  The same as Polycellulac 3 but this formula is not subject to the
same 10 minute time factor.  It will act upon any  damage sustained by a
character, even if it is days after sustaining the wounds.

3. Polycellulac 5
Doses: 15 Weight: 200 grams
Effects:  Similar to Polycellulac 4.  This drug has the capability to heal
critical damage (such as broken bones), as well as normal.  Critical damage is
healed after all normal damage is healed.  It heals 4D5 points of damage
rather than 2D10 (simply put, a higher average) as with Polycellulac 3 and 4. 
It causes broken bones to heal within 1D6 hours.

4. Polycellulac 6
Doses: 10 Weight: 200 grams
Effects:  This is a further refined version of Polycellulac 5.  It heals 4D6
points of damage and when all normal damage is healed, it then heals critical
damage.  Broken bones and other critical damage heal in only 1D3 hours.

5. Polycellulac 7
Doses: 10 Weight: 200 grams
Effects:  This is a refinement of Polycellulac 3 and 4.  The only difference
is that the loss of con. is no longer a factor.

6. Polycellulac 8
Doses: 5 Weight: 200 grams
Effects:  This drug is similar to both Polycellulac 6 and 7.  The difference
is that the damage healed is 4D10.  The healing rate is not effected.

7. Polycellulac 9 "Regen"
Doses: 1 Weight: 250 grams
Effects:  Works like Polycellulac 4, but it also institutes regeneration.  The
regeneration takes time according to the location and number of locations to
be regenerated.  If they are all on the same limb, the first location will
take 1D6 weeks, the second will take 2D6 weeks and so on.  If the severs are
on more than one limb, add 1 week per location.  This also causes the
regeneration of all scar tissue and can even regenerate lost vision due to
wounds.

8. Cardiacine
Doses: 5 Weight: 200 grams
Effects:  Can restore the heartbeat in the "newly" dead.  The body must be
intact enough to support life: no enormous holes in the body, or so on.  The
injection must be made directly into the heart within 3 minutes of death. 
Only one injection is allowed.  The patient is permitted a const.check (the
characters con stat rolled or less on a D20 when injected.  If the check. is
made, the character will be comatose, but alive.  If the character fails the
roll, he/she is permanently dead.

9. Panomycin "S"
Doses: 5 Weight: 200 grams
Effects:  This drug is a broad band antibiotic and 1 dose allows a +3 to any
Con check the patient attempts against any form of disease.  Only 2 doses can
be used at once.

10. Panomycin "Tailored"
Doses: 1 Weight: 100 grams.
Effects:  As above but tailored for a specific disease.  If used against the
disease that it was "tailored" for, it cures it.  If used against a mutant
strain of a disease that it was tailored to cure, it adds a +5 bonus to the
Con check.  It has no effect against a disease that it was not tailored for,
unless it is a mutated version.  If it is mutated, This adds a +3 bonus to the
Con check.

11. Anti-Rem
Doses: 5   Weight: 500 grams.
Effects:  Helps reduce the amount of radiation absorbed by the character.  One
dose will reduce the amount of radiation absorbed by 10%  Multiple doses can
be used at one time (a maximum of 5 doses or 50%)  The drug lasts 48 hours.

12. Anagathon
Doses: 1 Weight: 500 grams.
This pinnacle of medical research before the ruin.  The drug reverses the
degenerative effects of age.  This is not a single-dose operation.  A graded
series of injections of various components of Anagathon are required over an
unbroken period of one month.  Each regimen extends the characters lifespan by
2D3 years.  The character will be frozen at that age for this period of time.
     The patient may not exert himself during this period, his food and water
requirements are doubled, and there must be no more than three days at a time
lost between treatment days or the process breaks down.

13.  Panomycin Pain Kill
Doses:  20  Weight:  200 grams
Effects:  This is a powerful pain killer.  One dose will reduce the effects of
pain a character suffers by 5 for 12 hours.  Additional doses have no effect. 
See the effects of pain as described in the symptoms section.

MORROW PROJECT MEDICAL EQUIPMENT

1. Antiseptic Spray
Doses: 30 Weight 250 grams.
Effects:  1 dose will cleanse one location.  This gives the character a +4
Bonus to the Con check against  contracting infection.

2. Burn Ointment
Doses: 30   Weight: 300 grams
Effects:  1 dose will double the healing rate for burn damage only.  It will
also reduce the pain of the wound in much the same way as PainKill.  One dose
covers one location of burn damage.

3. Bandages
Weight: variable
Effects:  Allows the character to recover 1 point of damage per location
bandaged.  It also increase the healing rate by 50% per day if the bandages
are changed once every 24 hours until the healing is completed.  If the
bandages are not changed everyday, the healing bonus is lost.

4. Medical Supplies
Weight: variable
Effects: Uses vary.

5. Disposable Surgical Gloves
Number: 100  Weight: 300 grams
Effects:  Allows a +1 to the Con check against infection from any wounds while
being treated.

6. Medi-kit Mark 1
Weight:  500 grams
Effects:  Adds 10% to the users First Aid skill roll

7. Medi-kit Mark 2
Weight: 1 kg
Effects:  Adds 20% to the users first aid skill roll, and 10% to the users
treat disease roll.

8. Hypo Injector
Weight:  400 grams
Effects:  A required tool for injecting drugs into a characters system.

9. Surgical Instruments
Weight: 1 kg
Effects:  Adds a bonus of +10% to the medical skill when treating major
wounds.  Note.  If instruments are not properly sterilized after use, the
patient then suffers a -2 to fight off infections.

10. Surgical Gowns and Masks
Number: 1 set   Weight: 800 grams
Effects: When treating a badly wounded character, using this clothing will add
a +3 bonus to saving throws against infection from the wounds suffered.

11. Electric Cautery Knife
Weight: 500 grams   Battery Required: 2 DD batteries, good for three hours
continuous use
Effects:  This device uses an electrical current to cut and/or cauterize
tissue.  In surgical applications it gives a +10% bonus to the users  medical
skill. and to the patients save if any are required.  If used to cauterize
severed limbs in order to prevent bleeding.  A Con check at -5 is required to
stay conscious.  It does put the character into shock, but the tissue damage
is more controlled, and unlikely to kill the victim.

12. Inflatable Splints
Weight: 1.2 kg
Effects:  Plastic bags, inflatable in 10 combat rounds, which can be fitted
around a broken limb before being blown up, like big balloons, to immobilize
broken limbs.  This will allow the limb to be used as if merely disabled.  The
splint comes in three forms: arm, leg, and torso.

13.  Sterilization unit
Weight: 15 kg   Power required: no less than 120Volts
Effects:  This item resembles a cross between an oven and a microwave.  Any
equipment which needs to be sterilized (such as surgical instruments, surgical
gowns and so forth) must first be cleaned by hand and then placed in this
unit.  It kills all germs and bacteria, making the equipment safe to be used
again.  Note that clothing must be thoroughly washed before being placed in
this unit.

14.  Cough syrup.
Weight: 100 grams, doses: 20.
Effects:  When ingested, this will prevent coughing fits for a number of hours
equal to 8 - the virulence group of the disease.  If the character is doing
something strenuous, the length of time the medicine works is cut in half. 
Running will reduce the time from hours, to 10's of minutes.  Multiple does
have no effect, unless the does has worn off.

15.  Pain Killer
Doses: 200, Weight: 200 grams
Effects:  This is your generic, over the counter pain killer.  The average
adult will take two to three tablets every four to six hours.  This will
reduce the effects of pain suffered from wounds and diseases by 2. See the
effects of pain as described in the symptoms section.  Basically aspirin.
