Harvester O.C.C.
Posted: Fri Sep 09, 2005 12:49 am
Harvester O.C.C.
Every Resistance Engineer churns out hundreds of pieces of Bio-Tech equipment each year, but they cannot create these fabulous items out of thin air. They need thousands of pounds of organic material in order to create the weapons and supplies that Splicers desperately need, and it is often difficult to acquire enough raw materials to keep pace with the demands of the war effort. Destroyed Bio-Equipment and slain warriors are returned to the Gene-Pools to help fuel these organic forges, but it is never quite enough. Some Splicers hunt down animals and alien predators in the Nature Preserves for additional materials, but this is usually more dangerous and time-consuming than it is worth. As grisly as it seems, the best source for raw materials comes from the mass graves known as the Boneyards. The millions of victims littering these fields provide an incredibly abundant source of organic matter for the Gene-Pools, but not all of these rotting corpses can be used. Dangerous toxins, virulent diseases, and metal shrapnel could pose a serious threat to the Engineers, so only the highly-trained Splicers known as Harvesters are entrusted with the task of collecting usable tissue from the Boneyards.
Harvesters spend years studying anatomy, biology, forensics, pathology, and toxicology so that they can determine what tissue is viable and what tissue may be harmful to the Gene-Pools. They also learn how to do their work under extremely stressful conditions. Harvesters are known for keeping their cool on the battlefield to the point where they seem almost absent-minded. They concentrate on the work at hand and trust that their Splicer escorts will watch their back. Many Harvesters will enhance their armor with Bio-Force Fields for additional protection, but none wear heavy armor. They wear Heavy Hide Armor to allow for maximum protection without sacrificing speed or mobility. Harvesters need to perform many delicate procedures with their hands and heavy armor interferes with their dexterity (not to mention, their Bio-Tech gauntlets do not fit over heavy armor).
Their medical knowledge also makes them excellent field surgeons. They may focus on working with dead tissue, but the average Harvester possesses the skill and knowledge of a physician. Their training combined with their Bio-Tech equipment makes them nearly as proficient at healing as Saints. The Saints may be superior healers, but they are far too valuable to risk on the battlefield. Few Resistance leaders even let their Saints leave the Underground Havens, so most Great Houses prefer to use their Harvesters as field surgeons when they are not raiding the Boneyards for supplies. Harvesters may not be able to perform the same miraculous healing as the Saints, but they can stabilize even the most horribly wounded Splicers in the field so that they can be safely transported back to the Underground Havens for proper treatment.
One significant advantage that Harvesters do have over Saints is that Harvesters are not just medics, they are warrior medics. Saints will only engage in combat to defend themselves or others, and they will rarely use lethal force. Harvesters, however, have no problem using lethal force against the Machine (or anyone else that threatens them). Harvesters may sometimes seem absent-minded as they perform their duties on the battlefield, but when they do have to fight, they are quite adept at it. They study martial arts and other close-quarters combat techniques to help them contend with Necrobots and other robots that spring forth from their hiding spots among the dead. By the time these threats do make their presence known, they are often too close to deal with using a rifle. Harvesters wear powerful Bio-Tech gauntlets to help them perform delicate surgical procedures, but these tools also make excellent weapons when used up close and personal. Harvesters rarely engage in long-range combat, and prefer to leave the gun play to the other Splicers that escort them on their missions. As long as the Machine is kept occupied at a distance, the Harvesters can work in peace.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q.: 14, M.E.: 14, and P.P.: 11 or higher.
Attribute Bonuses: +1D4 to I.Q., +1D4 to M.E., +2 P.P., +1 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +1 to strike, parry, and dodge, +2 to disarm, +2 to entangle, +2 to save vs. poison, and +5 to save vs. horror factor.
Base S.D.C.: 40, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Medical Coroner (+25%), Field Medic (+25%), Bio-Technology (+10%), Veterinary (+15%), and Martial Artist.
Special Skill: Harvest Tissue: Harvesters are entrusted with the vital task of collecting usable organic material for the Engineers. Most of this tissue will come from the Boneyards. Many of these corpses are hundreds of years old or completely ravaged by the environment, so it takes a highly trained eye to know what tissue is viable and what tissue may be dangerous to the Gene-Pools. This skill enables Harvesters to quickly assess the relative health of cadaverous tissue and excise useful raw material from a corpse. It allows them to detect signs of dangerous diseases or toxins that could be harmful to a Gene-Pool. They can determine if all the tissue within the subject is toxic, or if certain areas are salvageable. It only takes 4D4 melee rounds to analyze a corpse. However, this timeframe reduces with experience. At 4th level, it only requires 3D4 melee rounds, and at 8th level, it only requires 2D4 melee rounds. Base Skill to assess if the subject has any salvageable organic material is 30%+5% per level of experience. On a failed roll, the Harvester is unsure whether the organic material within the subject is safe or dangerous. The character can try to analyze the subject again, look for a new subject, or take his chances and collect tissue samples anyway. Once a suitable subject is found, this skill then allows the Harvester to surgical excise the desired tissue sample and prepare it for transport. This skill also allows Harvesters to safely remove metallic shrapnel from dead (or living) tissue. It only takes 3D4 melee rounds to collect the tissue sample. However, this timeframe reduces with experience. At 3rd level, it only requires 2D4 melee rounds, and at 7th level, it only requires 1D4 melee rounds. Base Skill to excise 1D4 pounds of tissue from a cadaver is 50%+5% per level of experience. On a failed roll, the tissue sample is contaminated and is considered worthless. Certain Bio-Enhancements provide bonuses to the Harvest Tissue skill. The Macro-Vision Bio-Enhancement provides a bonus of +10% to both skill rolls and the Enhanced Senses Bio-Enhancement provides a bonus of +10% to the analyze tissue skill roll.
Elective Skills: Select W.P. Sword, W.P. Whip, and six Elective Skills from the following list at first level, plus one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Any
Medical: Any (+20%)
Military: Any
Physical: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+10%)
Transportation: Any
Wilderness Survival: Any
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
M.D.C. “Living” Body Armor: Harvesters wear Heavy Hide Armor that is heavily modified to help them perform their tissue collection duties. There are no standard enhancements that are common among all Harvesters, but most choose a Bio-Force Field for extra defense, a Stealth Field to help avoid Machine patrols, or optical and sensory enhancements that better help them harvest tissue samples.
The character gets 2D4x10+35 Bio-E points for selections from Eyes and Vision Enhancements, Other Sensory Enhancements, Biological Defenses, Flight Appendages, Offensive Bio-Weapons, and Ranged Bio-Weapons. Each level of advancement, starting with level two, the Harvester gets an additional 2D10 Bio-E to add to the capabilities of his armor.
Standard Equipment: Military fatigues, dress clothing, survival knife, utility belt, 1D4+2 surgical gowns, one gallon sterilizing gel, an organic surgical kit (including scalpels, clamps, suture thread, needles, stethoscope, hypodermic bio-injector, etc.), medical kit (a first aid kit with extra bandages, antiseptics, protein healing salves, aspirin, painkillers, antibiotics, thermometer), medical cooler (can hold 40 pounds of organic tissue), Booster Patch, 1D4 Slap Patches, Face Wrap, tinted goggles, hatchet for cutting wood, one melee Bio-Weapon and one light Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items. Also see special Harvester equipment below.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 6D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: Your role is absolutely vital to the Resistance. You provide the raw material the Gene-Pools need in order to produce new Bio-Tech gear. Without you, these organic factories might grind to a halt. Other Splicers understand the importance of your job, and do everything they can to make sure you accomplish your mission. You are also loved by your fellow warriors for your secondary role of field surgeon. You have been there for your fellow Splicers through their most desperate times of need, and there are many people that owe you their very lives.
The Downside: Sometimes it feels like the weight of the entire war effort rests on your shoulders. Every Great House has only a handful of Engineers, and if even one of them got sick or died due to your mistake, it would be a disaster. As horrible as this pressure can be sometimes, it is nothing compared to the danger. The Machine has thousands of robots and drones defending the Boneyards, but you are usually too distracted by your work to even notice them, much less defend yourself. You have to rely on your fellow Splicers to keep you safe, but they cannot handle every threat at once.
Harvester Bio-Equipment
Harvester Gauntlets: The thick Bio-Tech gloves worn by the Harvesters serve the dual roles of delicate surgical instruments and powerful close combat weaponry. Each gauntlet has a one-inch long retractable scalpel in each fingertip, four five-inch long retractable blades that spring forth from the knuckles, and a one-foot long retractable blade that extends from the bottom of the wrist. Each of these bone blades can slice through M.D.C. material, but a skilled Harvester can operate on an S.D.C. being without inflicting any residual damage. The gloves possess Splicer/Robotic strength which allows the wearer to crush mega-steel with his hands, plus it greatly increases the damage from blade attacks.
In addition to the retractable blades, both gauntlets also contain four retractable tentacles that extend from openings within the wrist. These thin organic cables can extend up to a length of six feet, and are as articulate as human fingers. They are mainly used by the Harvester as additional sets of hands when collecting tissue samples or performing surgery, but they also make deadly whips when used in battle. Both gauntlets can perform either of these roles, but the tentacles on the right gauntlet are more suited for combat while the tentacles mounted on the left gauntlet are better suited for surgical procedures. Each tentacle is tipped with a different bony protrusion that serves a specific function. This is really the only difference between the two gauntlets. The right gauntlet houses four tentacles that end with razor-sharp bone hooks. They are primarily used to hold excess flesh out of the way while the Harvester collects tissue, but they can also be used as a devastating Tentacle Scourge in close combat.
The four tentacles on the left gauntlet are more focused towards medical applications. One tentacle is tipped with a chemoreceptor that can diagnose any chemical substances within the subject and relay this information to the wearer. This sensor tube provides the Harvester with a bonus of +10% to the analyze tissue skill roll (in addition to the standard bonuses provided by the gauntlets). A second tentacle ends in a miniature Super Light Cell that acts as a laser scalpel. It is primarily used to cauterize wounds, but it can also make very precise incisions (the strength of the beam can be adjusted for use on S.D.C. or M.D.C. beings). The third tentacle is tipped with a tiny bone claw that is used as forceps for precision manipulations and extractions, and the final tentacle ends in a hollow bone spike that is used to inject a local anesthetic (used when the harvester operates on living subjects). While the left gauntlet is not as useful in combat, these writhing tentacles can still be used as living whips to entangle, disarm, and incapacitate opponents.
Harvesters do not only work with dead tissue, and when they do need to operate on a live patient, they can command their organic gloves to secrete a special quick-drying gel that sterilizes the entire surface of the gauntlets. It is the same gel that the Harvesters carry to sterilize their equipment in the field. This built-in cleaning system means Harvesters can pull their hands out of a rotten corpse and immediately switch to a live subject without any risk of infection to the patient. The gel dries within seconds, so it does not affect the Harvester’s grip. These Gauntlets help the Harvesters quickly collect tissue samples within the Boneyards, perform delicate surgical procedures in the field, and they are what make these warriors so dangerous in close combat.
Right Harvester Gauntlet
Weight: 5 lbs.
M.D.C. of the Right Gauntlet: 100 M.D.C. and regenerates at a rate of 3D4 M.D.C. every 5 minutes, each tentacle has 60 M.D.C. and regenerates at a rate of 2D6 M.D.C. per minute. Severed tentacles regrow within 24 hours.
Mega-Damage: Crush: 1D6 M.D. per crush attack, Finger Scalpels (5): 1 M.D. per blade or 1D4+1 M.D. per five finger strike, Knuckle Blades (4): 1D4 M.D. per blade or 4D4 M.D. per four blade strike, Wrist Sword: 2D6+3 M.D., and Barbed Tentacles (4): 2D4+2 M.D. per single tentacle strike or 6D6 per four tentacle strike.
Bonuses from the Right Gauntlet: One additional attack per melee, +2 to parry, +2 to entangle, +2 to disarm, +5% to the Harvest Tissue, Acrobatics, Gymnastics, and Climb skills.
Trade Value: 20,000 credits, but they are only available to Harvesters.
Left Harvester Gauntlet
Weight: 5 lbs.
M.D.C. of the Left Gauntlet: 100 M.D.C. and regenerates at a rate of 3D4 M.D.C. every 5 minutes, each tentacle has 60 M.D.C. and regenerates at a rate of 2D6 M.D.C. per minute. Severed tentacles regrow within 24 hours.
Mega-Damage: Crush: 1D6 M.D. per crush attack, Finger Scalpels (5): 1 M.D. per blade or 1D4+1 M.D. per five finger strike, Knuckle Blades (4): 1D4 M.D. per blade or 4D4 M.D. per four blade strike, Wrist Sword: 2D6+3 M.D., Sensor Tentacle or Injection Spike Tentacle: 1 M.D. per tentacle strike, and Super Light Cell Laser Scalpel: 1D4 S.D.C, 1D6 S.D.C., 2D6 S.D.C., 4D6 S.D.C., or 1D4 M.D.C. (range is 10 feet).
Payload: The Bone Tube Tentacle contains 5 doses of anesthetic. One dose regenerates every hour. Each dose deadens the pain in the subject for 5D4+10 minutes. Payload of the Super Light Cell is effectively unlimited.
Bonuses from the Left Gauntlet: One additional attack per melee, +1 to parry, +1 to entangle, +1 to disarm, +5% to the Harvest Tissue, Field Surgery, Forensics, Pathology, Acrobatics, Gymnastics, and Climb skills.
Trade Value: 20,000 credits, but they are only available to Harvesters.
Every Resistance Engineer churns out hundreds of pieces of Bio-Tech equipment each year, but they cannot create these fabulous items out of thin air. They need thousands of pounds of organic material in order to create the weapons and supplies that Splicers desperately need, and it is often difficult to acquire enough raw materials to keep pace with the demands of the war effort. Destroyed Bio-Equipment and slain warriors are returned to the Gene-Pools to help fuel these organic forges, but it is never quite enough. Some Splicers hunt down animals and alien predators in the Nature Preserves for additional materials, but this is usually more dangerous and time-consuming than it is worth. As grisly as it seems, the best source for raw materials comes from the mass graves known as the Boneyards. The millions of victims littering these fields provide an incredibly abundant source of organic matter for the Gene-Pools, but not all of these rotting corpses can be used. Dangerous toxins, virulent diseases, and metal shrapnel could pose a serious threat to the Engineers, so only the highly-trained Splicers known as Harvesters are entrusted with the task of collecting usable tissue from the Boneyards.
Harvesters spend years studying anatomy, biology, forensics, pathology, and toxicology so that they can determine what tissue is viable and what tissue may be harmful to the Gene-Pools. They also learn how to do their work under extremely stressful conditions. Harvesters are known for keeping their cool on the battlefield to the point where they seem almost absent-minded. They concentrate on the work at hand and trust that their Splicer escorts will watch their back. Many Harvesters will enhance their armor with Bio-Force Fields for additional protection, but none wear heavy armor. They wear Heavy Hide Armor to allow for maximum protection without sacrificing speed or mobility. Harvesters need to perform many delicate procedures with their hands and heavy armor interferes with their dexterity (not to mention, their Bio-Tech gauntlets do not fit over heavy armor).
Their medical knowledge also makes them excellent field surgeons. They may focus on working with dead tissue, but the average Harvester possesses the skill and knowledge of a physician. Their training combined with their Bio-Tech equipment makes them nearly as proficient at healing as Saints. The Saints may be superior healers, but they are far too valuable to risk on the battlefield. Few Resistance leaders even let their Saints leave the Underground Havens, so most Great Houses prefer to use their Harvesters as field surgeons when they are not raiding the Boneyards for supplies. Harvesters may not be able to perform the same miraculous healing as the Saints, but they can stabilize even the most horribly wounded Splicers in the field so that they can be safely transported back to the Underground Havens for proper treatment.
One significant advantage that Harvesters do have over Saints is that Harvesters are not just medics, they are warrior medics. Saints will only engage in combat to defend themselves or others, and they will rarely use lethal force. Harvesters, however, have no problem using lethal force against the Machine (or anyone else that threatens them). Harvesters may sometimes seem absent-minded as they perform their duties on the battlefield, but when they do have to fight, they are quite adept at it. They study martial arts and other close-quarters combat techniques to help them contend with Necrobots and other robots that spring forth from their hiding spots among the dead. By the time these threats do make their presence known, they are often too close to deal with using a rifle. Harvesters wear powerful Bio-Tech gauntlets to help them perform delicate surgical procedures, but these tools also make excellent weapons when used up close and personal. Harvesters rarely engage in long-range combat, and prefer to leave the gun play to the other Splicers that escort them on their missions. As long as the Machine is kept occupied at a distance, the Harvesters can work in peace.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q.: 14, M.E.: 14, and P.P.: 11 or higher.
Attribute Bonuses: +1D4 to I.Q., +1D4 to M.E., +2 P.P., +1 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +1 to strike, parry, and dodge, +2 to disarm, +2 to entangle, +2 to save vs. poison, and +5 to save vs. horror factor.
Base S.D.C.: 40, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Programs: Medical Coroner (+25%), Field Medic (+25%), Bio-Technology (+10%), Veterinary (+15%), and Martial Artist.
Special Skill: Harvest Tissue: Harvesters are entrusted with the vital task of collecting usable organic material for the Engineers. Most of this tissue will come from the Boneyards. Many of these corpses are hundreds of years old or completely ravaged by the environment, so it takes a highly trained eye to know what tissue is viable and what tissue may be dangerous to the Gene-Pools. This skill enables Harvesters to quickly assess the relative health of cadaverous tissue and excise useful raw material from a corpse. It allows them to detect signs of dangerous diseases or toxins that could be harmful to a Gene-Pool. They can determine if all the tissue within the subject is toxic, or if certain areas are salvageable. It only takes 4D4 melee rounds to analyze a corpse. However, this timeframe reduces with experience. At 4th level, it only requires 3D4 melee rounds, and at 8th level, it only requires 2D4 melee rounds. Base Skill to assess if the subject has any salvageable organic material is 30%+5% per level of experience. On a failed roll, the Harvester is unsure whether the organic material within the subject is safe or dangerous. The character can try to analyze the subject again, look for a new subject, or take his chances and collect tissue samples anyway. Once a suitable subject is found, this skill then allows the Harvester to surgical excise the desired tissue sample and prepare it for transport. This skill also allows Harvesters to safely remove metallic shrapnel from dead (or living) tissue. It only takes 3D4 melee rounds to collect the tissue sample. However, this timeframe reduces with experience. At 3rd level, it only requires 2D4 melee rounds, and at 7th level, it only requires 1D4 melee rounds. Base Skill to excise 1D4 pounds of tissue from a cadaver is 50%+5% per level of experience. On a failed roll, the tissue sample is contaminated and is considered worthless. Certain Bio-Enhancements provide bonuses to the Harvest Tissue skill. The Macro-Vision Bio-Enhancement provides a bonus of +10% to both skill rolls and the Enhanced Senses Bio-Enhancement provides a bonus of +10% to the analyze tissue skill roll.
Elective Skills: Select W.P. Sword, W.P. Whip, and six Elective Skills from the following list at first level, plus one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Any
Medical: Any (+20%)
Military: Any
Physical: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+10%)
Transportation: Any
Wilderness Survival: Any
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
M.D.C. “Living” Body Armor: Harvesters wear Heavy Hide Armor that is heavily modified to help them perform their tissue collection duties. There are no standard enhancements that are common among all Harvesters, but most choose a Bio-Force Field for extra defense, a Stealth Field to help avoid Machine patrols, or optical and sensory enhancements that better help them harvest tissue samples.
The character gets 2D4x10+35 Bio-E points for selections from Eyes and Vision Enhancements, Other Sensory Enhancements, Biological Defenses, Flight Appendages, Offensive Bio-Weapons, and Ranged Bio-Weapons. Each level of advancement, starting with level two, the Harvester gets an additional 2D10 Bio-E to add to the capabilities of his armor.
Standard Equipment: Military fatigues, dress clothing, survival knife, utility belt, 1D4+2 surgical gowns, one gallon sterilizing gel, an organic surgical kit (including scalpels, clamps, suture thread, needles, stethoscope, hypodermic bio-injector, etc.), medical kit (a first aid kit with extra bandages, antiseptics, protein healing salves, aspirin, painkillers, antibiotics, thermometer), medical cooler (can hold 40 pounds of organic tissue), Booster Patch, 1D4 Slap Patches, Face Wrap, tinted goggles, hatchet for cutting wood, one melee Bio-Weapon and one light Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items. Also see special Harvester equipment below.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 6D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: Your role is absolutely vital to the Resistance. You provide the raw material the Gene-Pools need in order to produce new Bio-Tech gear. Without you, these organic factories might grind to a halt. Other Splicers understand the importance of your job, and do everything they can to make sure you accomplish your mission. You are also loved by your fellow warriors for your secondary role of field surgeon. You have been there for your fellow Splicers through their most desperate times of need, and there are many people that owe you their very lives.
The Downside: Sometimes it feels like the weight of the entire war effort rests on your shoulders. Every Great House has only a handful of Engineers, and if even one of them got sick or died due to your mistake, it would be a disaster. As horrible as this pressure can be sometimes, it is nothing compared to the danger. The Machine has thousands of robots and drones defending the Boneyards, but you are usually too distracted by your work to even notice them, much less defend yourself. You have to rely on your fellow Splicers to keep you safe, but they cannot handle every threat at once.
Harvester Bio-Equipment
Harvester Gauntlets: The thick Bio-Tech gloves worn by the Harvesters serve the dual roles of delicate surgical instruments and powerful close combat weaponry. Each gauntlet has a one-inch long retractable scalpel in each fingertip, four five-inch long retractable blades that spring forth from the knuckles, and a one-foot long retractable blade that extends from the bottom of the wrist. Each of these bone blades can slice through M.D.C. material, but a skilled Harvester can operate on an S.D.C. being without inflicting any residual damage. The gloves possess Splicer/Robotic strength which allows the wearer to crush mega-steel with his hands, plus it greatly increases the damage from blade attacks.
In addition to the retractable blades, both gauntlets also contain four retractable tentacles that extend from openings within the wrist. These thin organic cables can extend up to a length of six feet, and are as articulate as human fingers. They are mainly used by the Harvester as additional sets of hands when collecting tissue samples or performing surgery, but they also make deadly whips when used in battle. Both gauntlets can perform either of these roles, but the tentacles on the right gauntlet are more suited for combat while the tentacles mounted on the left gauntlet are better suited for surgical procedures. Each tentacle is tipped with a different bony protrusion that serves a specific function. This is really the only difference between the two gauntlets. The right gauntlet houses four tentacles that end with razor-sharp bone hooks. They are primarily used to hold excess flesh out of the way while the Harvester collects tissue, but they can also be used as a devastating Tentacle Scourge in close combat.
The four tentacles on the left gauntlet are more focused towards medical applications. One tentacle is tipped with a chemoreceptor that can diagnose any chemical substances within the subject and relay this information to the wearer. This sensor tube provides the Harvester with a bonus of +10% to the analyze tissue skill roll (in addition to the standard bonuses provided by the gauntlets). A second tentacle ends in a miniature Super Light Cell that acts as a laser scalpel. It is primarily used to cauterize wounds, but it can also make very precise incisions (the strength of the beam can be adjusted for use on S.D.C. or M.D.C. beings). The third tentacle is tipped with a tiny bone claw that is used as forceps for precision manipulations and extractions, and the final tentacle ends in a hollow bone spike that is used to inject a local anesthetic (used when the harvester operates on living subjects). While the left gauntlet is not as useful in combat, these writhing tentacles can still be used as living whips to entangle, disarm, and incapacitate opponents.
Harvesters do not only work with dead tissue, and when they do need to operate on a live patient, they can command their organic gloves to secrete a special quick-drying gel that sterilizes the entire surface of the gauntlets. It is the same gel that the Harvesters carry to sterilize their equipment in the field. This built-in cleaning system means Harvesters can pull their hands out of a rotten corpse and immediately switch to a live subject without any risk of infection to the patient. The gel dries within seconds, so it does not affect the Harvester’s grip. These Gauntlets help the Harvesters quickly collect tissue samples within the Boneyards, perform delicate surgical procedures in the field, and they are what make these warriors so dangerous in close combat.
Right Harvester Gauntlet
Weight: 5 lbs.
M.D.C. of the Right Gauntlet: 100 M.D.C. and regenerates at a rate of 3D4 M.D.C. every 5 minutes, each tentacle has 60 M.D.C. and regenerates at a rate of 2D6 M.D.C. per minute. Severed tentacles regrow within 24 hours.
Mega-Damage: Crush: 1D6 M.D. per crush attack, Finger Scalpels (5): 1 M.D. per blade or 1D4+1 M.D. per five finger strike, Knuckle Blades (4): 1D4 M.D. per blade or 4D4 M.D. per four blade strike, Wrist Sword: 2D6+3 M.D., and Barbed Tentacles (4): 2D4+2 M.D. per single tentacle strike or 6D6 per four tentacle strike.
Bonuses from the Right Gauntlet: One additional attack per melee, +2 to parry, +2 to entangle, +2 to disarm, +5% to the Harvest Tissue, Acrobatics, Gymnastics, and Climb skills.
Trade Value: 20,000 credits, but they are only available to Harvesters.
Left Harvester Gauntlet
Weight: 5 lbs.
M.D.C. of the Left Gauntlet: 100 M.D.C. and regenerates at a rate of 3D4 M.D.C. every 5 minutes, each tentacle has 60 M.D.C. and regenerates at a rate of 2D6 M.D.C. per minute. Severed tentacles regrow within 24 hours.
Mega-Damage: Crush: 1D6 M.D. per crush attack, Finger Scalpels (5): 1 M.D. per blade or 1D4+1 M.D. per five finger strike, Knuckle Blades (4): 1D4 M.D. per blade or 4D4 M.D. per four blade strike, Wrist Sword: 2D6+3 M.D., Sensor Tentacle or Injection Spike Tentacle: 1 M.D. per tentacle strike, and Super Light Cell Laser Scalpel: 1D4 S.D.C, 1D6 S.D.C., 2D6 S.D.C., 4D6 S.D.C., or 1D4 M.D.C. (range is 10 feet).
Payload: The Bone Tube Tentacle contains 5 doses of anesthetic. One dose regenerates every hour. Each dose deadens the pain in the subject for 5D4+10 minutes. Payload of the Super Light Cell is effectively unlimited.
Bonuses from the Left Gauntlet: One additional attack per melee, +1 to parry, +1 to entangle, +1 to disarm, +5% to the Harvest Tissue, Field Surgery, Forensics, Pathology, Acrobatics, Gymnastics, and Climb skills.
Trade Value: 20,000 credits, but they are only available to Harvesters.