Kaufman/Symphony-Hayes Tube Experiments
Last mod: 7/4/2006
Here's the tentative experiment list, with implementation notes. If it's in bold,
it means we're doing it right now; if not, we're probably waiting for some
opportunity or holding off while we do other experiments. Contact Hippocrates
with any questions, or to volunteer.
Emergency Reserve Experiment:
- Test its normal operation--curing someone of Kaufman degeneration
- Implementation: We need six
subjects, each of whom should have some conceptual point of difference.
(Examples: Jim is still growing, Sophia is rejuv'd, etc.)
- Status: Successful: Katya (Incurable condition-mute), Ruehan (Vertaki), Max (Human with alien substat), Akito (still growing), Kye (tech
stat), Twig (Brochoah), Sophia (Standard human).
- Have someone hold out against kaufman degeneration as long as
possible, and then throw them in clear instead.
- Implementation: We need a volunteer. Presumably, they come out in pain and agony for a full run, and
then want to go back to Kaufman Degeneration. (I.e., don't volunteer if you'll be
particularly sad to be in horrible physical shape for a run.)
- Status: Volunteered: Sharra
- Throw in someone who has not-green nanites--Black, Yellow, or perhaps
- Implementation #1: Throw a Black addict in, and they have to roll on the Random
Replacement Addiction Table. (We have to generate an addict, which means re-addicting
someone on the crew, or else finding someone who doesn't want to be on black.)
- Implementation #2: Throw a group-mind member in, and see what trouble we get for it.
- Status: Successful: Cured a White addict. Maury is looking into possibilities with Cain's chimerae, for Yellow interaction.
- Put a Kaufman Goo I.V. into someone who's in a Clear tube, and let
Kaufman and Clear fight it out. OK, what you really have to do is implant
them with a little Kaufman Goo Generator. But whatever.
- Implementation: GMs say: The concept is OK, but it would be good to think of an implementation in the genre of acid races.
- Status: Successful
- Contrive some test in which some organs are Cleared and others are left Kaufman-dependent.
- Implementation: Rig it up and see what happens.
- Status: Waiting for a chance to implement.
- Find some tech or psi way to be "fighting off" nanotech while you're
in the tube.
- Implementation: The results are unpredictable. Six people have to endure
- Status: I want to save this for the final stress test. Note, that means that the
disads will be fierce.
- Power down the tube with someone in it, and put it through a Mad Science timewarp to
verify that it would keep someone safe for 300 years if they crashed
on an icy moon.
- GMs say we could do this, but they've warned me about failure modes, like we just age someone 300 years.
The following are leftover ideas from Green Tube research, some of
which might be retooled for Clear if we need them.
(Most promising-seeming ones have
been re-sorted toward the top.)
- (Proposed) "Heal Suppress". A riff on the "Few Nannites"
concept: Inject people with something that suppresses healing, thus
requiring the Kaufman nannites to work overtime.
- Refrain from other methods of healing (it's a little too much to
ask your poor anti-healing nanite to counter all the magic healing
powers at the Hippocrates's disposal.
- Make a batch of healing suppressors. Make a roll with Nanotech and
Kaufman Process skill for 12s. Your nanite has this many suppression
- For each batch of these, treat a Kaufmanized person with the
suppressor nanites. (It can be the same person over and over.)
- The amount of skill you have for your next roll depends on how far
damaged you let the person get:
2) ever so slightly injured
6) quite injured
8) nigh unto death
- Make a roll for 12s, using the nanite's dice and the above amount of skill.
- Add the successes to your total. You need twelve total.
- (Proposed) "Disad of the Week": Modify a Kaufman tube(s) to
introduce some sort of damaging nannite agent into the mix while
healing someone, attempting to exactly balance damage vs. repair.
Mechanic: GMs inflict a disad-of-the-week or morph-of-the-week on
participants. The peril is obvious, since mad science is inherent in
the idea. Might want to save this for the extra-stressy test if it
- Pick a number, N. Pick N random words, using Laura's
random-difficult-word generator (add boojum; randomword).
- Put your volunteer into the Kaufman tubes, and tweak them. Make a
roll with Nanotech and Kaufman process for 7s. Tell us if you don't
get at least N.
- They come out with some disads-of-the-week based on the above N
words. (the higher the N, the more or more difficult disads). They
must go through a run with these disads in order for it to count (if
they end up being prohibitive, such as getting the word "decapitated"
might be, then you can throw them back in the tubes, but don't get
credit for them for that run.
- Assuming they survive the run: roll N dice with 2N skill, for 12s.
- Add the successes to your total. You need twelve total.
- This can be repeated multiply with the same person, or with many
- (Proposed) Have people wander around in an acutely lethal environment
(radiation, vacuum, Vircus, target practice) while hooked up to an IV
feeding them Perilous Super Kaufman (PSK) nanites that are trying to
keep up with damage in realtime. [Maybe they operate for X time,
furiously pumping up your HP, except that they can't be stopped until
they expire and it turns out that you pass out/die at double your hit
points as well as at zero, or suffer other ill effects.]
- (Proposed) Put a machine in a tube with someone, slowly
beating on them through their whole cycle.
- (Proposed) Cross-connect the programming on two tubes while
they're both occupied; maybe the people will switch shticks or something.
- (Proposed) An experiment similar to the "different types of
damage, different methods of healing". Injuries would (once again)
need to be relatively severe, and healing times might have to last up
to three months to gather sufficient data.
- (Proposed) Perhaps all these years, Hippocrates was constantly
recompiling because there's a software version of Kaufman Nanites in
his system! We could, ah...Kaufmanize other ships or computers. Er,
something like that. (Except Sook should have figured this out a long
- (Proposed) A computer simulation based experiment?
- (Proposed) Something engineering-based?
- (Proposed) Something about cyborgs?
- (Proposed) Maybe something that involves more active
participation from/peril for the subject, in exchange for less
mechanical complexity on the part of the researchers?
- (Proposed) Different nanites, different tubes.
- Put someone in a Green tube with a bunch of injuries and a bunch of
animal blood or body parts.
- Take medical sensor readings before and after. (Using Str of
Mind with Sensor Ops, perception, Medicine, and nanotech. The sum of
the before and after rolls must be at least 12.)
(If you fail the
readings for one of these, you will need to start over with a new
- Repeat, with Black tube.
- Repeat, with Yellow tube.
Notes from the initial experimentation stage:
- (done!) Study Cain's Kaufman nanite variant; attempt to
correct nanite senility or prevent nanite evolution.
- (done!) Analyze data provided by Commodore DunWarwick
and Hippocrates on prolonged exposure to Kaufman nanites.
- (done!) Build a bunch of different sorts of
nanite-killer nanites. Proposed types include:
- Kills Kaufman nanites by turning them into duplicates of
itself. Done: Katya; 2 successes
- Kills Kaufman nanites by disassembling them. Done: Martan; 2
- Kills Kaufman nanites by jamming their works with specially
tailored molecules. Done: Sophia; 3 successes
- Kills Kaufman nanites by latching on to them and dragging them
into the large intestine. Done: Sharra; 1 success
- Kills Kaufman nanites by latching onto a nanite and
self-destructing (micro-boom!). Done: Kith; 1 success
- Kills Kaufman nanites by capturing them in 'bubbles' tagged with
antigens that will trigger a natural immune response to come get rid
of them. Done: Max; 2 successes
- Kills Kaufman nanites by tracking them down and zapping them with
localized bursts of high heat. Done: Ace; 1 success?
- Kills Kaufman nanites by releasing chemicals to render the
bloodstream an inhospitible environment (e.g. too acidic or basic or
something). nanites prepped: they have 2 dice
Define the type of nanite-killing it does.
Make a roll with Nanotech and Kaufman Process skill for 12s. Your
nanite has this many Killing Dice. If this was zero, your nanites
are too lame to do anything. Try again.
For each type of nanite, treat a Kaufmanized person with the killer
The amount of skill you have for your next roll
depends on how far you let the nanite killing process go:
2) ever so slightly sick
6) quite sick
8) nigh unto death
Make a roll for 12s, using the nanite's Killing Dice and the above
amount of skill.
Add the successes to your total. You need twelve total. Total
so far: 12: done!
- (done!) Healing different races/species.
- We inflict twelve types of injury simultaneously on
representatives of twelve different races or species (half of these
must be sentient) and heal them in one or more ways. Possible
subjects include Ruehan, Sook, the Tinoori, Maury, Humans, Deciders,
Dolphins, Whales, horses, elephants, cows, pigs, sea lions, etc.
Done: Human (Martan), Brocoah (Twig), Vertaki (Adrian Dalari), Stepchild, Dolphin (Sade), Hive (cow)
Dolphin volunteer found on Juice. Damage dealers include Kith, Katya,
Mirris. --done in run (check w/GMs that it's complete, but I think so)
Hive cow completed except for data analysis. -- done: 13 successes!
- Possible types of injury might include bruises (n+STR), burns,
poisons (3n+3), bites, blaster damage (2n+5), psionic burnout,
infections (3n+3), cuts (2n+STR), frostbite (3n+3), sprains/strains
(n+STR), nibbled on by Vertaki, on Emerald/Turquoise (3n+3), broken
bones/cartilage (n+STR), psi damage, nanite damage (3n+3), vacuum
(3n+3), radiation (3n+3), damage caused by a teleport (3n+3), induce
autoimmunity (3n+3), laser burns(?), or other mad science ("I suck
all your neutrinos out!")
For each type of damage, the person doing the damage should make
a series of rolls. For those who already have damage mechanics, use
those. For things like "frostbite", make Pre of Mind rolls, and take
damage of 3 + 3N. Damage the subject until you get 12 successes,
cumulative. If the subject passes out, you can keep experimenting; if
he, she or it dies, the experiment fails. If the subject passes out
and you inflict more damage after that, there may be longer-term side
effects. Feel free to heal between types of damage, as long as some
amount per damage type stays around.
We have found that it is preferable to do the more harmful (larger
multiplier) damage types first, starting with frostbite and working
down through blaster fire to bruises.
Take readings and measurements when they're suffering from all the
You need 12 successes for 7s on Pre of Mind with medical and
diagnosis skill; these can be cumulative. Any other diagnosing people
can provide helping skill (including Kith & psi). If you get no
successes on one of your rolls you mess something up and have to stop
for this patient for the day.
- Heal the subject. This requires appropriate use of whatever skills are
needed. While doing so, take a set of readings again.
Again, Pre of Mind and medical skill to get twelve successes,
cumulative; again, if you get no successes on a roll, you mess
Hippocrates gets seven successes.
Hippocrates healed Martan with the tubes. He wanted 12
successes to prevent long-term side effects and got 7. People scanned
while this happened but no rolls were needed.
- Crunch the numbers on the data.
This is a single Pre of Mind roll for 12 7s, using all medical
skill, biology, nano skill, and research. If you fail this roll, you
can try again in N days when you failed by N.
- Put dead things in the tubes. This was done; we got zombie