Fat bacteria (FAB) devices and systems use a newly developed, genetically
engineered form of bacteria that can be introduced into an area in large
enough quantities to make that area difficult to pass through in astral
form. The morass of living bacteria form an organic "soup" that prohibits
"fast" astral movement and restricts astral travelers to normal movement
(Astral Quickness x 4). Additionally, the atmospheric soup adds a +4 modifier
to the target number for any Astral Perception Tests made by a character in
a fat bacteria-filled zone. The fat bacteria does not affect spellcasting or
astral combat.
FAB Netguns
The FAB netgun entangles its astral victim, restraining him and forcing him
to the ground. The victim must make an Astral Reaction Test against a
Target Number 5 for the standard-sized net and a Target Number 8 for the
large net. If a standard net is used against a large target, the Target
Number drops to 3. To escape, the victim must achieve more than twice the
number of successes generated by the attacker. Once entangled, the victim is
immobile and unable to take any action. If twice the number of the attacker's
successes exceeds the total number of dice the victim can roll (Astral
Reaction dice plus all available dice in his or her Astral Pool), no escape
is possible. In all other cases, the victim may attempt to escape from the
net once per Combat Turn, applying a -1 modifier for every turn in which he
remains entangled.
FAB-Ultraviolet
The detection of astral intruders using FAB-UV requires a successful
Perception Test against a Base Target Number of 6. A single success means
that the intruder has been spotted. Increase the target number by 1 for every
50 square meters being searched; reduce the target by 1 for every two
individuals involved in the search. Once an intruder is detected, any attacks
against him (such as firing a BacteriTech Netgun) receive a +4 penalty.
Reduce this penalty by 1 for each additional success achieved in the
Perception Test. For example, 5 total successes eliminates the penalty
(+4 penalty - 4 additional successes = 0). Six or more successes eliminate
the penalty, but does not grant a bonus. If the astral intruder is aware of
the searchers, he or she may make a Stealth Test against a target number
equal to the searchers' Intelligence. Each success achieved in this test
reduces the searchers' success total by 1.