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MEDICINE

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MEDICINE 6

Star Trek has a wide variety of medical equipment. Also included are a variety of drugs

that can be administered by doctors to their patients. Illegal drug use is almost unknown in the

Star Trek world except on worlds beyond Federation control, where primitive societies do little

about their respective drug

problems. As far as medical

knowledge of the humanoid, every

organ within the body is understood

and can be treated except the brain.

Medical knowledge of the brain is

still limited, but treatment of most

cases is possible with the right

equipment. GM's Note: Medicine

has made tremendous advances by

the 24th Century. The following

descriptions are not necessarily all

that are possible at TL9, however

they must suit YOUR vision of the

future and of Star Trek. This should

be a fair guideline to follow.





Drugs

Here is a list of drugs used by the Federation and other species. A description of each

follows. The Pharmacy: Synthetic skill is used to distribute or modify these drugs.



Stimulants

Used to raise the heart rate and respiration of an individual. It allows clearer thinking and

increased endurance. It adds ST+2, IQ+2 and HT+2 only for purposes of making fatigue rolls,

health roles (not relating to death), rolls to wake up, as well as alertness roles. This effect lasts for

1 hour. However, after that hour, the patient must make a HT role at +3 or take 1D fatigue

damage. Also, each extra dose for extra hours must make the same HT role, but at a -1 for each

dose. For instance, if a patient has been taking this drug for 5 hours straight, you must role HT

after each hour, the first being +3, then +2 and so on until your at -2 on the last hour. Taking two

doses in one hour does not add anything.



Depressants

Used to slow down heart rate and respiration of an individual. It doubles any maximum



86 Chapter 6 Medicine

time amount for non-first aid medical treatment. For instance, if a patient needs full medical

treatment within 1 hour, a dose of depressant increases the time to 2 hours. A double dose

increases it to 3 hours and so on. After the first dose, the patient must make a HT-3 role to stay

conscious. Even if the role is made, all of the

patient's attributes are at -1 for 20-HT hours.

After a double dose, the patient must make a

HT-6 role to stay conscious and all attributes are

at -2 and so on. A dose of more than two in any

20-HT hours requires a base HT role. On a

critical failure the patient overdoses and falls

into a coma, requiring a Physician-3 role at a

TL9 medical facility (or suffer more minuses) to

recover. If recovered, the patient must make a

HT+4 role for each attribute. A critical failure

loses 1 point from that attribute permanently.



Adrenal Inducer

Used to increase white blood cell count within the blood stream and increase heart rate to

quickly heal partial damage because of a wound. When injected, this drug gives the user 1D HT

for 24 hours. Double doses before or after 24 hours do no good, as your blood stream's white

blood cell count is already high.



Cordrazine / Tricordrazine

Many times more potent than adrenaline, this highly potent drug is used to "jump start" a

dead patient after suffering severe cardiac arrest. The victim must roll HT+2. If base HT is made

the victim becomes conscious. A failed roll means the patient remains dead. If made, the victim

must still seek medical attention for a full recovery. By 2360 this drug is replaced by

Tricordrazine, which adds an additional +1 to the HT role.



Hyronalyn

Used to treat Radiation poisoning. One dose each hour gives a subject +2 to all rolls

associated with Radiation poisoning.



Neural Paralyzer

Drug used to put a badly wounded and dying patient into a coma-like state, after first aid is

given, to slow down the body's systems. Once administered, only a critical HT role, per round,

will allow the patient to remain awake.



Tri-Ox Compound

Drug used to increase oxygen flow into the blood stream on low oxygen environments. It

lasts for 12 hours and the subject ignores all effects of low-oxygen exposure.



Stokaline

Antibiotic drug used to help the immune system fight off common viruses such as the Flu



87 Chapter 6 Medicine

and the common cold. It lasts for 24 hours. This is effectively TL9 cough syrup.



Liver Supplement

Used to augment the liver in purging the blood stream of poisons and toxins (including

alcohol). The body will be fully purged in 30-HT minutes. Continued use will lead to addiction

and, ultimately, liver shutdown. You may take this HT times within three months before making

addiction roles.



Rednox

Drug used to correct vision problems. It ranges from extreme near sighted rating 1, to

extreme farsighted rating 10. It lasts for 48 hours.



Personal Medical Equipment









Hypospray

This device, also called a Hypo, simply allows a Med Tech to inject the above listed drugs

and other chemicals into the bloodstream of a patient without breaking the skin. After 2340, this

device is used in conjunction with the Medical Tricorder.

After the tricorder scans the patient, it selects an appropriate

drug for treatment, activates a miniature medical replicater

within the Hypo’s reservoir, making the appropriate drug.

The Hypo must touch the patient. It maybe used through

clothes, but lose half of its contents (requiring a double dose).

A Hypo maybe used 5 times before needing a recharge.



Medical Tricorder

This is the main field sensory device used by the men and women in blue. The Medical

tricorder has the same range as a standard tricorder for standard scanning. However it is fitted



88 Chapter 6 Medicine

with an extension hub at the top for precise directional biological

scanning (giving the user +2 to their medical skill) and a detachable

scanning wand that gives even more detailed biological information

(giving the user an additional +1 to their medical skill). The range

of the wand is 1 hex.



Standard First-Aid Kit

Kit containing 2 charged Hypo’s, an Autosuture and other

standard first-aid gear (gauss, bandages, ointments, etc). The case is

8 inches long, 5 inches wide and 3 inches tall, weighing 3 lbs. This

is the kit included in the Starfleet Survival Kit (Chapter 4: Gadgets). They are also located on all

starships and starbases in corridors throughout the ship. If on a Federation Starship, there is NO

reason one of these would not be in reach (assuming the victim is not unconscious or totally

immobile, of course). Having this kit gives a +2 skill bonus to First-Aid.



Medical Field Kit

Kit containing a Medical Tricorder, 4 charged Hypo's, Autosuture,

portable Plasma Infusion Unit, Cortical Stimulator and other first-aid gear.

It's a case about 1.5 feet wide, 1 foot tall, and 6 inches thick. It's carried like

a briefcase and weights 10 lbs. Having this kit will add +4 to Physician and

First-Aid skills unless better medical equipment is present (for instance, in

sickbay, this equipment is useless unless the power is off).



Cortical Stimulator

A resuscitative instrument used in the Federation in conjunction with

Cordrazine to bring a patient back from the dead. This device provides an electrical impulse to the

appropriate areas of the body to speed recovery. This device is also known as a Neural Stimulator.



Medical Facility Equipment

Found in most medical sickbays on board a starship, a starbase or

other facility. These instruments are key to the physical well being of

patients.



Biobed

This device is simply a bed with biosensors woven throughout.

These sensors are routed to a display above the bed. The display gives pulse,

respiration, hypothalamic response, electrolytic convergence, mitochondrial

activity or just about any other biological information a doctor might need.

Also incorporated are a number of medical gas and fluid connect points for

various devices, including the surgical support frame explained below. The

Biobed adds a +2 to your Physician skill.







89 Chapter 6 Medicine

Main Examination Table

This device works just like the Biobed, only a lot more advanced. The sensors for the

device is not interwoven, but contained in an overhead sensor cluster. The information is sent to a

display on a nearby wall. The display shows pulse, reparation, hypothalamic response, electrolytic

convergence, mitochondrial activity, convergence availability, cellular activity, cardiovascular

activity, central nervous systems and other neural activity and hemoglobin analysis. The Main

Examination Table adds a +4 to your Diagnosis skill.



Surgical Support Frame

Device attached to a Biobed, examination table or

surgical bed that provides a sterile environment. Force fields

and built-in laser scalpels are incorporated in this unit. The

Frame's computer provides precise timing and cutting down

to the nanometer or nanosecond. This device adds a +2 to

your Surgery skill.



Medical Nanites

Microscopic robots designed to perform micro

cellular surgery in a controlled, confined environment.

Possible uses include, intercellular surgery, eliminating individual diseased cells or removing

clotted material from blood vessels. They are only used one at a time. Medical Nanites can

provide bonuses to medical and sciences skills (GM’s discretion as each situation is different).



Plasma Infusion Unit

This is the TL9 equivalent of an Intravenous drip. This Unit is man-portable and has many

drugs pre-manufactured and ready to use. It works on the same premise as the Hypospray.

Primarily used for drugs that should be administered at a constant rate.



Pulmonary Support Unit

Emergency cardiopulmonary care equipment used by the Federation to augment and repair

the circulatory systems of various humanoids.



T-Cell Stimulator

This device increases the production of T-Cells, a type of lymphocyte, which enable

humanoids to fight off infection. This device is often used in conjunction with Stokaline to fight

off common infections and viruses. The T-Cell Stimulator is also known as a Protodynoplaser.



Semantic Inducer

Small device used to aid the induction of sleep in humanoids. This instrument can be set

up on a patient's forehead near the temple. This may be used in conjunction with an Alpha-Wave

Inducer, which halves the time necessary for getting a full night's sleep. The Alpha-Wave

Inducer is only meant for occasional use and continued use will cause loss of 1d fatigue.







90 Chapter 6 Medicine

Stasis Unit

This chamber can hold a patient in a state of

suspended animation until medical treatment can be

rendered. This device can hold a person in stasis as

long as power is provided to the unit. If power fails

or the occupant is removed deterioration will not

occur until 1d hours have elapsed.



Autosuture

Used to close wounds and heal scars. Prior

to 2350 this device is also known as a Tissue

Mitigater.



Bioregenerative Field

This device radiates energy that accelerates cellular growth. The appropriate DNA

sequence (which can be encoded using a Detronal Scanner) must be programmed into the device if

massive cellular re-growth is to occur, such as limb re-growth or even cloning.



Physiostimulator

Elevates metabolic functions in impaired individuals.



Genetronic Replicator

Experimental device (Circa 2368) that translates genetic codes into a specific set of

replication instructions. It allows the device to "grow" a replacement organ. By the 2370’s, this

device is in use replacing lost limbs, damaged organs, etc.



Detronal Scanner

This scans and encodes the entire DNA sequence of living tissue for transplant surgeries

and other genetically intensive medical procedures.



EMH (Emergency Medical Hologram)

“Please state the nature of the medical emergency.” Program in Sickbay facilities that,

when activated, produces a holographic person to act as a doctor. ST10, DX10, IQ14, HT10.

Skills, all at IQ, include, but not limited to, Surgery, Diagnosis, Physician, Biology: Class M,

Biology: Class K-L, Microbiology, Pathology, Physiology, Area Knowledge: Triage and

Electronics Operation: Medical. This device is only installed on the most modern starships. The

EMH is restricted to Sickbay and the holodeck, though future ships may have holographic emitters

in sensitive or predetermined triage areas (bridge, engineering, cargo bays, etc.) so that the EMH

can function in those locations as well.









91 Chapter 6 Medicine


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