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
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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
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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
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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.
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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.
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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.
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