Death and Medicine


Characters that reach 0 or less wounds are unconscious and dying. Without medical aid they will quickly die. With it they may be saved. Once they reach wound 0 or less they will continue to lose 1 pt per 10 turns upto their Vigor+Endurance, at which point they are really dead. To save them before this will require medical skill and equipment.

To stop them from losing further points a STABPATCH must be applied, this will begin stablizing the body in the short term, to prevent further lose and shock. This must then be followed by medical treatment to properly stabilize the patient.

Treatment can commence with a diagnosis roll (PERC+MED), this can be used as a complimentary roll for the following Treatment roll (WITS??+MED). The diagnosis roll will require 2 rounds to perform, although it can be done in one round with -2 to goal. Once this is settled then treatment can begin. Treatment can begin without diagnosis but will be at -2 to goal.

Treatment consists of a single roll with a goal modified by the number of points the patient is negative. Each treatment will take 10 + (5xnegative wounds) rounds. A successful treatment roll will reduce the current wounds by its VP level, but not above 0. Repeated rolls may be made if unsuccessful but the second is at -2, the third at -6, and each requires the same amount of time. Once successful the patient is stablized and must be taken to a medical centre of rest and recovery. The patient should then make an END+VIGOR roll, less remaining negative wounds. If they pass then they will recover with time. If they fail they will have suffered some major permanent effect (limb or organ damage) and will likely need a cybernetic or organware replacement. If they fumble then something goes wrong and they die anyway.

Field treatment will be good for 1 + VP hours, after which the patient begins taking damage again, 1 point every 15 minutes, but this cannot be stopped without proper hospital level care.

Eg: George has Endurance 6, after a fight he takes a final wound that carries him to -3 wounds, he falls down unconscious and dying. With a Vigor of 5 he will take 80 rounds (4 minutes) to die. His friend Julie is a doctor and rushes to help him. She starts by getting out her MedStik and setting it up (2 rds), this will give her +1 to her diagnosis roll. She spends a full 2 rds examining him and then makes her roll (PERC+MED=5+7=12). She rolls 10 and gets 3VPs which she can add to her treatment roll.

She gets out a StabPatch and applies it (2rd), applies some GOO (2rds), and uses Sealer to close off. Her WITS+MED goal is 6+7=13. This is reduced by 3 due to the wound level. She has goal modifiers of 2 + (1+1)/2 = 3 for medical stuff, and 3 from her diagnosis. She rolls 12, which is less than her goal of 16. This is 5VPs so Georges wound state is reduced by that many points, but not past 0.

The following equipment can be used to assist field treaments. The value in brackets is a goal modifier applied to Treatment or Diagnosis rolls. With treatment only the first modifier applied is at full effect, any others used count only half their value.

StabPatch (-2 T):

a skin patch applied to the patients body they releases drugs designed to stabilize the body and reduce shock.

Cost: 10 TL: 5 Time: 2rd
Life: 2yrs Avail: Uncommon Legal: yes

 

Physickers Kit (-2T):

This is a collection of standard low-tech first aid supplies: bandages, alcohol, herb poultices to staunch bleeding, ointment to relieve pain, animal gut or cloth thread for stitching wounds. It allows for minimal first aid and some minor surgery and is found among healers to the poor on most of the Known Worlds. Sometimes, such bags can be complemented with higher tech equipment, if the bearer is lucky enough to af ford, barter or steal it. Tech Level 2. Cost: 10.

Cost: 10 TL: 2 Time: na
Life: perm Avail: Common Legal: yes

 

MedPac

A standardised first aid MedicalPackage, found among military troops, in starship lockers, and carried by most medics. The white plastic box contains sterilized gauze, alcohol, medical tape and a burn ointment designed to numb pain rather than to actually heal the damage caused by a burn. Generally, this is a better quality and more compact version of a Physick's Kit. Add 25 firebirds to the cost and this kit will include an Elixir injector with five doses (see below). MedPacs are locally manufactured on most of the Known Worlds. Tech Level 3. Cost: 25.

Cost: 25 TL: 3 Time: 2rd
Life: Avail: Common Legal: yes

 

Expedition MedPac

These stainless steel, airtight canisters contain enough cotton gauze and tape to keep a small army well bandaged. They also contain antiseptics, burn ointments and real medicines. Among the special equipment is a collection of anti-venoms for virtually every form of poisonous animal venom found on the planet of manufacture (the kits can be purchased for particular worlds) and five water purification tablets. The tablets are designed to treat as much as 50 gallons of water each, and are essential for of f-world travelers. Also included in the kit is a 100 count supply of antihistamine tablets, more than enough to allow most people time to adjust to new environments.At one time, the Expedition MedPac was considered essential for space travel. In addition to what is carried within the pack today, there were also immunisation injections for virtually every planet. These days, the immunizations are far too expensive and far too unstable to add into the standard packages, Tech Level 5. Cost: 100.

Cost: 100 TL: 5 Time: 2rd
Life: Avail: Uncommon Legal: yes

 

Surgery Kit

This collection of surgery supplies includes pain killers in both pill and injection form (10 doses each), stainless steel surgical tools, a cauterizer laser (instantly staunches bleeding, 10 charges), a stitcher (automatically sews wounds, with eight pre-threaded needles for sutures), and three inflatable bone splints (small, medium, large). This collection also includes everything found in the MedPac.These kits were once the standard for high-risk planetary exploration. But it is too high-tech to be common anymore. Tech Level 5. Cost: 200.

Cost: 200 TL: 5 Time: 2rd
Life: perm Avail: Uncommon Legal: yes

 

NanoTech MedPac

These high-tech MedPacs are a rarity and are normally only available to the highly influential. Some of the finest nano (miniaturised) robot technology available is used in the production of these medical miracle kits. If there is a medical crisis, this kit has the nanite for the job. From major burns to blood infusions, from shattered bones to nerve-cell reparation, this is the finest medical assistance that money can buy. Even optical nerves can be rebuilt with a NanoTech MedPac. For instance, nanite Bone Weavers (miniature robots programmed to re-set fractured or broken bones by attaching themselves to the bones and aiding the body to regulate healing) are extremely delicate and complex to manufacture, but when used properly can reknit a broken bon in a matter of hours. However, it does not come with an instruction book and can only safely be administered by a qualified surgeon (roll Tech + Physick).

The label on the airtight briefcase clearly explains that NanoTech (the original Second Republic manufacturer) will not accept responsibility for deformity or injury caused by the improper use of the MedPac. The healing time for wounds treated with a NanoTech- MedPak is reduced to one quarter of the normal time. Once the wounds are healed, the nanites will eventually exit the body through the patient's waste. Surgeons often keep nanite patients under watch until all the nanites have been recovered, although reclaiming the robots in working condition once they've made their journey is rare.  

NanoTech Corporation was once the very pinnacle of medical emergency technology manufacturers. The company is long gone now, as is the easy availability of their equipment. The al-Malik have continued to fund the manufacture of these kits today, but very few outside of a noble house can afford one. Many of the finest and most expensive surgeons have access to these kits, but the cost to their patients is exorbitant. Replacements for the items in the kit are expensive. Tech Level 7. Cost: 1000 firebirds.

Cost: 1000 TL: 7 Time: 2rd
Life: perm* Avail: Rare Legal: Just

 

Elixir

Tissue regenerative serum. One standard dose(administered through an Elixir injector) is enough to heal 2 + 2d of Vitality points lost to wounds. Some batches aremore potent than others, delivering more dice of healing,while other batches are worse, delivering only the two constant points without the extra dice.Elixir was the original Second Republic name for this popular tissue regenerative serum. No one is really sure how it works anymore, and those who do know keep the secret to themselves, making big money off its manufacture. Immensely popular among the elite, factories on many worlds churn gallons of Elixir out -some batches not as good as others. The desperate need of Elixir on the Kurgan and Symbiot fronts have bumped prices up recently.  Cost: 25 for the injector, 5 per dose.

Cost: 5/dose TL: 7 Time: 2rd
Life: 5+ yr Avail: Rare Legal: Yes

 

Pressure Bandage (-1 T):

self sealing and moulding bandages that can be applied to major wounds to reduce blood loss.

Cost: 1 TL: 5 Time: 4rd
Life: 1 yr Avail: Uncommon Legal: yes

 

MedGel (-1 T):

nutrient, painkiller, coagulant and anti-infection gel that can be applied to a wound to promote recovery. Often called GOO.

Cost: 4 TL: 5 Time: 2rd
Life: 1 yr Avail: Uncommon    Legal: yes

 

Sealer (-1 T):

a spray pack of fast setting medical sealant to treatment of major wounds. Cannot be used with pressure bandages.

Cost: 5 TL: 6 Time: 2rd
Life: 2 yr Avail: Rare Legal: yes

 

HELE:

fast healing agent promoting cell growth and repair. Improves healing rate by x2.

Cost: 3 TL: 5            Time: 1rd
Life: 1 yr Avail: Rare Legal: yes

 

DREAM:

pain killer, removes 2 points of wound modifiers per dose, but also -1 Vigour, -2 Passion, -2 Focus, -2 Stoic Mind and -1 Calm per dose.

Cost: 1 TL: 5            Time:    1rd
Life: 2 yr   Avail: Uncommon Legal: Medical

 

FREZER (-2 T):

foam bomb that covers and area of 6 foot diameter, dropping the temp inside to around 10C and helping to lower the body metabolism. Easily removed, lasts 20 minutes. May need to restrain the patient.

Cost: 10 TL: 6              Time: 3rd
Life: 5 yrs+        Avail: Rare        Legal: Just

 

BAG (-1 T):

a self inflating and moulding bodybag used to restrain the patient. Comes is handy compartmentalised sections allowing the doctor to access wounds by removing those sections in the way. Has an effective STR of 8. 4rd

Cost: 10 TL: 6 Time: 4rd
Life: 2yr Avail: Rare Legal: yes

 

TRANQ:

fast acting aneasthetic applied via a skin patch. Must be left on for continued effect. Drops the Vigor of the target one point per round until 0. Vigor recovers by 1 pt per 2 rounds once removed. A resisting person doubles their Vigor.

Cost: 1 TL: 5 Time: 1rd
Life: 1 yr Avail: Uncommon Legal: Medical

 

DipStick:

fast acting drug applicator applied by simple use all purpose syringe device. Applied primarily to the heart/chest, it comes with a sensor to detect best placement. Medical skill roll needed to select best drug applicable.

Cost: 2 TL: 5 Time: 1rd
Life: 5yrs+ Avail: Uncommon Legal: yes

 

STIMS&STUNS (-VP T):

selection of wide spectrum drugs that can be used to stimulate or subdue the bodies functions are required. Medical skill roll required to apply. Use the DipStick or Objector to apply. 3rd

Cost: 30 TL: 5+ Time: 3rd
Life: 2yrs,10 uses Avail: Rare Legal: yes

 

Objector: air syringe.
Cost: 5 TL: 5 Time: 2rd
Life: 5yrs+ Avail: Rare Legal: yes

 

MedStik (-1 D):

a small device placed partly under the skin that will give a readout of the patient vital signs. 2rds

Cost: 5 TL: 5   Time: 2rd
Life: 5yrs+ Avail: Uncommon Legal: yes

 

MedProb (-2 D):

more advanced device that will give greater feedback on the bodies functions. 3rds

Cost: 10 TL: 5 Time: 3rd
Life: 5yrs+ Avail: Rare Legal: yes

 

MedScan (-VP D):

medical scanner connected to a powerful small think machine. Use TECH+MED. 4rds

Cost: 50 TL: 6  Time: 4rd
Life: 5yrs+ Avail: Rare Legal: no

 

Lunger (-1 T):

device that can be placed over the mouth or into the throat to help regulate and support breathing. 2rds for mouth, 4rds for throat.

Cost: 10 TL: 5 Time: 2 or 4rd
Life: 2yrs Avail: rare Legal: yes

 

Nanites (Micro Organic THerapy Enhanced Recovery).

A wide collection of medical nanites in a spray gel pack that can be applied to any wound to aid recovery and reduce trauma . Application will give -3 T at TL6, -4 at TL7 etc. 1rd

Cost: 200 TL: 6 Time: 1rd
Life: 50yrs+ Avail: rare Legal: no
Cost: 400 TL: 7 Time: 1rd
Life: 100ysr+ Avail: very rare   Legal: no
Cost: 800 TL: 8 Time: 1rd
Life: 200yrs+ Avail: very rare Legal: no
Cost: 2000 TL: 9 Time: 1rd
Life: ?? Avail: unknown Legal: no