SECTION SEVEN - MEDICAL
Table Of Contents - Section Five
Medical Equipment
| Anabolic Protoplasers |
| Bandages |
| Biobeds |
| Cardiostimulators |
| Hypospray |
| Medical Tricorders |
| Nanosurgeons |
| Neural Stimulators |
| Neurolink |
| Osteotractors |
| Physician’s Medikit |
| Scalpels |
| Sickbay Overhead Sensor Cluster |
| Stasis Field Generator |
| Sterilite |
| Surgical Support Frame |
|
| Alpha Wave Inducer |
| Autosuture |
| Bioregenerative Field |
| Cortical Stimulator |
| Dentronal Scanner |
| Exoscalpel |
| Genetic Replicator |
| Microtome |
| Motor Assist Bands |
| Neural Transducer |
| Neural Stimulators |
| Physiostimulators |
| Plasma Infusion Unit |
| Protodynoplaser |
| Psychotricorder |
| Somnetic Inducer |
| Sonic Separator |
|
Medicines
GURPS "wonder drugs" in Trek
MEDICAL EQUIPMENT:
More than anything else, the gadgets in Trek ship sickbays
distinguish that era’s practice of Medicine. Doctors can heal wounds in
seconds, view a patient’s internal anatomy in real time, and examine genetic
codes for irregularities.
Most of these devices require a saving throw on
Electronics Operations: Medical to use successfully.
ANABOLIC PROTOPLASERS
These devices are used to heal internal and external body
damage without the need of opening the body cavity of the patient to effect
repairs. They use small forcefields, phase-modulated lasers, and anabolic
accelerators to quickly heal injuries without scarring. They come in a
variety of sizes for different repairs.
Smaller units are useful for fine work involving the eyes
and ears, while larger units heal cuts and even broken bones.
They temporarily confer the advantage of Instant
Regeneration to the area treated, but cannot replace surgery in serious
injuries. For example, if used on a very deep stab wound, they could seal
the damaged tissues and prevent further blood loss, but a subcutaneous hole
would remain unless closed with surgery.
Within these limitations, Protoplasers can restore 1 point
of lost HT damage per turn. Weight is 1 pound. Cost is $1000.
After treatment, the patient should make an additional
roll on HT. If it is failed, the area injured is still tender and needs to
be favored for an extra day each time the HT roll fails.
This device will not repair incidental damage resulting
from the original injury. For example, an officer who has been stabbed may
have the wound repaired in sickbay in 15 minutes, but will still have to
deal with the blood loss.
BANDAGES
Starfleet’s Medical department has a wide variety of
bandage options. Simple bandages made of sterile, inert materials that do
not bind with clotting wounds are common. Dermapatch is available in a spray
applicator, or in larger pre-formed pieces. Dermapatch has the same
capabilities of Sensa-Skin (GURPS: Space pg.70).
BIOBED
This is an orthopedically-designed hospital bed which has
an array of biofunction sensors that monitor all bodily systems. The bed is
raised to allow the doctor to comfortably examine the patient. It has a
graphic display at the head which gives the patient’s current status.
Restraining fields are available on some models. This is essentially the
same as the Diagnosis Table described in GURPS: Ultra-Tech (pg.65). Biobeds
give a modifier of +4 to the physician’s Diagnosis skill roll.
CARDIOSTIMULATORS
This is a defibrillator that can also restart a stopped
heart. It will add +2 to each attempt at revival of a patient who has
suffered some form of coronary dysfunction. Unlike current defibrillators,
this device will not damage surface tissues.
HYPOSPRAY
The Hypospray is a hand-held device used for subcutaneous
and intravenous administration of carefully-controlled dosages of medication
on a subject. The Hypospray injects the subject by use of a pinpoint,
high-pressure, low-volume, microscopic, aerosuspension stream. It allows
medication to be given through the skin or clothing (as long as DR is 1 or
less) without mechanical penetration. In itself, it adds nothing to any
skill rolls, but the medicines used will have different effects. It takes
one second to remove and one to replace a medicine vial. The air cartridge
is good for 100 injections. It takes one second to remove and one second to
replace the air cartridge. Weight is ½ lb. Cost: $125. Replacement air
cartridges are $10 each.
MEDICAL TRICORDERS
The Medical Tricorder is a modified TR-580 with an extra
external medical probe and scanner attachment. As a computer, consider it to
have a complexity level of 3. It also has the following capabilities and
software on board:
All doses of any drug type are contained in vials that
must be inserted into the Hypospray. The standard kit may be altered to suit
missions or situations, but must be altered before the mission begins. For
example, if the doctor knows that he is going into a combat zone, he may
replace the 3 vials of Panamyacin with more Hyronalyn or Analgine.
Almost any drug in GURPS: Ultra-Tech should be available
on any Starbase, and may be synthesized quickly on most larger Federation
vessels. The amount of doses per vial is left to the discretion of the GM. A
separate list of medicines available can be found elsewhere.
SCALPELS
There are three varieties to choose from: traditional
cutting blades with a monomolecular edge, laser scalpels that cauterize as
they cut, and nanotech scalpels that separate tissues along cellular lines
without damage. Each has different uses.
Laser scalpels add +1 to the doctor’s Surgery skill
because of bloodlessness, but can dazzle anyone unwary enough to look into
the beam, even though the scalpel can only cut within its focal length.
Monomolecular blades require no power supply and quickly
slice through most matter with minimal effort.
Finally, Nanotech scalpels cause minimal disruption of
tissue (-1 to recovery rolls) but operate slowly.
An interesting storyline might involve the development of
an experimental scalpel that utilizes some form of Transporter technology.
SICKBAY OVERHEAD SENSOR CLUSTER
This is a circular arrangement of sensors located above
the primary Bio-Bed in sickbay. It augments the sensors of the Bio-Bed, and
also provides an emergency containment field to prevent contamination. The
OSC provides +3 to Diagnosis rolls in addition to the Bio-Bed’s +4.
STASIS FIELD GENERATOR
This device is used in emergencies when a patient cannot
be stabilized and requires treatment that is not immediately available. It
significantly slows all biological activity within the perimeter of the
field, placing the patient in a sort of suspended animation. Note that this
is not the same device as in GURPS: Ultra-Tech: it does not change the flow
of time, but merely slows all metabolic processes. Thus, a patient placed in
stasis is not protected from outside attacks. The patient will not be aware
of any passage of time while under the influence of a stasis unit, since the
biochemical activity of the patient’s brain is effectively halted.
STERILITE
Some interpretations list this as a medicine. If you
subscribe to this theory, then list it as such, with the same general
capabilities of Panamyacin. Its use by Dr. McCoy in TOS seems to indicate
that it is a field effect that prevents any and all contamination during
surgery. If you prefer this theory, then it will add +2 to recovery rolls,
since the patient has no infections to fight off during recovery.
SURGICAL SUPPORT FRAME
Surgical Support Frames attach to Bio-Beds providing aid
and assistance during surgery and emergency life support. Littered with
biosensors, the SSF has a large display of the surgical area and adds +4 to
the doctor’s Surgery skill (including all nanosurgery).
Alpha Wave Inducer
The Alpha Wave Inducer is a device meant to induce sleep
in most humanoids. It is not meant to replace natural sleep, and cannot be
used frequently. Consider it to be an electronic version of an anesthetic.
There is no save possible. Subject enters a deep dreamless sleep during
which surgical procedures can be carried out without causing pain to the
subject.
Autosuture
An Autosuture is used to close wounds in patients. It has
the same function as today’s 20th-century sutures. Consider it to
be similar to the Anabolic Protoplaser.
Bioregenerative Field
A Bioregenerative Field is an energy field used to
accelerate cellular growth. Consider it to temporarily confer the advantage
of Regeneration on the patient. A sterilite unit is typically used during
this procedure to keep infection from being multiplied by the
Bioregenerative Field.
Cortical Stimulator
The Cortical Stimulator provides a method of resuscitation
for patients. It is particularly effective for head injuries and comatose
patients. Consider it to be an electronic version of Tricordrazine.
Dentronal Scanner
(seeking info on this :^)
Exoscalpel
An electronic relative of today’s 20th-century
scalpel. Consider it to be an electronic knife. Doctors do not need to roll
to-hit due to the anesthetized condition of patients.
Genetronic Replicator
An experimental medical device used to stimulate the
genetic code of an individual into growing whatever types of cells are
needed by the patients. It temporarily confers the advantage of Instant
Regeneration on patients.
Microtome
An electronic instrument used to cut very thin sections of
organic tissue for microscopic examinations. Useful to acquire samples of
diseased tissue for medical analysis. It is essentially the same as today’s
Microtome.
Motor Assist Bands
An electronic strap attached to damaged limbs of patients
which increase the neurological impulses provided by the patient to the
damaged limb. Useful for rehabilitation.
Neural Transducer
Medical devices that provide the same function as the
Motor Assist Bands above, but are temporarily and/or permanently implanted
in patients to increase transmission of neural impulses from the brain to
whatever area of the body the Transducers are attached to. They are
frequently used for spinal cord damage patients.
Neural Stimulators
An instrument used to stimulate the Central Nervous System
of a patient. They are frequently used to help in attempts to revive
unconscious and/or comatose patients.
Physiostimulators
Used to increase metabolic functions in patients that show
a decrease of those functions.
Plasma Infusion Unit
An instrument used for transfusions of blood, blood
plasma, and/or electrolytes into patients that need them. It is used the
same way blood transfusions are today. The Plasma Infusion Unit also
provides filtration of the material to be delivered.
Protodynoplaser
A device used to help in patient condition stabilization.
Consider it to have the power of Healing.
Psychotricorder
Similar to the standard Tricorder, the Psychotricorder can
also be used to record past memories of a patient. Typically it is used to
retrieve memories within the last 24 hours. See info on the Medical
Tricorder and/or Tricorder for any further info.
Somnetic Inducer
A device used to induce sleep. Otherwise similar to the
Alpha Wave Induction unit above.
Sonic Separator
A device used to separate tissues into very fine bundles.
It is primarily used in brain operations, but is also useful in other areas
of the body which have very small or very delicate parts.
MEDICINES
The variety of medicines available in the Trek universe is
staggering. Just consult recent "Physician’s Desk Reference" volumes, and
extrapolate a few hundred years, mixing in the contributions of several
dozen alien civilizations, and the list is truly astronomical. Medicines
available will probably range from traditional chemicals to substances that
stimulate natural functions to tailored bacteria and viruses to
nanotechnology. The following is a small sampling of the kinds of
medications that are available to the Chief Medical Officer. Unless
otherwise noted, medicines are generally effective for about 24 hours per
dose. The GM and the CMO should feel free to add to this list as new
medicines are developed, either in the campaign, or in the shows. In cases
where there is more than one type of drug for similar conditions, the
"other" drug is used if the patient is known to have an allergic reaction to
the first drug.
Anesthezine
This is an inhalant that can be used as a general
anesthetic, but is more often used by Security as an intruder control
measure. The victim saves versus HT minus the number of turns of exposure or
immediately falls unconscious. They will remain unconscious for 30-HT
minutes after exposure to the gas ceases. If the victim remains awake, he
will lose one point of Fatigue per turn until unconscious.
Benjisidrine
An anti-arrhythmic used to regulate some heart conditions.
Adds +2 to First Aid/TL or Physician/TL rolls when trying to stabilize a
patient suffering from an irregular heartbeat.
Chloromydride
A cardio-stimulatory drug used where Inaprovaline is
ineffective or may cause allergic reactions. Adds +2 to First Aid/TL or
Physician: (race) attempts to revive a very recently deceased patient. It is
usually used in concert with cardial and neural stimulators for additional
benefits. Successful use by the physician allows the "dead" character a new
roll on HT to revive.
Cordrazine
A powerful stimulant that will usually revive a stunned or
unconscious patient completely. Roll versus HT+5 to regain consciousness.
Additionally, the drug restores a full 1d of Fatigue loss. Cordrazine also
adds +2 to the skill rolls of doctors using First Aid/TL or Physician on
injured patients, as it helps to stabilize the patient’s condition.
Cordrazine is "tricky stuff" - overdose can lead to delusional paranoia, and
the drug is addictive. Treat overdosed patients as having +1 ST and DX, and
the added (temporary) disadvantages of Paranoia (pg. B35) and Delusion (pg.
B32). At the end of 24 hours, the patient immediately makes a save on HT to
come out of it. On a success, the patient immediately loses all effects, and
suffers 1d+2 Fatigue. Critical failures may mean that the condition is
permanent.
Corophizine
A general purpose antibiotic. This adds 1d/2 to the
effective HT of the patient attempting recovery from an illness. This drug
also adds +5 to HT rolls against infection in wounds. It has minimal side
effects and is non-addictive.
Delactovine
A common stimulant with few side effects. It is mildly
addictive. It restores 1/2d Fatigue loss and adds 1 to Speed. The medication
remains effective for a number of hours equal to the amount by which the
roll was made, but by at least one.
Dexalin
This is used to treat oxygen deprivation. If the patient
has suffered per the vacuum rules (GURPS: Space pg. 75), then Dexalin will
allow recovery from Fatigue (pg. B134) at 1 ST per minute, with an immediate
recovery of 3 points. Dexalin will also add +2 to HT rolls to avoid brain
damage. See the sidebar on Holding Your Breath (pg. B91) for related
information.
Dylamadon
This is a powerful neuroinhibitor used for painless
euthanasia. Dr. Crusher used this to kill Counselor Troi in the TNG episode
"Man of the People". Whether this is an accepted practice in the Federation,
or simply an alternative use of the medicine is up to the GM. Note: Dr.
McCoy also used euthanasia on his own father, and apparently incurred no
punishment (other than his own guilt feelings).
Formazine
A common stimulant that can cause irritability with
prolonged use (more than three days). Otherwise, it has the same effects as
Delactovine.
Hyronalyn
This medication protects against radiation sickness. One
dose halves the effective amount of radiation received, and a second dose
further halves that, and so on. Each dosage beyond the first risks Hyronalyn
poisoning, which could lead to permanent loss of 1 HT unless a successful
save against HT+4 (minus the total number of doses) is made by the patient.
Inaprovaline
A cardio-stimulatory drug that can also be used to
stabilize a weak but living patient’s condition.
Kayolane
This drug causes immediate unconsciousness unless the
patient saves on HT-4. The patient will remain asleep for 16-HT hours.
Leporazine
A general resuscitative.
Lexorin
A neurotransmitter inhibitor. This drug temporarily
diminishes IQ by 1 point per dose, but each dose also makes psychic and
psionic intrusions 1 point harder. Lexorin can also calm excited or agitated
patients. In greater dosages than 3 in 24 hours, the patient also begins to
lose DX, as the Central Nervous System begins to lose control of voluntary
functions. If IQ drops below 3, the patient must save versus HT for each
additional dose or go into CNS failure and die. If IQ drops to 0, failure is
automatic, and only emergency resuscitative procedures can save the patient.
Lexorin is mildly addictive, and causes the patient to feel overconfident
and happy.
Melorazine
This drug causes immediate unconsciousness unless the
patient saves on HT-6. The patient will remain asleep for 18-HT hours.
Memory Blockers
These are used to permanently block specific memories in a
patient. This is useful if a patient has seen something unpleasant, or has
been exposed to information that may violate the Prime Directive. The
administering doctor must save on Physician or Psychology for each
particular set of memories to be blocked. The patient may choose to remember
those blocked memories with a save on IQ-2 (minus the amount that the doctor
made his roll by).
Metrazine
Cardiac anti-arrhythmic. See Benjisidrine for guidelines.
Morathial
A general resuscitative.
Stokaline
A mild stimulant that will revive an unconscious or
stunned patient on a HT roll. It has no major side effects and is
non-addictive. However, patients quickly develop a tolerance to it. Each
time Stokaline is not effective, all future uses on that patient will be one
point less. This effect is permanent and cumulative.
Tricordrazine
A refined version of Cordrazine that lacks the delusional
paranoia side effects, but will only revive on a HT+2 roll. It is still
addictive.
Tri-Ox Compound
This drug helps to provide oxygen to blood in thin
atmospheres, or in cases of oxygen starvation. Treat as a respirator (pg.
S49) for the purpose of eliminating the Fatigue penalties in thin
atmospheres, and allows a +2 bonus to all HT rolls in oxygen poor
environments.
Tryptophan-Lysine distillates
These are more powerful antibiotics. They add 1d to the
effective HT of the patient, but at the cost of a slightly Fatigued state
(1d/2) that lasts until the treatments end. Tryptophan-Lysine distillates
add +6 to HT rolls against infections.
Vertrazine
Combats vertigo. This adds +2 to fight the effects of any
situation that causes dizziness. Characters who take this drug prior to
entering a zero-G environment make their space sickness roll at +4 (instead
of +2). If the character is already space sick, a new roll can be made with
the Vertrazine bonus without having to wait another 24 hours. Only one dose
will have effect in a 24 hour period. It has no side effects.
GURPS "Wonder Drugs" in Trek
Adders
These drugs raise a basic attribute. They could be
interpreted as a form of stimulant, but nothing like this has ever been seen
in Trek. They may be covert medicines used by some Special Ops forces, or
they may be seen as unethical by Federation scientists, or they may simply
not exist at all. The GM must rule on their inclusion.
Analgine/Painaway
We have seen painkillers administered, but I don’t recall
any names mentioned. Analgine is as good a name as any. I have included it
in the standard medical kit.
Anagathics
Available, but very rare. The Federation frowns on their
use.
Ascepaline
Temporarily restores HT to full. There appears to be
nothing like this in the show.
Anti-Rad
This is called Hyronalyn in the standard medical kit.
Crediline
This drug makes the user more likely to believe anything
that they are told. Its use has been superseded by more effective memory
blockers.
Genericillin
A powerful general purpose antibiotic. A wide range of
antibiotics is already available, although there is nothing about
Genericillin that makes it incompatible with Trek. If this antibiotic is
needed, use the rules given. I have given this drug the name of Panamyacin
in the standard Medical kit.
Gravanol
Gravity tolerance in a bottle. I haven’t seen anything
like this, and I’m not sure how this would work. I would say that this
doesn’t exist, but individual GM’s may rule that there is a stimulant
designed to do something similar.
Hypercoagulin
-Stops bleeding very quickly. This is unnecessary when
using Anabolic Protoplasers, although a version of this drug for localized
use on wounds in the field may exist.
Memory-Beta
This drug stimulates the users memory. It allows the user
to attempt to remember something that has been forgotten. Trek uses Memory
Blockers, so this would have to exist as a method for reversing the effect
of those drugs.
Morphazine
Puts patients into deep, dreamless sleep for 3d hours.
Other Trek drugs have similar effects.
Neurovine
This drug is an antidote for nerve poison. A drug similar
to this one has never been seen, but it would probably be easy to synthesize
a similar medication.
Purge
This drug cleanses the user’s systems of foreign
biochemicals, and neutralizes active drugs (including recreational drugs and
alcohol) within minutes. It is up to individual GM’s to decide whether this
drug is available or not.
Quickheal
Heals 1d of wound damage. This function is also duplicated
by Anabolic Protoplasers.
Rage
This drug gives the user double ST and the Berserk
disadvantage for 1dx10 minutes. This drug would probably be considered
unethical by Federation standards.
Revive
These wake up someone who is unconscious. I have chosen
Delactovine to have this effect. Smelling salts could probably still be
around somewhere.
Shaker
This is an experimental neurotransmitter enhancer which
increases HT, ST, and DX every 15 seconds, but decreases IQ by a similar
amount. Users also temporarily gain the Overconfidence disadvantage and the
High Pain Threshold advantage. This drug has not been seen during the show,
and would probably be considered unethical by the Federation.
Soothe
This drug tranquillizes the user. They are -2 to DX and
IQ, and -1 to Move. There are probably much better tranquillizers that have
been developed by Trek’s time.
Superstim
This restores 1d of Fatigue loss. The drug I have chosen
to have this effect is Tricordrazine. Cordrazine would have a similar
effect.
Suspend
Slows down all biological functions. This would be similar
to a Trek Stasis Field. It -might- even be effective after death. In
sickbays, a Stasis Field is used.
Tempo
Effectively gives the user the advantage of Combat
Reflexes. No drug similar to this has been seen on the show, but the GM can
rule on its use for Special Ops troops.
Torpine
Heals all damage after a 24 hour healing trance. Nothing
like this seems to be in use in Trek, although the Vulcans have a healing
trance that they use to do much the same thing for serious injuries.