Future Imperfect - Medical Supplies

From benscondo.wiki-rpg.com
Revision as of 20:18, 19 June 2016 by Jason (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

What follows is a sampling of some of the medical technology available in the known universe. The list is not exhaustive, and the available and cost of the listed items may vary wildly depending on location.

TKM THANOKALAMINE: The drug TKM will arrest decay of all body tissue, including the brain and nervous system, for a period of 24 hours after death. Repeated injections every 24 hours can continue the stasis effect until the victim is brought to a facility with Revival capability. Styrette mass = 5gm or I kg per 200 styrettes. Cost = CR 10 per styrette or CR 1750 per 200.

AB ANTIBIOTICS: Drugs capable of negating the chance of a wound becoming infected with Terrantypes of micro-organisms unless the wound is continually exposed to filth, etc. AB drugs have only a I0%-60% chance of protecting against alien microorganisms. Styrette mass = 5gm or 1 kg per 200 styrettes. Cost = CR 1.50 per styrette or CR 225 per 200.

XAB XENO—ANTIBIOTICS: Drugs capable of combating infection by alien organisms. XAB Drugs have 60%-100% chance of protecting against alien micro-organisms unless the wound is continually exposed to filth, etc. Styrette mass = 5 gm or 1 kg per 200 styrettes. Cost = CR 3.50 per styrette or CR 550 per 200.

APD ANTI—POISON DRUGS (ANTIDOTES): Drugs capable of countering the worst effects of poison. The APD antidotes correspond to those in Drug & Poison Effects (see Chapter XX). Styrette mass = 5 gm or 1 kg per 200 styrettes. Costs are the same as the poison countered, as given in 6.20. When purchased in lots of 200, costs are 75%.

ADD ANTI—DRUG DRUGS (ANTIDOTES): Drugs capable of countering the worst effects of soporifics and other incapacitating drugs. The ADD antidotes correspond to those in Drug & Poison Effects (see Chapter XX). Styrette mass = 5 gm or 1 kg per 200 styrettes. Costs are the same as the drug countered, as given in 6.20. When purchased in lots of 200, costs are 75%.

PKD PAINKILLING DRUGS: A series of drugs which prevent shock and permit a character who has suffered up to 75% damage from wounds to function as normal in non-strenuous activities for 6 hours. Mass per styrette = 5gm or 1 kg per 200. Cost = CR 1.75 per styrette or CR 80 per 200.

BSO BURN SALVES & OINTMENTS: All BSO preparations act to prevent loss of body fluids and development of infections when burned. It also deadens pain on affected nerve endings. If the victim has suffered less than 50% damage from burns, BSO enables the character to function normally in non-strenuous activities for 24 hours. Mass = 100 gm per tube, covering 3 wounds of burns. Cost = CR 10 per tube or CR 80 for 10.

ARD ANTI—RADIATION DRUGS: A drug which increases the capacity of the body to withstand the effects of exposure to high radiation levels without suffering radiation sickness. Chance of sickness/death are NEED SYSTEM by an application of ARD. Mass = 5 gm per styrette or 1 kg per 200. Cost = CR 4.50 per styrette or CR 725 per 200.

QRD QUICKTIME REGEN DRUGS: Quicktime regenerative drugs greatly speed healing. The drug affects the DNA complex of the patient’s cells and speeds up natural healing rates and body defenses against infection. One application of QRD along with a nights rest reduces one wound one level. Maximum one application per wound. Mass = 5gm per styrette or I kg per 200. Cost = CR 35 per styrette or CR 5750 per 200. Only one dose is required per 3 recovery days or part thereof.

TEMPO: A high-energy drug which artificially restores all concussion threshold (CT), Tempo is a powerful but potentially dangerous chemical. While under the effects of Tempo, the character immediately recovers all CT, and recovers 2 further lost CT each action. Duration is 8 hours. At the end of the 8-hour period, the user must check Fortitude (TN 7) each hour for the next four hours. If he fails, he immediately falls unconscious for 12 hours (plus 12 more for each successive failure). If the character is awakened by artificial means, there is 25% chance of cardiac arrest. Cost = CR 15 per pill.

EXPEDITOR: A short-term high-energy drug which restores 3d6 CT and stress. After 1 hour, the character must test Fortitude (TN 7) or fall asleep for d4 hours. If the character is awakened by artificial means, there is 25% chance of cardiac arrest. Cost = CR 4.50 per pill.

STIMULANTS: Drugs which can revive unconscious patients (caused by shock, stun beams, etc.) in a few minutes after application, Stimulants are effective upon the victim’s passing a Fortitude check, TN 5. Each additional dose administered within an hourly period carries a 10% chance (cumulative) of producing a cardiac arrest. Mass = 5gm per styrette or I kg per 200. Cost = CR 1.25 per styrette or CR 200 per 200.

ANTI—AGATHICS: Anti-aging drug, which acts by cleansing the body cells of ageing poisons. One dose negates the effects of aging for one year. Cost = CR 2500 for one treatment, administered over one week at a Regeneration Center.

IMMORTALITY BETA: An extremely rare anti-agathic dating to forerunner times which arrests aging at 21 phsysio-years, reducing the patient’s age by 1 year per month if he is over the 21 Terran year threshold. Once administered, Immortality Beta remains effective for 20 Terran years. Cost = CR 50,000.

IMMORTALITY ALPHA: Even rarer than Immortality Beta, this antiagathic stops aging at 21 physio-years as well. Once administered the recipient will not age at all for an estimated 1000 years. Resistance to most diseases is total. Healing rates are tripled over normal values (but not for Quicktime). The recipient also has a 90% chance of regeneration after any death, unless the brain has been damaged or the body has been totally burned, disintegrated, etc. Such drugs are not readily available anywhere and must be ‘found’: Cost = CR 250,000+ on the open market, if available.

PMP PERSONAL MEDIPACK: About the size of a large package of cards, the PMP is usable by anyone. It contains 1 large field dressing to staunch serious wounds, 6 bandages, 2 styrettes of PKD painkillers, 4 styrettes of AB antibiotics, and 2 packets of powered antiseptic. Mass = 40gm or 1 kg per 25 PMPs. Cost = CR 10 per kit or CR 200 for 25.

PXMP PERSONAL XENO MEDIPACK: Designed for service in alien environments, the PXMP is usable by anyone. It contains 3 large field dressings, 10 bandages, 5 styrettes of PKD painkillers, 20 styrettes of XAB Xeno-Antibiotics, 1 ARD anti-rad styrette, 1 tube of BSO burn ointment, 2 styrettes of Stimulants, and 1 Expeditor pill, as well as a vial of antiseptic. Mass = 400gm. Cost = CR 75 or CR 675 for IC. PXMP kits are standard issue to most space borne personnel and combat troops.

PMS PERSONAL MEDISENSOR: A small, flat, strap-on wrist unit about the size of a large wristwatch, the PMS contains a miniaturised Medi-computer that constantly monitors the physical condition of the wearer. The display presents the medical information on a holographic readout screen on the face of the unit. Most of the data is capable of interpretation only by trained medical personnel. If the sensor detects any damage or disease present in the wearer, it will register a warning signal. The unit also contains a charge of TKM Thanokalamine which will automatically inject into the wearer if clinical death occurs. A PC can take a 2-week course in the use of the Medi-sensor, and can read off the data so that he is able to administer the correct antidote for poisons detected in the wearer or know when to administer ARD anti-red drugs, etc. The unit is, in effect, a diagnostic system of a limited type. Mass = 100gm. Cost = CR 1500. Breakdown 1/5. Tech/8+.

MEDIJECTOR: A contact injection unit capable of containing 100 doses of any drug, antidote, etc. Mass = 250gm. Cost = CR 250 + drugs. Tech/7+.

DMS DIAGNOSTIC MEDI—SENSOR: A mini-computer/sensor system capable of monitoring body functions and rendering a diagnosis of standard conditions. It can be patched into a ship’s MediComputer if plugged into any communication device. Mass = 1.25 kg Cost = CR 10 000. Tech/7+.

FMK FIELD MEDIKIT: The Field MediKit contains 25 field dressings, miscellaneous bandages, a MediJector with 100 selected doses of drugs, 100 styrettes of PKD painkillers, 100 styrettes of AB antibiotics, 50 styrettes of XAB antibiotics, 5 styrettes of each type of poison antidote (total of 45), 5 styrettes of each type of ‘drug’ antidote (total of 45), 10 tubes of BSO burn ointment, 25 styrettes of ARD anti-rad drugs, 10 styrettes of Quicktime, a tube with 20 Tempo pills, a tube with 20 Expeditor pills, 50 styrettes of and a DMS Diagnostic Medi-Sensor. A set of laser scalpels, standard scalpels, surgical gut, needles, and laser wound stitcher complete the kit, along with 5 sets of splints. Mass = 5 kg, Cost = CR 6000.

DISPENSARY & SICK BAY FACILITIES: Extensive medical support systems are available with the large medical units. Comprehensive diagnostic capability is typically provided by a MediComputer, with each bed thoroughly equipped with a variety of monitoring and life-support systems. To detail the equipment available would require a substantial amount of space. Suffice it to say that a good supply of standard drugs are available, excellent surgical facilities, and very effective intensive care units. Dispensaries are limited in capacity, usually 4 to 10 patients, but sick bays can be equivalent to small hospitals. There will always be a few quick-freeze units aboard a ship to preserve patients in critical condition who would not otherwise survive until still more effective medical aid is available.