Date: Sat, 18 Mar 1995 22:09:35 -0800 From: Bill Knight - De Oppresso Liber Welcome to another addition of Mr. Bill's famous Starwars Stuff Factory. Today's special is Medical equipment (namely drugs). Several years ago when I was playing Space Opera and Spacemaster I was impressed with the work FGU and ICE had done. Inspired by them so I worked up my own list for use in Traveller and Starwars. AND here it is. BTW (By The Way), I only did a cursory check for typos so if ya see one, please let me know so I change it in the file itself. Again, BTW, this is a long document. About ten pages or so. B) So, if you don't wanna scroll through that much stuff. Kill the file now. Hope you can use it. -Bill Knight ANWTK@acad2.alaska.edu _+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_ Begin File Medical Function Bed (Medbed) The ultimate in medical technology and a vital tool for all exploration and adventure parties lacking a qualified surgeon or medtech. The medbed is a large, bulky (2 x 3.5 x 2.5 meters) pedestal mounted machine that resembles a square coffin with a glassteel extending half way down it's top. In the base of the medbed is a medical analyzer from Diamond Corp (model Mk. 20) filled with complex medical/surgical programs, along with general physiological on any species programmed into it. The degree of programming in a medbed makes it a qualified surgeon/medtech and as such, it must be inspected and tested by qualified medical inspectors on a periodic basis. In addition to have the necessary skills to operate, the medbed has all the necessary tools and drugs to perform a wide variety of surgeries. The medbed design is a slab with a scanner and a diagnostic computer located in it's bottom with side panels containing surgical tools, while the lid and headboard section contain additional tools and the pharmaceutical supplies. An optional pharmaceutical attachment is available. The medbed is activated by the presence of a body being laid inside it. An initial scan is preformed to determine whether the occupant is near death, if so, a cryostasis field is formed around the occupant so further deterioration of the body is relatively halted. Medbed cryostasis is a safe and approved method, authorized by the Imperial Medical Regulatory Board. Those placed in cryostasis have a only a 01% risk of attribute loss (as opposed to long term storage in commercial travel cryostasis which is 10%). If the occupant is not near death, another scan ifs preformed to determine what actions need to be taken, the medbed will decide what course of action to take. After the patient is stabilized, the medbed will conduct additional actions if more repair is needed. The medbed is by no means in-expensive. In addition to the initial outlay of credits for the machine, the buyer must purchase drugs to fill the pharmaceutical section as well as the species directed programming for the scanner and diagnose unit. With the basic programming that comes with the machine, a basic medical profile can be obtained of any near human creature (takes about 1 hour). With proper software, a complete medical profile can be obtained (takes about 2 hours) and stored in the medbed's computer. With a basic profile on anyone, the medbed operates at Medical 9D. With a complete profile, the medbed operates at Medical 14D. Model: Diamond Corporation's Medbed NineWun-A Bee Height: 2 meters Length: 3.5 meters Width: 2.5 meters Skills: With no or basic medical profile -Medical 9D With complete medical profile -Medical 14D Alien Races 5D Cyborging 5D Equipped with: Medical scanner and diagnostic computer Surgical tools Pharmaceutical dispenser Cyrostasis generator Cost (On a Core World planet): 600,000 Imperial Credits (On a Frontier planet): 2 million Imperial Credits MedButton Applicator Unium Medical Laboratories stormed into the commercial medical market with it's Button technology. The concept was simple. A hand sized device with a micro analyzer in it along with a medicine dispenser. Over the years, Unium's Button applicator has been refined; now, it is palm sized with a micro- analyzer the size of a matchbook. To use, the applicator is fed a cartridge of twelve (12) buttons and the device is pressed against the skin of a patient. The micro-analyzer determines what dosage should be used (unless preset by the user) and from one (1) to twelve (12) buttons are "slid" into the patient. The buttons are 1 cm dots are slipped in under the skin by means of a minute laser scalpel inside the applicator. The button is then slipped into the cut and the scalpel then cauterizes the cut. The whole process takes approximately three (3) seconds. The button then dissolves into the blood stream. Time for infusion is based upon the coating of the button (which ranges from immediate to hours). The applicator itself has only a small power pack for the analyzer, all other energy requirements come from the power cell built into the button cartridge. Each cartridge contains enough power for each button it has. Cartridges are generally re-usable but must usually be refilled at a pharmacy, medical center, or the factory. Weight: .2kg Cost: 60 Imperial Credits Internal power cell is good for 50 analysis's MedButton Auto Applicator A device originally designed for the military, this has become quite popular with explorers, adventures, and rebel troopers. Working from Unium's original applicator, Blue Crescent Medical added an additional powercell, a monitor and attachment package which allows the device to be attached to a person's body (usually the arm or leg) so that the applicator can automatically dispense buttons into the wearer's system. The monitor is capable of being set so that upon a specific time or condition, buttons are dispensed. Patients have used the Auto Applicator for regular medication, and combat troops have programmed their applicators to function when they're wounded or near death. Some applicators have been modified to allow the wearer to use verbal commands to activate the Auto Applicator. Weight: .4kg Cost: 170 Imperial Credits (In the Core Worlds) 320 Imperial Credits (Priced on several Rim Worlds) Buttons There are countless types of buttons but most have something in common. All have an addiction factor ( the drug that's in the button will determine how much of an AF). If a specific button type is taken more frequently than one (1) per hour or the drugs maximum allowance AND on a continuous basis (depends of the drug type) then the user must make a successful Strength roll above the given drugs Addiction Factor. Each successive time the drug is taken within a given hour adds +2 to the Addiction Factors total. "Addiction" can range from a dependence on the drug/button, to a lose of the buttons effectiveness, to death, or permanent damage. All most all buttons cartridges come with ten (10) buttons in it, but cartridges of fifteen (15) and twenty (20) have been designed for the military. The cost listed below each button type if for a pack of ten (10), then fifteen (15), and finally twenty (20). All prices are as if the buttons were bought on a Core World. Prices will be higher in the Rim. All prices are in Imperial Credits, check local exchange's for rates in local currency. Amthorbine (nerve agent antidote) A near-universal nerve agent antidote for approximately 60% of known species (including humans, Wookies, Twi'leks, Sullustans). Each button will increase the user's resistant to nerve agents by +6/-6 for 25 hours. Those who fall prey to nerve agents and still live can be treated with Amthorbine. This requires a skill of First Aid 3 or Medical 1. Maximum Normal Dosage: Twice (2) a week Addiction Factor: 5 Cost: 230/ 340/ 460 Anacept Centuries of bio-chemical research have fine tuned this contraceptive till it's 100% effective. There are two versions available: Male/Female (the women's version lasts one and a half as long as the males). A dose of either version (taken at least 15 minutes before intercourse) will effectively render the user sterile (males -100 hours, females -27 days). Easily purchased over the counter on most worlds, the manufactures of this drug have taken much abuse from some religious groups. Maximum Normal Dosage: None Addiction Factor: 2 Cost: 200/ 0/ 0 Andrex Originally designed for combat troops, this drug will increase the users damage resistance by 50% and double the number of fatigue points available to the character. Andrex lasts for one (1) hour. Maximum Normal Dosage: Once (1) a day. During the recent Span War, Coalition forces used Andrex for combat pilots and SF troops on a regular basis -Up to three (3) doses a day. Addiction Factor: 7 Cost: 550/ 0/ 1000 Baztine I (hair growth suppressant) Commonly used by male spacetravellers who don't wish to deal with the hassle of shaving while in space. This is often given to inmates at Imperial penal colonies as well. Retards hair growth for 100 days. Maximum Normal Dosage: None Addiction Factor: 2 Cost: 15/ 20/ 25 Cellulite Not really a drug, but a micro-organism contained with a special digestive liquid. One dose of Cellulite will allow the user to digest rough cellulose for a day. This has proven to be a standard staple in the survival kits of most Scout and exploratory parties that visit planets with little vegetable matter. Maximum Normal Dosage: None Addiction Factor: None Cost; 650/ 750/ 900 Crelenex Easily available over the counter on most worlds, one dose of Crelenex will completely relieve all symptoms of the common cold/flu for 25 hours. Maximum Normal Dosage: Three (3) times a week Addiction Factor: 4 Cost: 15/ 0/ 0 Dosaline (sedative variant) Functions same as Luryaline but with certain side effects. Sleep patterns are inhibited and the user awakens after 1/4th the normal sleep time but fully rested and can function as normal. Maximum Normal Dosage: 2 per day Addiction Factor: 9 (symptoms of this are mental deterioration, - 5 permanent to Knowledge, Perception attributes for every additional use after a failed AF roll). Cost: 60/ 90/ 120 Enelorij (stimulant) Aides one in staying awake. This adds 2 points to Perception and related rolls. Prolonged use of more 72 hours without an equal amount of rest causes a deterioration in all stats at the rate of 1 per hour until a full rest is taken. Maximum Normal Dosage: 3 per hour, 3 times a day Addiction Factor: 8 Cost: 20/ 30/ 40 Fir-Queline Heals ten (10) points of damage with two (2) rounds. Maximum Normal Dosage: No more three (3) times a day. Addiction Factor: 7 Cost: 1500/ 2000/ 2500 Giagorex III Easily available as an over the counter drug in the Empire, Giagorex III completely relieves all the symptoms of minor muscle tension and headaches. Maximum Normal Dosage: Three (3) times a day Addiction Factor: 2 Cost: 10/ 15/ 20 Helosine Often used by military physicians, Helosine is a highly effective painkiller and stimulant. It does not heal any damage, but it does greatly reduce the user's sensitivity to pain for six (6) hours and increases their endurance by two (2) for six (6) hours. The only problem with Helosine is it's high addiction rate. Maximum Normal Dosage: None Addiction Factor: 14 Cost: 1000/ 1500/ 2000 Hemoflux (specific stimulant) Hemoflux induces the liver and spleen to accelerate the production of blood, enough to completely replace the blood supply within two (2) hours. The user must be kept hydrated constantly while the drug is being used and for 25 hours afterwards. The user will also be at -6 to Strength for the next 25 hours as well. This is mainly used for injured patients with blood loss. Maximum Normal Dosage: Not normally prescribed, but no more than once (1) a week. Addiction Factor: 2 Cost: 120/ 0/ 300 Hyravol While most people are immune to hyperspace sickness, some do suffer from it. Hyravol counters the side effects of nausea and disorientation which may accompany hyperspace travel. Maximum Normal Dosage: None Addiction Factor: 3 Cost: 20/ 30/ 40 Jeledrine A difficult drug to get on most worlds, it is illegal to use in the Empire. Through a mostly unknown method, Jeledrine increases a force users endeavors by +/- 3. The drug lasts for 1 standard Imperial hour. Taking more doses will increase the duration, but not the modifier. Maximum Normal Dosage: 0 (Outlawed) Addiction Factor: 5 Cost: 0/ 0/ 0 (Outlawed) 2000/ 4000/ 0 (Prices seen in the Frontier) Luryaline (heavy sedative) Brings about immediate unconsciousness for two (2) to four (4) hours. Maximum Normal Dosage: 3 per day Addiction Factor: 6 Cost: 50/ 75/ 100 Mertin I through V (anti-radiation treatment) Mertin has been proven as an effective treatment against radiation poisoning. Mertin will cure or reduce the effects of radiation by 1-5 points per Mertin #. Mertin I can cure/reduce 1-5 points radiation damage. Mertin II does 2-10. Mertin III does 3-30. Mertin IV does 4-40. Mertin V does 5-50. This drug was originally designed for the inmates of the Astorian penal colony Vastor who were exposed up to 60 points of radiation damage a day. Maximum Normal Dosage: None Addiction Factor: 2 Cost: Mertin I -100/ 150/ 200 Mertin II -200/ 250/ 400 Mertin III -300/ 0/ 600 Mertin IV -400/ 0/ 800 Mertin V -500/ 0/ 1000 Myrine (sense enhancement) Use of this drug will expand the user's vision slightly into the infra-red and ultraviolet spectrum, allowing the user to see other light waves. Proven effective enough for night travel. Anyone using Myrine in the daytime with the sun out will be virtually blinded though (some form of protective eye wear must be worn). Duration is about 2 hours. Maximum Normal Dosage: None Addiction Factor: 4 Cost: 60/ 0/ 80 Nomex (recreation stimulant) With only a duration of an hour, this drug produces a high euphoric effect in the user. Maximum Normal Dosage: None Addiction Factor: 8 Cost: 30/ 45/ 50 Perlene (stimulant) Perlene was designed originally for combat and para-military troops. Using one button will allow the user to operate at full efficiency for a 25 hour period without rest and minimum nutrition. After much investment and refinement, the drug is now safe enough to were several continuous buttons may be used to extend wakefulness; however, after use of Perlene, a full sleep period must be taken along with an additional four (4) hours for each consecutive 25 hour period that the user used the drug to keep awake in. Maximum Normal Dosage: Astorian SF troops have been know to take 12 doses in a row with a minimum of side effects. Prescribed doses are one (1) a week. Addiction Factor: 6 Cost: 150/ 200/ 300 Qualone This drug is really a micro-organism. Within 20-60 after being released into the bloodstream, the micro-organisms attack and destroy ingested toxins (such as alcohol) while other organisms work on cleaning out the digestive and circulatory systems. Maximum Normal Dosage: Once (1) a day Addiction Factor: 5 Cost: 600/ 800/ 0 Rebillis This drug is outlawed in the Empire. Use of this drug allows force sensitive individuals to "see into" the future (about 5 minutes worth). A roll on 2d6 must be made. If it's above 9, then a vision of the future is seen. Between 7-8 a hazy, hallucinogenic vision is had. If below 8, then nothing is seen. Maximum Normal Dosage: None (Outlawed) Addiction Factor: 5 Cost: 0/ 0/ 0 (Outlawed in the Empire) 1000/ 1500/ 0 (Prices on the Frontier) Rejuvixi (regenerative) With the advance in medical science it was only time before regenerative drugs were developed. Rejuvixi is such a drug, and an expensive one it is. It allows the user to actually regenerate lost limbs. It is a time consuming task though: the regrowth a finger can take up to three standard Imperial weeks; an arm or leg can take 100 to 140 days. The regrown limb is a perfectly working limb, virtually identical to the original, natural one. The area of body being regrown determines the number of buttons to use. A finger takes one. A hand takes three, an arm takes six, a leg takes eight, tentacles vary from two to eight. Maximum Normal Dosage: None Addiction Factor: 2 Cost: 1000/ 1500/ 2000 Strazeline (heavy stimulant) A very powerful short term stimulant often used by combat troops. Allows the user to make two (2) non-action movements every round for four (4) rounds without penalties. Maximum Normal Dosage: 1 per hour, three times a day Addiction Factor: 9 Cost: 200/ 300/ 400 Torkeline (healant) Relieves 1-10 of accumulated stun wounds Maximum Normal Dosage: 4 times per day Addiction Factor: 5 Cost: 250/ 300/ 500 Tricaleen Compound A universal poison antidote. Allows an +5 to most rolls against poisons. Maximum Normal Dosage: None Addiction Factor: None Cost: 100/ 150/ 200 Tyreline (lifekeeping) Strictly an emergency drug to used when a Portable Preservation Unit is unavailable. The instant the button is infused, the patient's body is chemically "frozen" and will not deteriorate further. The Tyreline chemical compounds minimize the amount of oxygen required for the brain, heart, and cells so that "death" does not occur. This condition can be allowed to continue for a maximum of one hour before the brain begins to deteriorate. If the body is taken to a proper medical unit in time, a dose of Vaseehyrdaline. The patient must then make a Strength roll to avoid dyeing from the system shock. Maximum Normal Dosage: Once (1) per day Addiction Factor: 14 Cost: 5000/ 7500/ 10,000 Vaseehyrdaline (system stimulant) Used to bring patients out of cryostasis. Maximum Normal Dosage: Not normally prescribed. Addiction Factor: 2 Cost: 100/ 150/ 200 Virexane IV (anti-viral) A common antibody, anti-viral drug. Almost immediately after use, the virexane surges through the users body, hunting and killing most viral strains. The user is allowed one additional role against an infection each time this drug is used with a +5/- 5 modifier. Virexane takes about an hour to clear out the system, if the user's system isn't, then another roll at +2/-2 every hour until successful (or until six hours have passed). Additional dosages may be used, but are at a +4/-4 modifier when used against the same virus. Maximum Normal Dosage: Twice a day Addiction Factor: 2 Cost: 20/ 30/ 40 Urtazox (recreational depressant) A hallucinogenic drug that produces soothing dreams and visions in the user for up to three (3) hours. Maximum Normal Dosage: None Addiction Factor: 9 Cost: 60/ 0/ 0 Zaline Heals 30 concussion points over a space of six (6) rounds Maximum Normal Dosage: Twice (2) per day Addiction Factor: 4 Cost: 1000/ 1500/ 2000