Medidcal Equpiment
I swear this oath by Apollo physician, and by all the gods and goddesses: In whatsoever place that I enter I will enter to help the sick and heal the injured, and I will do no harm.--Hippocratic Oath
Federation Medical Science has progressed to GURPS tech level 9, which includes human genetic engineering, tissue engineering, artificial wombs, and cybernetic implants [B512]. The ban on eugenics means human genetic engineering is used only to reverse damage, never to augment natural abilities. A cultural aversion to cybernetic implants means they are used only when necessary.
First Aid Kit
A Starfleet issue First Aid Kit is standard equipment for away teams who expect to be out of contact/transporter range of their starship. It contains bandages and various drugs for treating minor wounds. It gives a +1 (quality) bonus to First Aid Skill.
A First Aid Kit weighs 2 lb and is GURPS LC3 and TL9. The consumables cost $50 and are made up of the following.
- Analgine (5 pills): A single pill (30 minutes to take effect) will produce High Pain Threshold and Drowsy for (25-HT)/4 hours. $2/dose = $10. [BT 149]
- Broad-Spectrum Antibiotic (28 pills): This is a single two-week course that should take care of any bacterial infection. $10. [BT 150]
- Plasti-Skin Bandages (20 field dressings): The correct (successful First Aid role and 20 seconds) application of one of these antiseptic and analgesic patches will stop bleeding and restore 1 HP of damage. They are transparent unless a colored versions is specifically requested (e.g. for disguise purposes). $0.50/application = $10. 0.025 lb/application = 0.5 lb. LC4. [BT 124]
- Revive Capsules (4 capsules): Breaking one of these small capsules under the nose of an unconscious or stunned person will completely revive them on a HT+5 roll. They may fall right back to asleep again if they wish. $5/dose = $20. LC4. [BT 152]
Medkit
A Starfleet issue Medkit was often carried by Starfleet medical personnel on away teams [Medkit]. Within the side pouch and small bag were bandages, a hypospray, a reader tube, and various drugs for treating serious injuries. It gives a +2 (quality) bonus to First Aid Skill. It includes a supply of perflubron blood and allows Surgery at a -5 for improvised gear.
A Medkit weighs 10 lb and is GURPS LC3 and TL9. The consumables cost $200 and are made up of the following.
- Analgine (1 vial with 5 doses): A single dose will produce High Pain Threshold and Drowsy for (25-HT)/4 hours. $2/dose = $10. [BT 149]
- Antirad (1 vial with 2 doses): A single dose will provide Radiation Tolerance 2 for one day. $50/dose = $100. [BT 152]
- Broad-Spectrum Antibiotic (28 pills): This is a single two-week course that should take care of any bacterial infection. $10. [BT 150]
- Hypercoagulin (1 vial with 2 doses): Stops bleeding and restores 1 HP of damage in 1d+4 seconds. Additional doses within 24 hours can cause an overdose. $25/dose = $50 [BT 151]
- Hypospray (1 device): After a vial is inserted in the end of the hypospray, an injection can be administered even through clothing, but not through any DR.
- Perflubron Blood (10 packs with 0.5 pints each): A milky-white artificial blood substitute; requires a 50%/50% mix with water. Can be used to restore blood volume with no adverse side effects. Each half to full pint of (any good) blood will restore 1 HP due to blood loss. 1 lb/pint = 5 lb. TL8. LC4. [BT 131]
- Plasti-Skin Bandages (20 field dressings): The correct (successful First Aid role and 20 seconds) application of one of these antiseptic and analgesic patches will stop bleeding and restore 1 HP of damage. They are transparent unless a colored versions is specifically requested (e.g. for disguise purposes). $0.50/application = $10. 0.025 lb/application = 0.5 lb. LC4. [BT 124]
- Reader Tube (1 devise): Once placed near the patient's skin, multicolored lights provide numerous body readings, including the heart rate, pulse rate, body temperature, and blood pressure. It is also capable of detecting toxin levels in a patient's body. It can even be used to surgically remove small subcutaneous masses. [Reader tube]
- Revive Capsules (4 capsules): Breaking one of these small capsules under the nose of an unconscious or stunned person will completely revive them on a HT+5 roll. They may fall right back to asleep again if they wish. $5/dose = $20. LC4. [BT 152]
The above are the contents of a standard issue Medkit. Substitutions can be made on a pill for pill or vial for vial basis.
Drugs and Treatments
First Aid Kits, Medkits, backpacks, etc. may be stocked with the various drugs and treatments listed below, contingent on weight, volume, cost, availability, etc. Normally, they are only issued to Medical officers; non-Medical personnel generally content themselves with what comes in the Starfleet issue First Aid Kit.
Federation Drugs and Treatments
Drug | Effects | Side Effects | Form | Tech Level | Legality Class | Cost | Refn |
Adders | Adds +1/dose to ST, DX, IQ, HT, or Basic Move for (25-HT)/4 hours on a successful HT-1 x doses roll. On a failure, only +1 bump for only 1 hour. | User crashes by suffering a penalty for twice as long. | Pill, Injection | 9 | 3 | $25/dose | BT155 |
Analgine | Gives High Pain Threshold [B59] for (25-HT)/4 hours. Pill takes 30 inutes to take effect. | Subject is also Drowsy [B428]. | Pill, Injection | 9 | 4 | $2/dose | BT149 |
Antirad | Gives Radiation Tolerance 2 [B79] for one day. | | Pill, Injection | 9 | 3 | $50/dose | BT152 |
Anti-Toxin Kit | An antidote for one specific toxin. | Kit weighs 0.5 lb. | Injection | 9 | 4 | $25/10 uses | UT196 |
Bandage Spray | Seals and disinfects minor wounds and an analgesic; stops bleeding in 10 sec. Adds a +2 (quality) bonus to First Aid bandaging rolls. | Weighs 0.1 lb. (1 lb.) | Can | 9 | 4 | $15/dose ($150/10 doses) | BT124 |
Broad-Spectrum Antibiotic | +3 HT to recover from both bacterial diseases and infection. | Must make an additional Health check if a daily does is missed. | Pill, Injection | 9 | 3 | $10/two week course | BT150 |
Hypercoagulin | Stops bleeding in 1d+4 seconds. | Additional doses within 24 hours can cause an overdose. | Injection, Ointment | 9 | 3 | $25/dose | BT151 |
Mnemosin | Gives Photographic Memory [B51] for new memories and Eidetic Memory [B51] for past memories for 25-HT minutes. | | Pill, Injection | 9 | 4 | $20/dose | BT155 |
Plasti-Skin Bandage | An antiseptic and analgesic pressure bandage and/or tourniquet that takes 20 seconds to apply. | Weighs 0.1 lb. for a pack of four dressings | Patch | 9 | 4 | $2/4 dressings | BT124 |
Revive Capsules | HT+5 roll to recover from physical or mental stun or unconsciousness. | Subject must smell a broken capsule. | Capsule | 9 | 4 | $5/dose | BT152 |
Superstim | Restores 1d Fatigue Points for a HT roll of hours (minimum of one). | Additional doses are at a -1 penalty to the HT roll. When the drug wears off, all the fatigue +2 returns. | Drug, Injections | 9 | 4 | $10/dose | BT152 |