GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION TWO E - "TREK TECH" - PART FIVE - MEDICAL - PART THREE --------------------------------------------------------------- --------------------------------------------------------------- This is a description of how medicine and drugs in the Trek universe operate in GURPS game terms. This section has been revised by Michael DeLuca, and, other than some editorial changes, is mostly his work. Mike can be contacted at: psion@genie.geis.com. I would like to thank him here for his contributions to this sourcebook. Comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Two E - "Trek Tech" - Part Five - Medical - Part Three - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table Of Contents - Part Five ----------------------------- Medicines GURPS "wonder drugs" in Trek =============================================================== 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. (TNG: "Too Short A Season") --------------------------------------------------------------- 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. ===============================================================