Traveller provides for the skill medical. However, except for the notation that a character who has medical 3 is a doctor, little is given the details of using medical technology within the game. This is proposed system for implementing advanced medical rules within classic Traveller. As with all the rules posted on this site, referees should feel free to modify the rules for their own parrticular game.
A medic/doctor may heal damage equal to 2d6-7+ medical. Negative numbers imply no effect , a medic/doctor can always heal at least one point (assuming medical supplies are available) except in the case of a medical mishap. A roll of 2 on 1d6 indicates a medical mishap (malpractice?) and the doctor does 1d6-medical skill of damage (a good doctor can minimize medical mishaps). Note, the doctor can only heal points equivalent to the available medical supplies (usually a medkit). Also, a doctor can only treat an injury once per day.
Referees may wish to adjust the healing rate based on tech level. For example 2d6-15+TL+medical. Higher tech medicine can seem like magic, while at low tech, the physician can do little besides provide comfort and hope for the best.
Rate | Points | Notes |
---|---|---|
Base | 1/day | Character has sufficient food, water and shelter, and engages only in non-strenuous activities. |
Resting | 2/day | As above, and the character engages in no physical activity. |
Doctor | 3/day | As above, with medical support (med-2) present and at least basic medical supplies. |
The medkit is the basic tool for the medic/doctor. Generally they are described by size and points:
Type | Points | Wt (kg) | Cost |
---|---|---|---|
Small | 10 | 1 | 200 |
Medium | 25 | 3 | 400 |
Large | 50 | 10 | 600 |
Surgical Pack | 75 | 20 | 1000 |
Aside from the basic medkit, the medic/doctor (or any other character) has a variety of drugs available. These range from theraputic to performance enhancing to recreational: Of particular note is the drug ReGen. Appearing first at TL , this drug has the ability to signifigantly accelerate healing. At higher TL , more effective versions (ReGen II, ReGen III, etc.) are introduced. ReGen Plus can regenerate lost limbs, organs etc. In general, ReGen should/must only be administered by someone with medical skill.
Drug | Common name of the drug. |
TL | Tech level where the drug first becomes available. |
Base Cost | The unmodified cost of the dug. Other factors may raise or lower the common price (TL, Law level, etc.) |
Effect Lasts | The duration of the drug's effect. Dose Time The required interval between administrations of doses of the drug. Using a drug again without allowing for the full interval increases the chance of a negative reaction. |
Self explanatory. | |
Self explanatory. | |
Rolls 2d6 whenever a drug is used. A result of 2 indicates a negative reaction to the drug has occurred. Die rolls may be modified by ouside factors (see above). | |
Availability | The general availability of a given drug (on 2d6). Availability is modified by TL, Law Level, Streetwise and other skills. |