Equipment:
Medical Tech
| Item | Cost | Weight |
|---|---|---|
| Autodoc | 15,000 cr | 400 lb. |
| Bioread sensor | 1,000 cr | |
| DeTox probe | 250 cr | 1/2 lb. |
| Diagnostic monitor | 300 cr | 1 lb. |
| Freeze suit | 1,000 cr | 10 lb. |
| Medkit | 120 cr | 5 lb. |
| MedStasis generator | 2,000 cr | 10 lb. |
| Prosthesis | ||
| Arm | 800 cr | 10 lb. |
| Forearm | 400 cr | 4 lb. |
| Hand | 250 cr | 1 lb. |
| Leg | 1,000 cr | 15 lb. |
| Foot | 300 cr | 1 lb. |
| Sonic mediscanner | 400 cr | 1 lb. |
| Synth matrix system | ||
| Flesh | 30 cr | 1 lb. |
| Organ | ||
| Eye | 75 cr | 1/2 lb. |
| Liver | 50 cr | 2 lb. |
| Ear | 50 cr | 1/2 lb. |
| Limb | ||
| Full | 400 cr | 10 lb. |
| Forearm | 200 cr | 4 lb. |
| Hand | 125 cr | 1 lb. |
| Toe | 50 cr | |
| Item | Cost | Delivery Type | Weight |
|---|---|---|---|
| Hypospray | 50 cr | Injection | 1/2 lb. |
| Medkit | 10 cr | Injection | |
| Drug implant | 100 cr | Injection | |
| Inhaler | 20 cr | Inhalation | 1/2 lb. |
| Dermpatch | 10 cr | Injection, contact | |
Autodoc: This cutting-edge device is designed as a substitute for the emergency medical facilities of a small trauma center or military infirmary. The integral datapad and diagnostic monitor allow the unit to diagnose most illnesses and traumas. Equipped with a wide variety of fully articulated medical instruments, sensors, imaging scanners, and pharmaceuticals, the autodoc is designed to stabilize and treat critical patients.
An autodoc immediately stabilizes a dying patient who is placed inside it. The patient is considered to be recovering with help for the purposes of regaining consciousness. Further, the patient recovers twice his level in hit points for each full day he remains in the autodoc.
Bioread Sensor: A few inches long and half an inch wide, a bioread sensor is a useful tool for medicine and law enforcement. These sensors use low-intensity lasers and a variety of imaging technologies to analyze a subject. Pulse, thermal patterns, and shifts in bioelectric fields provide clues that are interpreted by the device. It also records images and sound. At least a quarter of the subject's skin must be exposed for the biometric technology to work properly. This sensor is not as powerful as a behavior analyzer, but it has the ability to operate covertly at range. The lasers are visible to ultraviolet sensors.
A bioread sensor's data is normally piped to a datapad running a medical diagnostic program. The measurements may also be stored for later analysis.
DeTox Probe: This small device can be used alone or with a standard medkit. It incorporates an onboard computer with a large database of toxins and poisons. When pressed against the skin, it taps blood vessels and performs a rapid analysis, then injects tailored drugs and nanites. This injection provides a +4 circumstance bonus on Fortitude saves against poisons and radiation. This bonus applies only to saving throws against whatever poisons were in the body when the character was treated, and the protection lasts for 24 hours. Furthermore, toxins and radiation effects that linger in the body are flushed out, as chelating agents and binding nanites suffuse the patient's system.
This device also removes or neutralizes drugs (whether helpful or harmful) unless programmed not to. It will prompt the user when uncertain, particularly with possible medicines. Like a medkit, it is good for five uses, though replenishing the device only costs 100 cr.
Diagnostic Monitor: These devices are used to quickly and accurately assess a patient's medical status. When placed against the patient's skin, the diagnostic monitor samples a wide range of vital signs and prompts the attending medic with a condition summary and treatment priorities. A monitor gives the user a +2 circumstance bonus on Heal checks for first aid.
Freeze Suit: When all seems lost, this device provides some hope. A freeze suit looks much like a body bag with a large blue symbol to designate its purpose. The suit is similar to a MedStasis generator. The user steps into the bag and seals the front. A gas fills the bag, followed by a fluid. Shortly after the bag is sealed, the character loses consciousness; minutes later, the character dies.
The system immediately begins binding with the character's cells. The walls of the bag inflate and harden into tough, protective foam. An emergency beacon is included in the package, programmed before stepping into the bag (the default setting is to start signaling when the bag is activated).
When the bag is activated, the subject must make a Fortitude saving throw. The result determines her longevity. She may make a Heal check instead if she is able to administer the included preparatory drugs and procedures before starting the freeze. The Heal skill check can also be made by another character. In this case, the result of the Heal check substitutes for the Fort save to determine longevity.
The result is lowered by one for every 10% of the character's total hit points she has lost. Any ability score loss also subtracts directly from the result. Injuries or ability score loss that occurs after the initial freezing will adjust the result downward as well.
The character can be revived within a number of days equal to the save or check result. For example, if a character scored a result of 18 on the Fort save when the bag was activated, she could be revived at any time before 18 days have passed. Once the period based on the result passes, the character's spirit departs and she cannot be revived. Reviving a character in a freeze suit requires a Heal check with a DC equal to the number of hours that have passed since the suit was activated. The reviving character can take 10 on this check, if the situation permits, but cannot take 20.
An activated suit has a hardness of 10 and 30 hit points. It can be cut through carefully and peeled away with no ill effects. Suits are one use only and are inert after activation. After the suspension process is complete, the suit serves to identify and to protect the body from exposure or casual damage.
Freeze suits can be used as a "passage of desperation" aboard starships. A character may buy a suit and use it, paying only 10 cr a day for passage on most vessels. Captains will take responsibility for picking up the suited character and delivering her to an appointed destination. The actual freezing and reviving is arranged separately.
Many technological worlds are desperate for any chance for a better life. Personnel-starved colonies are equally desperate for cheap colonists. Some companies take advantage of this circumstance, arranging cheap freeze passage. Many charge both those arranging passage and the colonial governments. The fact that a certain percentage of these colonists do not survive the trip is a risk the companies are willing to take.
Medkit: Medical kits are found in the packs of most every explorer, soldier, and adventurer. They are small and easy to use and offer a wide variety of useful emergency medical supplies. A medkit grants a +4 circumstance bonus on Heal checks. It contains enough supplies for five treatments, after which it must be replaced or replenished.
MedStasis Generator: There are situations in which poison or injuries cannot be dealt with right away. In these cases, it may be useful to put a character in stasis. The subject can then be treated later under more favorable conditions. A MedStasis generator is a small box attached to a folded-up stasis web. The web, a thick fuzzy material, must be wrapped around the subject before the generator can be activated. It takes one person 2d4 rounds to secure the subject. Additional personnel can speed this process up (reduce the required time by one round per additional person).
Once activated, the web expands, tightening around the subject and forming a protective cocoon (hardness 10, 40 hit points). A standard generator can be applied to characters of Large size or smaller. Larger versions are rare. The stasis web can only handle one person at a time.
A subject in stasis ages at 1/100th the normal rate. The web provides the minimal oxygen and energy needed for the character to survive. If the character was dying when the unit was activated, the condition is stabilized automatically. Any saving throws to resist poison, disease, or other conditions gain a +4 circumstance bonus. Magical effects are unaffected unless directly tied to biological processes.
Unfortunately, stasis is not healthy. A daily Fortitude save (DC 10 + 1 for each day spent in stasis) is made once the character is out of stasis. This save must be made once per day for a period equal to the duration of stasis. A failed save indicates that the DCs of any Heal checks made on the character that day are increased by 5. The same increase applies to poison or disease saves. In addition, the character is treated as fatigued. If the character has no injuries or other illnesses, two consecutive Fortitude saves negate the lingering effects of stasis. The lesser restoration spell also removes the effect.
Under emergency situations, a Use Device check (DC 5) is required to apply a stasis web. Otherwise, the task is automatically successful. A character may apply the stasis generator to herself, though the DC increases to 10.
MediStasis requires a minicell for 60 days of operation. A heavy cell or a connection to a vehicle power supply can extend operational limits indefinitely.
Prosthesis: Prosthetics are far more advanced than simple wooden legs and mechanical arms. Technology allows living beings to replace or extend their capabilities. Modern society typically frowns upon voluntary prosthetics, and those with many obvious replacements are often treated like soulmechs.
Replacement of parts with equivalents costs twice as much as the synth matrix treatment. This type of prosthetic is common. Most replacements attract little notice, but artificial eyes brand the character as suspicious or abnormal.
Sonic Mediscanner: This device uses sound waves to map a patient's body. It can be installed into an autodoc or used as a handheld instrument. Though often networked to other systems, when used alone the scanner has a display and software to interpret and display results.
A sonic mediscanner provides a +2 circumstance bonus on Heal checks. When combined with a diagnostic monitor or other devices providing a circumstance bonus, the bonus for the sonic mediscanner stacks. However, a complete sweep with the mediscanner requires a full-round action, in addition to the time needed to use other medical devices and supplies.
Synth Matrix System: There are some medical conditions that lie far beyond the abilities of normal healing and medicine. Acid or flame can cause permanent injuries, and explosives can destroy or remove limbs. Common medical procedure is to apply a matrix of synthetic flesh, which guides a regenerative process. Once the flesh is replaced and strengthened, the synthetic flesh peels off.
The only problem with such treatments is that large-scale damage still leaves a character handicapped and often bedridden during the lengthy process. The synth matrix system allows a character to use an artificial replacement that simultaneously stimulates healing and replaces function. In each case, the effects of the damage are halved while healing is underway. It takes time to generate a synth system, but common replacements are stocked ahead of time. Synth matrix can be adapted to most races. Cost is the same for smaller or larger organisms. Truly unusual races (like half celestials or intelligent plants) require special orders, which may cost as much as 10 times normal.
Applying synth matrix to treat temporary ability score loss requires a Heal skill check (DC 10 + ability points lost). Ability score loss returns at double normal rate. Normally, characters do not bother with synth matrix for internal damage, as it is typically easier to simply wait out a few days in a hospital. Still, sometimes a character needs to be patched up quickly.
With permanent ability score loss, missing limbs, or damaged organs, the DC for the Heal check is 20 + ability points lost. An entire missing arm or leg is considered DC 30. Only one roll is allowed for a given condition. If recovery is impossible, characters are likely to opt for prosthetics instead. This procedure allows normally permanent damage to return at one point per month.
SynthFlesh matrix is useful for acid, burns, and other surface damage. Charisma damage due to such effects is halved while the ability points are recovered. It takes an hour to generate synthflesh for most uses, and two hours for a full-body skin graft. Applying synthflesh takes about five minutes.
SynthOrgan matrix is used for blindness, deafness, lungs damaged by inhalation of fumes, or other organ failure. Effects and penalties are halved while the damage is healed. The same applies to loss of Constitution or other factors due to the effects of toxins and disease. It takes eight hours to generate a replacement organ. The operation takes one to two hours.
SynthLimb matrix replaces hands, arms, and legs. It typically takes five to 10 months for the healing to be completed. A single missing leg might reduce a character's speed to 1/4 normal with a crutch. With a synthlimb replacement, speed is 3/4 normal and running is possible. Two replaced legs would halve the patient's speed, but running is still possible. Arm or hand replacements suffer a –2 penalty on attack rolls and Strength- or Dexterity-based checks until the limb is healed fully.
Note that a patient must pay the full price, even if an operation fails. Some health providers may charge a higher price for the operation but offer a discount if the operation fails. Synthflesh is often cheaper than a regeneration spell and is especially useful when divine magic is unavailable.
Hypospray: This is a simple tool that delivers medicine into the patient's bloodstream without puncturing the skin. The device uses chemicals and electricity to numb a patch of skin and increase its permeability. It can be set to deliver a drug into surface tissue or to find a blood vessel. Standard medkits come with this device. It can also be purchased separately and is popular with those interested in recreational drug use. Using a hypospray is a move action. The medkit version is disposable and must be replaced after 3d4 injections.
Drug Implant: This device is surgically inserted into a patient. It has a small, almost unnoticeable port for refills (Search DC 30). It can be programmed or monitored by a separate device. Drugs are administered in response to physiological conditions (the beginning of combat marked by increased adrenaline levels, loss of a certain number of hit points, etc.) or according to a time schedule. The implant reservoir can hold up to six standard drug doses. Each dose can be a different drug and handled with separate parameters. The device is about an inch in diameter, most of which is accounted for by the drug reservoir. The components of the implant itself are highly miniaturized.
It is also possible to put poisons or infectious material into a drug reservoir, making an impromptu "biobomb." With appropriate triggers, it could be resistant to tampering and activated either after a set amount of time or in response to a signal.
Such devices are common for both medicinal and recreational use. Some military personnel use implants for boosters.
Inhaler: This is a simple device that delivers inhaled drugs. An inhaler can be built into a helmet or other equipment. The internal reservoir is designed to prevent residue buildup and can hold up to 100 doses. Disposable inhalers, capable of holding 50 doses of a drug, are available for 1 credit. Using an inhaler is a move action.
Dermpatch: This is a simple fabric and gel matrix that can be adhered to the skin. It has no electronics, relying on chemicals and designed polymers to produce the desired effect. It can meter out drugs constantly or at fixed intervals and can react to basic physical conditions. Gross physical injury can be detected through chemical changes in the skin. A patch can hold up to 10 doses of a drug and may contain a mixture of drugs with different delivery requirements. Activating a patch that is already on the character is a free action. Placing a dermpatch requires a move action.
