Traveller-digest      Monday, December 2 1996      Volume 1996 : Number 712



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Milieu 1200
Reformation of the Third Imperium after the Rebellion
RE: Campaign Idea: Hivers as "The Culture"
Re: World building (Hydrogen)
Re: Traveller-digest V1996 #711
Re: Alan Pursell's vacation notice...
Re: Ine Givar
It's here!
Ken's T4 House Rules (section 8:  Special Rules)
Ken's T4 House Rules (section 7 medical treatment)

----------------------------------------------------------------------

Date: Mon, 02 Dec 96 12:14:04 -0500
From: lewis@chara.gsu.edu
Subject: Milieu 1200

Hi,

A fair number of people have been talking about how militristic a game
in the RC setting would be. This doesn't have to be the case.  I am
running a campaign and so far the players have only gotten into one
fight. Their next adventure should have a little more action, but not a
lot. They will have to fight some robots and blow up a power plant.
After that there will be a political intrigue mission inside of the RC.  

Sure if you want you can run a campaign based on a squad of marines
blowing away TEDs, but it doesn't have to be that way.  You could do
the same thing in CT, How many merc tickets were published in JTAS? 
Those were pure military adventures.

As for Milieu 0 and 1200 being the same, they are similiar, but they do
have a different feel, and that makes a large difference.  I think they
are similiar enough that some adventures can be used in both settings,
and the tech levels are similiar, so I look forward to Starships and to
Central Supply Catalog.

Just some thoughts

Lewis Roberts
- -----------------------------------------------------------------
Q:What did Noah use to light up the Ark? 
A:Floodlights!        
       
lewis@chara.gsu.edu
http://www.chara.gsu.edu/~lewis/roberts.html
- ----------------------------------------------------------------- 

------------------------------

Date: Mon, 2 Dec 1996 12:24:27 -0500 (EST)
From: matth@homer.njit.edu (Matthew Harelick)
Subject: Reformation of the Third Imperium after the Rebellion

Hi: 

One way that the Imperium can be reformed is the introduction of
a very powerful new alien, intent on conquest of the Imperium. While 
the Virus was sort of a new alien, in reality it was too subtle. People
did not know it was coming until it was too late. 

If all of the factions knew that there was an alien of superior
technological capability, say tech 17 invading the Imperium, after
finishinng off, say the Vargr, all the factions would unite to fight
off the threat. 

If it is a very long protracted fight, say over the course of 25 years
or so, the faction leadership will probably change significantly 
enough that the division would not exist. 

- -- 
Matthew Harelick  matth@homer.njit.edu	http://hertz.njit.edu/~msh9848
Real-Time Computing Lab		       http://rtlab12.njit.edu/welcome.html
New Jersey Institute of Technology     http://www.njit.edu

------------------------------

Date: Mon, 2 Dec 1996 12:41:06 -0500
From: Eric Freitas <edf@atlantic.net>
Subject: RE: Campaign Idea: Hivers as "The Culture"

This Sounds a lot like the Sten books by Alan Cole and Chris Bunch.

- -John Snead jsnead@netcom.com wrote:

>Basically, the PCs would go in, often secretly, and make minor (and
>sometimes rather odd) cultural changes to prevent wars, end oppression,
>increase acceptance of Hiver culture, and spread peace and the Hiver way
>of life.  PCs might bribe despots, arrange for secrets to be discovered,
>secretly discredit tyrants, prevent assassinations as well as many other
>similar tasks.  Your basic Mission Impossible stuff...  The PCs would have
>lots of hi-tech secret agent toys, and some discrete backup, but they
>would ultimately be on their own.  "The Sept will deny all knowledge of 
>your..."




 

------------------------------

Date: Mon, 2 Dec 1996 09:45:48 -0800
From: bmac@astro.ucla.edu (Bruce Alan Macintosh)
Subject: Re: World building (Hydrogen)

>The interesting point for Trav is that these Giant planets exist at all...
(referring to gas giants in the inner solar system, as recently detected.)

>Given the small sample tested so far, we must conclude that hot
>supergiant planets are in fact quite common (or we'd not have spotted
>them in our sample.) OK - the sampling method is biassed 'cos it only
>detects huge lumps close to stars - but they found so many to imply
>lots more.

That's not strictly true. Marcy et al looked at around 200 stars, and
found half a dozen inner-solar-system giant planets. However, their senstivity
is such that they're pretty complete for such planets down to half a jupiter
mass or so. The radial wobble induced by close in giants is much higher than
their radial velocity errors...The only way a gas giant could have hidden from
them is by being in a face-on orbit. So they're probably 50-75% complete.
Ergo, about 1 in 20-30 stars has a close-in gas giant. Those could still have
habitable moons, of course...Hopefully when/if T4 comes out with a detailed
system generation system it will reflect this, but it isn't a big effect.

Bruce

------------------------------

Date: 02 Dec 1996 17:45:27 GMT
From: ajpursell@babylon.montreal.qc.ca (Alan Pursell)
Subject: Re: Traveller-digest V1996 #711

Hey there,

gone south to get some sun and recover from the snow that just keeps on
coming... back next tuesday. 

see ya...

alan j

------------------------------

Date: Mon, 2 Dec 96 19:21 GMT0
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
Subject: Re: Alan Pursell's vacation notice...

In-Reply-To: <v01510100aec60495e1bf@[132.206.34.18]>

<< >Why the hell does this message keep popping up?

        Ahem...  I think I can explain.  My friend Alan, before going on
vacation, set up his mailer to send that message in response to any
incoming mail.  It's a cute idea, but I guess he forgot about his TML
subscription... so he gets a digest, his mailer sends that message, he 
gets the next digest, his mailer send sit again, etc, etc :). >>

Thank god he gets the TML in digest form...

    ---------=========oooooooooOOOOOOOOooooooooo=========---------
Andrew M J Boulton                  http://www.compulink.co.uk/~fubar/
 "Please allow me to introduce myself, I'm a man of wealth and taste"

------------------------------

Date: Mon, 2 Dec 96 19:21 GMT0
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
Subject: Re: Ine Givar

In-Reply-To: <961130220408_1520272622@emout06.mail.aol.com>

<< > Ine Givar -- not even a 
>  library data entry.  I'm not even sure how the name is intended to be 
> pronounced.  Is 
>  the "e" silent or voiced?  Is the "g" hard or soft?
>  Ein Ghivar?  Inay Zhivar?  you pick

I've always pronounced it Ein Ghivhahr.  It sounds suitably terrorist to me
that way. >>

I say it EYE-nuh gi-VAR.

    ---------=========oooooooooOOOOOOOOooooooooo=========---------
Andrew M J Boulton                  http://www.compulink.co.uk/~fubar/
 "Please allow me to introduce myself, I'm a man of wealth and taste"

------------------------------

Date: Mon, 2 Dec 96 19:21 GMT0
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
Subject: It's here!

My singed hardback finally arrived this morning. Do I win the prize for 
the longest wait?

    ---------=========oooooooooOOOOOOOOooooooooo=========---------
Andrew M J Boulton                  http://www.compulink.co.uk/~fubar/
 "Please allow me to introduce myself, I'm a man of wealth and taste"

------------------------------

Date: Mon, 2 Dec 1996 18:49:11 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules (section 8:  Special Rules)

This is the last section in my House Rules set, I hope that some of 
you have found this useful.

Kenneth.



VIII.  SPECIAL CASES IN COMBAT.
 1.   Misc.  There are a multitude of special rules starting on pg. 58
 of T4 covering Leaping and Jumping, Unusual Environments, Mounted Combat,
  Explosives, and Vehicle Combat.  The GM will implement these when
  necessary.

  AHL and Snapshot have rules for breaching barriers, breaking doors,
  effects of gas and tranq, vacuum, grenade deviation, satchel
  charges, etc.

 2.  Called Shots.  Characters may make several types of called shots
 in combat.  These are listed below.

  Increase Damage to Hand to Hand Attacks.  Characters may focus their
  attacks to the vital body parts of their opponent.  This simulates
  breaking a rib and puncturing a lung or cutting a throat.  Attacks
  to cause double damage suffer a -5 DM.  Attacks to cause triple
  damage suffer a -9 DM.  This rule applies to tackling and grappling
   attacks as well.  Armor is subtracted from the damage rating
  before any doubling or tripling occurs.  

  Decreased Damage to Hand to Hand Attacks.  Characters may try to
  minimize the damage they inflict on their opponents by checking
  their blows.  Use a -3 DM if half damage is attempted (half dice).
   Use a -6 DM for minimum damage (only 1 point inflicted per die). 

  Called Shot.  This rule can be used to attempt a disarm or attack to
  a specific hit location.  Use a -6 DM.

 3.  Special Rule--Tactics Pool.  Total all tactics skill levels on a
 side of a combat encounter to calculate the tactical pool for that side.  These
  points can be used by any member of the group as a favorable DM,
  and any number of points can be spent at one time.  Players should
  talk amongst themselves as to who should use these points, because
  once points are used, the pool is reduced to that level for the 	
  remainder of the combat.  The character with the highest Leadership
  skill should have the final say in any disputes (if no leadership
  skill, then the highest tactical skill).  These DMs are applies
  before the dice are rolled.

 4.  Special Rule--Endurance Pool.  Combat is tiring and fatigue sets
 in fast.  This pool simulates hand to hand fatigue.  The pool is equal to a character's
  current End score, and each time a character attempts a blow, a
  point (called a fatigue point) is removed from the pool.  When
  the pool reaches 0, it automatically fills up again to the
  character's End (wounds do not effect this pool unless End was
  reduced in a 	 previous encounter), but all attacks are made at a -1
  DM.  When the pool reaches 0 again, it again fills up to a limit
  of the character's End, but all attacks are at -2 and so on.

 5.  Special Rule--Strength Pool.  This pool simulates an effort a
 character can make to use his strength to increase his damage in unarmed hand to hand
  combat.  The pool totals an amount equal to the character's Str. 
  For each point spent from this pool, the character is allowed to
  re-roll a damage die from a hand to hand strike (not an armed
  strike).  Any damage die may be re-rolled (many times, if the player
   decides), but the new value must be used.  When the pool reaches
  0, this is no longer allowed.  Note that the Str pool can never be
  greater than the character's Str at the start of the encounter
  i.e. wound damage does not reduce the points in this pool unless
  Str was reduced in a previous encounter.

 6.  Special Rule--Dexterity Pool.  This pool simulates the extra
 effort a character can put forth to defend himself in a hand to hand attack (either armed
  or unarmed).  The pool totals the amount of the character's Dex,
  and each point spent can be used as a -DM after the hit is rolled! 
  Thus, it an attacker needed an 8 to hit, but rolled a 5, the 	
  defender could spend 4 points from his Dex pool to increase the
  thrown number to a 9 which misses.  When the Dex pool is empty,
  this is no longer allowed.  Note that the Dex pool can never be
  greater than the character's Dex at the start of the encounter
  i.e. wound damage does not reduce the points in this pool unless Dex
  was reduced in a previous encounter.

 7.  Coup De Grace.  Any gun or blade may be used to administer a coup
 de grace and kill an unconscious or unstruggling individual at contact range in
  one combat round.  No die rolls are necessary.  A coup de grace
  may be administered with hands or brawling weapons using special
  blows, but die rolls must be made to hit.

 8.  Armor Equivalency.  It is sometimes necessary to figure the AV of
 a building, brick wall, starship hull, or other structure.  Use the armor equivalency
  table below to calculate an AV.  First, estimate how thick the
  structure is in cm, then divide that thickness by the listed
  number.  The result will be the AV for the structure.  This is 	
  also a good way to figure the AV of a vehicle--to see if a round
  could penetrate and cause damage to people inside.  

  Follow an example.  A stone wall is 30cm thick (about 12 inches). 
  Using the table (30 / 5 = 6), the AV for the wall is 6.

  Material		Armor Value 1 =.	1cm = 0.3937 inches
  Coherent Superdense	00.025cm
  Bonded Superdense	00.035cm
  Superdense		00.070cm
  Crystaliron		00.125cm
  Composite Laminates	00.167cm
  Light Composites	00.250cm
  Armor Plate		00.500cm
  Light Alloy Sheet Steel	00.600cm
  Reinforced Concrete	02.500cm
  Concrete/Bricks	03.300cm
  Stone/Packed Dirt/Wood	05.000cm
  Loose Dirt		25.000cm

  The table below shows some precalculated AVs for some common
  structures listed for easy reference.

  Structure				AV.
  Wooden wall, 20cm thick (8 inches)		 4
  Sandbag wall, 150cm thick (5 feet)		 6
  Brick wall, 26.4cm thick (10 inches)		 8
  Stone wall, 30cm thick (1 foot)		 6
  Starship interior wall,
   -light alloy sheet steel, 5cm thick (2 inches)	 8
  Concrete wall, 33cm (13 inches)		10
  Reinforced concrete wall, 37.5cm thick (15 inches)	15
  Heavy steel frame wall, 10cm thick (4 inches)	20
  Log and earthen wall, 120cm thick, (4 feet)	24
  Bunker concrete wall, 70cm thick (2.3 feet)	28
  Starship interior bulkhead,
   -light alloy sheet steel, 24cm thick (9 inches)	40
  Starship exterior hull,
   -Coherent superdense, 1.5cm thick (.5 inches)	60

 9.  Knockdown.  At times, it may be necessary to determine if a
 character is knocked down from the force of a blow.  Whenever a character takes damage of
  more than half his current points in an attribute, a check must be
  made.  The knockdown only applies to the physical stats of Str,
  Dex, and End.  		

  To avoid being knocked down, roll the effected attribute (full
  value) or less on 2 D6.  Boxcars automatically fail.  If more than
  one attribute is effected by a single damage roll, then the player
  may choose which attribute to make the check for.

  Characters who are knocked down may get up if they make the check,
  and the check can be performed once each round.  Characters down for
  longer than one round are winded by the blow.

 10.  Stun.  The procedure for a stun is exactly like a knockdown,
 except the character's mental stats (Edu and Int) are used.  

 11.  Gravity.  Gravity can effect a character's load and throw range. 
 Divide a character's load capacity or throw range by the local gravity in Gs.  This will
  result in an increased or decreased value for each statistic.

  If it is important to find the exact relative weight of an item,
  multiply its weight in kg's by the local gravity in Gs.  This will
  result in an increased or decreased relative 	 weight.  Be careful
  not to mix these two systems.  If using the first system above, all
  items should be calculated at their 1 G weights.  Otherwise, items
  will be compensated twice for gravity.


(This is the last section of my House Rules.  I will be posting a 
tactical combat system based on Azhanti High Lightning and Snapshot, 
and special rules for activities in zero-G/vacuum taken from 
Beltstrike--KB).

------------------------------

Date: Mon, 2 Dec 1996 18:49:10 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules (section 7 medical treatment)

If you want to give your ship's doctor more to do, then this is the 
rules set for you. 

Based on rules listed in JTAS, the Traveller's 
Digest, MT, CT, T4, my own ideas, and even Traveller 2300, I've put together a 
rules set that includes diagnosis, surgery, medical costs, and a whole 
host of references to special medical problems like replacement limbs 
and advanced rules for unconciousness.  It's all here.  And all of 
this had been made compatible with T4, just like the other sections 
in my rules set.

Kenneth.



VII.  HEALING AND MEDICAL TREATMENT.
 1.  Procedure.  Healing can take place either naturally or at an
 increased pace by medical attention.  There are a variety of steps required for
  specific wounds based on their category.  See the specific
  sections below.  In all cases, Diagnosis must be performed first.

 2.  Diagnosis.  Before medical treatment can be applied, a diagnosis
 roll must be made.  The time it takes to make this assessment is 3 D6 x 2 minutes
  (DMs:  - Medical Skill;  -1 if Edu 5+;  -2 if Edu 10+;  -3 if Edu
  15).  This assumes the injuries are external--if character has
  internal damage, the time roll is 3 D6 x 4 minutes (same DMs).  If
  a TL 7-11 medkit is used, reduce the time factor to 30 sec for 	
  external injuries and 1 min for internal injuries.  If a TL12+
  medkit is used, reduce the time increment to instant.  This time
  increment becomes important to prevent further injury to the
  character due to no medical treatment.     

  To diagnose an injury:  Routine test of Medical skill.

  This task becomes Difficult if it is performed in the field.  If
  this task is failed, the GM will roll 2 D6 on the mishap table to
  see if a misdiagnosis occurred.  On a major mishap, the GM will
  apply an additional 1 D6 damage points from the misdiagnosis.

 3.  Superficial wounds.  Character has taken damage, but no attributes
 have been reduced to 0.

  Natural healing rate:  2 points per characteristic per day.  Healing
  can only take place while the character is convalescing--meaning
  that a character needs to be 	 home bound or on light duty during
  this period.  

  Treatment roll:  This roll simulates the cleaning and binding of
  superficial wounds to prevent infection.  Treatment requires the use
  of a first aid or medical kit.  If this skill throw is not
  successful, the natural healing rate must be used instead of the 		
  medical healing rate.  The time it takes to perform treatment is 3
  D6 x 2 min (use medical skill level and the Edu DMs listed in the
  diagnosis section as negative DMs on this throw).  Success on this
  throw allows the damaged character to heal at the medical healing
  rate.  This roll indicates that initial treatment has been performed
   and a treatment regiment has been prescribed.  The throw does not
  have to be performed more than once, and success indicates that
  the healing procedure has been accomplished.  The patient may be
  given some medication or bandages to administer by himself.  The
  time throw is that required for actual treatment and does 	 not
  include time for lab tests, etc.

  Easy test of First Aid or Medical skill  

  Medical healing rate:  All wound points are recovered in 24 hours. 
  This requires a skill level of Medical-2, First Aid-2, or better. 
  If a skill level 0 or 1 is used, then the natural healing rate
  must be used.  (Medical treatment from a 0 level or level 1 	
  skilled character still needs to be applied to avoid the wound
  deterioration roll.) Healing can only take place while the
  character is convalescing--meaning that a character needs to be
  home bound or on light duty during this period. 

  Wound deterioration:  If a character does not receive proper medical
  attention for 	 his wound in the specified time, there is a chance
  that the superficial wound will deteriorate into a minor wound. 
  Medical treatment must be applied in 2 D6 hours (the diagnosis
  must be completed and treatment must be begun), and if not, this
  roll must be made.  If this roll fails, roll 2 D6 on the mishap
  table and apply extra damage.  Failure on the wound deterioration
  roll indicates that infection has set in.  Repeat the 2 D6 roll on
  the mishap table for extra damage every hour until the character
  receives medical care or dies.  If successful medical attention is
  applied (or if the wound deterioration roll is successful but the
  time for medical treatment has expired), the character can recover
  at the natural healing rate.  

  Roll 7- on 2 D6 to avoid wound deterioration 

  Surgery:  Surgery is not required for superficial wounds.

  Replacement body part:  This is not required for superficial wounds.
  



 4.  Minor wounds.  Character has taken damage and one attribute is
 reduced to 0.

  Natural healing rate:  1 point per characteristic per day.  Healing
  can only take place while the character is convalescing--meaning
  that a character needs to be 	 home bound or on light duty during
  this period.  

  Treatment roll:  This roll simulates the cleaning, stitching, and
  bandaging of 	 minor wounds in order to facilitate healing and
  prevent infection.  Treatment requires the use of a first aid or
  medical kit.  If this skill throw is not successful the natural 	
  healing rate must be used instead of the medical healing rate.  The
  time it takes to perform treatment is 3 D6 x 3 min (use medical
  skill level and the Edu DMs listed in the diagnosis section as
  negative DMs on this throw).  Success on this throw allows the
  damaged character to heal at the medical healing rate.  This roll
  indicates that initial treatment has been performed and a
  treatment regiment has been prescribed.  The throw does not have to
  be performed every day.  The time throw is that required for actual
  treatment and does not include time for lab tests, etc.

  Average test of First Aid or Medical skill  

  Medical healing rate:  2 points per characteristic per day.  This
  requires a skill level of Medical-3, First Aid-3, or better.  If a
  skill level 0, level 1, or level 2 is used, then the natural
  healing rate must be used.  (Medical treatment from a 0 level, level
  1, or level 2 skilled character still needs to be applied to avoid
  the wound deterioration roll.)

  Wound deterioration:  If a character does not receive proper medical
  attention for 	 his wound in the specified time, there is a chance
  that the minor wound will deteriorate into a serious wound. 
  Medical treatment must be applied in 1 D6 x 10 minutes (the
  diagnosis must be completed and treatment must be begun), and if
  not, this roll must be made.  If this roll fails, roll 2 D6 on the
  mishap table and apply extra damage.  Failure on the wound
  deterioration roll indicates that infection has set in.  If a roll
  of 2 exactly is made on the mishap roll, a catastrophic trauma has
  occurred and the character dies immediately.  This reflects the
  fact that sometimes trauma 	 patients may seem okay, but suddenly
  die when a critical blood vessel ruptures or some other hidden
  damage takes full effect.  Repeat the 2 D6 roll on the mishap 	
  table for extra damage every hour until the character receives
  medical care or dies.  If successful medical attention is applied
  (or if the wound deterioration roll is successful but the time
  for medical treatment has expired), the character can recover at
  the natural healing rate.  

  Roll 7- on 2 D6 to avoid wound deterioration  

  Surgery:  Surgery is required for all minor wounds resulting from
  gunshot, fragment, blade, and puncture wounds.  It is not needed for
  minor burns from energy weapons.

  Replacement body part:  This is not required for minor wounds.

 5.  Serious wounds.  Character has taken damage and two attributes are
 reduced to 0.

  Natural healing rate:  Serious wounds cannot heal naturally. 
  Medical attention is required.  Serious wounds must be diagnosed
  and stabilized before any healing can take place.  

  Treatment roll:  Serious wounds require the use of a medical
  facility like a local hospital, aid station, or sickbay of a
  starship.  Treatment cannot be performed until the patient has
  been diagnosed and stabilized.  The time it takes to perform 		
  treatment is 3 D6 x 6 min (use medical skill level and the Edu DMs
  listed in the diagnosis section as negative DMs on this throw). 
  Success on this throw allows the damaged character to heal at the
  medical healing rate.  Note that Medical-3 or better is required
  to perform treatment on seriously wounded characters.  This roll 	
  indicates that initial treatment has been performed and a treatment
  regiment has 	 been prescribed.  The throw does not have to be
  performed every day.  The time throw is that required for actual
  treatment and does not include time for lab tests, etc.

  Formidable test of Medical skill  

  Medical healing rate:  1 point per day.  This requires a skill level
  of Medical-3 or better.  Characters of lower skill level cannot
  help seriously wounded characters.  This may be attempted once per
  day.  Roll randomly as to which characteristic this is applied to. 
  If the stat rolled is at maximum, no healing occurs that day. 
  Healing can only take place while the character is in the hospital
  or is convalescing.    

  Wound deterioration:  Medical treatment must be applied in 2 D6
  minutes (the 	 diagnosis and stabilization rolls must be completed)
  or the character dies.  If this is completed but medical attention
  at a suitable facility is not performed in the next hour, roll 3
  D6 on the mishap table and apply extra damage.  Serious wounds 	
  automatically begin to deteriorate at a rate determined by this
  mishap throw per hour until major medical treatment is received or
  the character dies.  Any roll of 2 6s indicates (of the three
  dice) a catastrophic trauma has occurred, and the character dies
  immediately.    

  Surgery:  Surgery is required for all serious wounds resulting from
  gunshots, fragments, blades, punctures, and burns from energy
  weapons.

  Replacement body part:  Roll a check to see if the body part is
  damage beyond repair.  The player chooses one of his character's
  stats that have been reduced to 0 and rolls the stat (undamaged
  level) or less on 3 D6.  If this roll is successful, no 	
  replacement body part is needed.  If the roll fails, replacement
  parts are needed before the limb can function again--or possibly
  before healing can take place.

 6.  Death.  A character who has received damage that reduces three
 attributes to 0 is dead, but, in the 57th century, these characters still may be
  helped.		

  Assuming the brain is not destroyed (and the torso is not crushed,
  etc.), a character can survive for 1 D6 minutes after the heart
  has stopped.  A character can be saved if he is placed in a low
  berth (or on life support at a TL9+ facility) within this time limit
  (requires Medical-2+).  During this time, the character's attributes
  remain at 0, and he will be vulnerable to any influence that
  interferes with his life support such as a severe jolt or
  depletion of needed supplies.  If the dead character is tended by
  a surgeon or other specialist (Medical-4+), he may be sustained in
  this condition indefinitely or until his life supports are
  threatened.  Otherwise, he can only be held in suspended animation
  for 2-12 months.  The character must then make a normal low berth
  survival throw.  The character can be treated at a facility of at 	
  least TL11, and requires a Staggering test of Medical skill
  (requires Medical-4+).  Use a DM of +1 for every TL over 13.  If
  this test succeeds, the character recovers in a comatose state with
  one point in each physical attribute.  Subsequent treatment will
  restore one point to one characteristic per week if a roll of 9+ is
  made on 2 D6.  Use a DM of +1 for each TL over 12.  The player
  must decide before each week's roll which attribute is to be
  restored that week.  If the character misses the roll, the chosen
  attribute is reduced permanently one point.  When stats reach 4 or 	
  the max level, whichever is less, the character may resume limited
  activity.  Up until this point, all healing must be done in a
  hospital.  At the restoration of 4 points, the character may
  convalesce and heal at a rate of one point per stat per day.  This 	
  must be rolled randomly, like for serious wounds, and points applied
  to maxed stats are lost.  

  Dead characters must be diagnosed, resuscitated, and stabilized
  before healing (or they are put in a low berth) can take place.

  Replacement body part:  Replacement body parts are absolutely
  required for dead characters before a limb can function again--or
  possibly before healing can take place. 

 7.  Surgery.  Minor and serious wounds from gunshot wounds and
 fragments require that the slugs and fragments be removed.  In all cases,
  tissue damage must be repaired.  Wounds from energy weapons will
  often require extensive surgery because their great heat will
  usually cause a steam explosion from the water in the tissues, and
  considerable damage to adjacent tissues from radiated heat.  Doctors
  in surgery must be assisted by at least one surgical technician of
  Medical-2+ and at least one anesthetist.  

  Because recovery from surgery is by no means certain, a wounded
  character undergoing an operation must throw a surgical survival
  and recovery roll.  Roll 2 D6 for 6+ for normal recovery.  A 2
  means death on the operating table, and a 3, 4, or 5 means an
  impaired recovery.  Use the DMs below on this throw.  For impaired 	
  recovery, throw 2 D6 of permanent damage to a character's stats. 
  These points may be distributed in any fashion the player decides,
  but the dice cannot be broken up.  If any characteristic is
  permanently reduced to 0, the character will remain in a permanent
  coma.

  Surgery Survival Roll DMs
  TL14+ facility	+2
  TL12+ facility	+1
  TL6 facility		-1
  TL5 facility		-6
  Surgeon's Dex 8+	+1
  Surgeon's Dex 10+	+2
  Medical skill		+1 for each level over 3
  Anesthetist 		+1 if Medical skill is 3+
  Surgical Tech	+1 if Medical skill is 3+

 8.  Post Operative Care.  Characters who undergo surgery require time
 recovering in a hospital and an additional period of reduced activity in
  convalescence.  Characters who have suffered minor wounds require
  2 D6 days in the hospital, and those who have suffered serious
  wounds require 1 D6 x 10 days in the hospital.  During this time,
  a character's stats will be halfway (possibly improved) between
  their wounded value and their max value.  For some wound
  categories, their are two healing rates listed--natural and
  medical.  Character's may heal at the higher rate given that they 	
  convalesce after their discharge from the hospital.   

  Characters with minor wounds may leave the hospital in half the
  indicated time provided they remain bed patients in the care of a
  Medical-1 nurse for the balance of their recovery period.

 9.  Convalescing.  A character may return to limited duty while he is
 convalescing as long as the work is not strenuous.  For example, a character may
  perform short hours for navigation or admin positions, but may not
  hunt or exert himself in a piloting (small craft) position. 
  Fighting may be done only in self-defense until the character is
  nearly or completely recovered.

 10.  Medical Costs.  Use these guidelines when deciding how much to
 charge for doctor's fees.  A character can use his medical skill as a positive
  DM on any of the dice throws below when determining cost.

  An ordinary trip to a physician (an office call), on average, costs
  Cr10 per medical skill level.

  The cost of treating a superficial wound is usually 1 D6 x Cr10 plus
  the cost of the office visit.  

  The cost of treating a minor wound is usually 2 D6 x Cr10 plus the
  cost of the office visit.

  The cost of treating a serious wound is usually 4 D6 x Cr10 plus the
  cost of the office visit.

  The cost of treating a critical wound is usually 8 D6 x Cr10 plus
  the cost of the office visit.

  Surgery on a minor wound typically costs  1 D6 x Cr500 plus the cost
  of treating the wound and any other costs incurred. 

  Surgery on a serious wound typically costs  2 D6 x Cr1000 plus the
  cost of treating the wound and any other costs incurred.

  Surgery on a critical wound typically costs  2 D6 x Cr1000 plus the
  cost of treating the wound and any other costs incurred.  

  Hospital care is typically Cr500 per day for first 1D-3 days after
  surgery, then Cr100 after that.

  Out patient costs for minor wounds typically run 2 D6 x Cr10 per
  week.

  Character's may wish to hire a home health aid or nurse.  Home care
  usually costs Cr25 per day per skill level of the care provider. 
  Hiring a home health aid will alloy the patient to recover points
  at the rate indicated for medical supervision.  

  Taking care of a patient in a near death situation (a character with
  a critical wound saved through the low berth or life support
  procedure) is very expensive.  This costs a minimum of Cr250,000
  for the treatment plus Cr5,000 per day of recovery in the hospital
  and Cr500 per day of outpatient therapy.

  Doctors receive all of the office call and minor surgery fees. 
  Private practice physicians typically receive 50% of the surgical
  fee with the balance going to the hospital and assistants.  Some
  doctors may be on retainer or salary (like when they are in the
  employ of a noble or hospital).  Typically, mercenaries have their
  medical paid for by the organization they work for.

  In addition to these, there is a cost associated with general,
  non-surgical treatment of a wound.  Miscellaneous medical items for
  the treatment of Superficial wounds costs 3 D6 Cr.  For minor
  wounds, this cost is Cr10 x 2 D6.  For serious wounds and above,
  these costs are included in the surgery and hospital costs.

 11.  Stabilization and Resuscitation.  Both serious wounds and
 destroyed wounds must be stabilized before healing can take place.  Dead characters must
  be resuscitated if they are to be healed.  Both of these tasks are
  based on the use of an automed (or in a hospital facility).  If they
  are attempted with a medkit, increase the difficulty one level and
  double the time increment.

  To stabilize a character:  Routine test of Medical skill.  
  (time factor 90 seconds)

  To resuscitate a dead person:  Difficult test of Medical skill.  
  (time factor 30 seconds)

 12.  Low Berths.  Rules for low berth usage is listed on pg. 115 of
 T4.  There are additional rules on pg. 40 of TD #21.

 13.  Replacement Body Parts.  There are rules for replacement body
 parts, prosthetics, bionics, regrowth, and cloning on pg. 35 of TD #12.  This is
  continued on pg. 32 of TD #13.  Additional pieces of equipment and
  drugs are listed on pg. 26 of TC #9.

 14.  Instant Healing.  Through use of drugs and medical skill, a
 medical provider can return hit points directly to a patient at the completion of initial
  treatment.  In order for this to occur, medical treatment must be
  successful and provided in the allotted time for each wound
  category.  

  For superficial wounds, return an amount of points to the injured
  character equal to the Medical or First Aid skill of the care
  provider.  Roll 1 D6 to apply each point (a result of 1=Str,
  2=Dex, 3=End, 4=Int, 5=Edu, 6=doctor's choice).  Points applied to 	
  maxed attributes are lost.  

  For minor wounds, care providers must have Medical-2, First Aid-2,
  or better.  Only one point can be applied, and it is rolled in the
  same manner.  If a 0 stat is improved to 1 in this manner, the
  character is no longer unconscious.

  Serious and critical wounds cannot be improved in this manner.

 15.  Medical Skill.  On pg. 45 of T4, it states that the medical skill
 is not only the study of medicines, but also the training to heal patients and maintain
  health of individuals.  The skill level represents steps in
  increasingly better ability to treat diseases and injuries. 
  Guidelines for the skill are listed below.

  Medical-1 signifies that the individual is a qualified medic.  This
  person can also obtain a license to serve as a medic aboard a
  starship.  A nurse, paramedic, medical student, or EMT would be
  considered to have medical-1.  

  Medical-2 indicates more advanced knowledge equivalent to a
  physician's assistant, nurse specialist, or last year medical
  student.  Medical-2 expertise or better allows a +1 DM when reviving
  low passengers.

  Medical-3 is the qualification for a person to be a doctor--whether
  he has a license or not.  A medical license allows a character to
  write prescriptions, handle most ailments, and communicate with
  other doctors on a professional level.

  Medical-4 is usually the minimum qualification for a specialist.

 16.  Surgeon.  To obtain a surgeon's license, a character must be a
 doctor (obtained medical-3) and pass the medical board exam.  The exam is a difficult
  test of medical skill (with Edu), and characters with a Dex of 8+
  receive a +3 DM.  If the character fails this throw, then he has
  flunked his exam but may try again after his medical skill is
  increased.  Only one try per level is allowed.

  Surgery skill throws use the character's Dex--not his Edu or Int. 
  Characters who try surgery without being surgeons do so at a
  negative DM equal to 12 - skill level.

 17.  Xeno Medicine.  Normally, medical expertise is considered to
 apply to the individual's own race.  Medical skill for humans is considered to
  apply to humans--whether vilani, zhodani, or solomani.  This skill
  also implies, to a limited extent, to the animals which live on
  human worlds and to the ones that live on the character's home
  world (or other world where he was trained an practiced).  

  Anyone with a medical skill can apply that skill, with a reduction
  of -2, to aliens.  If the alien organism is broadly similar to the
  race the skill was meant for (carbon based, oxygen breathing,
  water drinking, etc.), then apply a -4 DM to all medical throws. 
  If the organism radically different from the care giving race (for
  example, a creature that metabolizes ammonia or combusts in a
  oxygen atmosphere), then apply a -8 DM to all medical throws.  
  			

  One exception to his rule is human doctors and vargr patients or
  vice versa.  The only modification is that the skill level is
  reduced by 1.  Vargr and human physiology is remarkably similar.

 18.  First Aid?  This skill is described on pg. 42 of T4.  It can be
 used in the place of Medical skill for any task dealing with superficial or minor wounds.
   The skill can also be used to resuscitate a dead character or
  stabilize a serious or critically wounded character.

 19.  Treatment throws and environment for superficial and minor
 wounds.  		
  
Superficial and minor wounds can be treated anywhere as long as the
  doctor has a 	 medical kit.  If treatment is done in the field, use
  a -4 DM.  There is no DM if treatment is done at an average
  facility, like a sickbay in a ship.  When treating these wounds in
  a hospital quality facility, use a +4 DM.

 20.  Time rolls.  In many cases when dealing with medical recovery,
 time is of the utmost importance.  All time rolls are made the standard way by
  rolling 3 D6 and multiplying by the time factor to see how long it
  took to do a procedure.  Medical personnel can use their skill
  level as a -DM on this time roll to simulate their speed and
  experience.

 21.  Self treatment.  Characters with superficial wounds may treat
 themselves if they have the proper equipment available.  Characters with minor and
  serious wounds may treat themselves as long as they are conscious.
   Characters with a minor wound must make an End check on 2 D6 (at
  full End) to be able to treat themselves.  The check is made with
  3 D6 in the case of serious wounds.

 22.  Patient/Doctor Time.  Medical care takes time, and there is a
 limit to how much one doctor can do.  It may be necessary to see if a doctor has enough
  time in the day to treat patients if he has several.  Use the
  chart below as a guide to determine the doctor's work load by
  counting the number of wound levels (not patients) that he is 	
  treating and multiply by the time factor.  A physician with a heavy
  work load may have to prioritize which patients he treats. 
  Patient time refers to the time the doctor actually spends with
  the patient and any other time the doctor spends behind the scenes
  running tests, researching problems, etc.  

  WOUND LEVEL	PATIENT TIME
  Superficial		30 minutes (total), or the treatment time roll.
  Minor		1 hr. per week
  Serious		1.5 hrs. per day
  Critical		2 hrs. per day


(a last section of my House Rules will follow--KB)

------------------------------

End of Traveller-digest V1996 #712
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