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Healing Potion - a scientific explaination

TKalbfus

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In the D&D game you have clerics and healing potions to instantly heal you after being wounded in a combat encounter. After playing the T20 game I realized that T20 had no such thing, but could a liquid that a character swallowed heal that person 1d8 stamina points and 1d4 wound points in a few minutes? The best a field medic can do is accelerate natural healing, but if you are to adventure in an underground complex with combat encounter after combat encounter, you need a quick way to heal. One idea is to have a limited form of medical nanotechnology, it replicates only a certain number of times, and reads the DNA of each cell in the character's body for instructions on how to rebuild his damaged tissue. Or perhaps the bottle the character drinks contains a live virus that infects him, turning on cellular machinery causing cells to divide in such a way as to repair the damage of even grow new limbs. The effect is the same as the D&D potion of cure light wounds or the potion of cure serious wounds. The viruses or nanotech agents only replicate a certian number of times and then become inert and useless. These agents are activated by stomach acid and travel through the body via blood vessels. Now if this drug existed in the OTU what tech level would it be?
 
TL17+ most likely. At that level 'intelligent antibodies' (pg. 199) begin to become available.

Hunter
 
Tom,

My advice would be to avoid trying to make Traveller like D&D in space. IMHO, Traveller should be gritty and realistic, D&D 'fantastic'. (Although gritty and realistic low-magic is also my favourite way to play D&D).

If your party has to explore an underground complex (dungeon) and get involved in combat with nasty critters, they should either take full precautions or expect to take casualties.

Just my two cents worth,

Anton
 
Tom,

I think I agree with Anton. I like the way T20 does it now, it is a nice balance between gritty and real, and playable.

My players got into a firefight the other day, and at the end of it a couple of the PCs had minor bullet wounds. It took them between 2 and 4 days worth of hospital visits to get healed using Med Drug.

But it actually helped add to the sci-fi feel ... the players knew that a real gunshot wound would be with you for weeks, or even months, but here they were able to get fully healed in a matter of days! At the same time, they now have a much greater appreciation of the risks involved in T20 combat.
 
The TSR game Star Frontiers had a injection called Bycort(SP) that would - with a medic - would heal a characters lost health points. So for Traveller - the idea of a drug that would accelerate the body's natural healing process could be linked to AD&D Healing or Star Frontiers Bycort.

I would most likely incorporate a healing drug with a saving throw to avoid negative consequences such as a Fort Save DC(10-15)or be incapicatated for 1-4 hours. There could 3 types of the drug - each at a different healing level.

Just Ideas.

Cheers
Chris (CAJ)
 
I disagree that adding a rapid means of healing would make it D&D in space. D&D is alot more than that. Certain magic effects could be duplicated with technology, others shouldn't be. For instance a fireball spell is duplicated by a hand grenade. Traveller doesn't come short in the fireball department, there are alot more weapons that can do more damage than that. The real problem is how do PCs survive a real action adventure. Hunter said a drug which does the equivalent of a potion of healing is TL17. For Traveller purposes that would make it an artifact. So if there is an ancient TL17 dungeon lying around, what the referee would do is scatter around alot of these healing drugs and have them encounter monster after monster. You would start at first level. The PCs start at a base town on a newly settled planet with a long history. Underneath the town lies some buried ruins. Some of the mosters come up and attack the colonists, so the PCs go down to kill them. Another means of rapid healing could be psionics.
 
The medical drug already does this to a lesser degree. For once, I don't particularly see the need for a healing potion as several days on medical drug will fix most (if not all) lifeblood damage.
 
Star Wars' bacta tanks are interesting. For one thing there is an obvious scarcity of bacta, and a lot of it is required before you can dunk someone in it. For another, the length of time you must stay in it depends on how much is being healed.

I think there are only a couple of planets that produce bacta in the whole of the Star Wars universe. It's actually grown from memory, and some of it is used up to heal each person dunked in, therefore requiring constant supplies of it.

Bacta tanks heal 3 Vitality/Stamina points per hour and 1 Wound/Lifeblood point per hour. It doesn't matter how badly hurt you are (e.g. almost dead and stabilised to 0 Lifeblood) it will still heal you. For complete healing you are still probably looking at the better part of a day to recover.

[EDIT: Added actual healing rates into post.]
 
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