Medical
Roleplay Overview
The
Medical
Division includes all Medical Officers (MO), Chief
Medical Officer, First
Medical Officer, Senior Medical Officer,
Ship's
Physician, or Ship's Surgeon was Senior Staff-Level Medical practitioner with
Medical
Authority who was, by definition, "in Command of Medicine
on their assigned Posting. A Nurse could also
hold the position of Chief Medical Officer, if no qualified
Doctors are available.
The
Chief
Medical Officer aboard a Starship or Starbase is directly in
charge of the Sickbay or
Infirmary,
commanding Medical Department Personnel and Activities. The
CMOs' Primary Duties are the oversight and maintenance of
the overall Health, Physical, and Mental Fitness of Crew and
Passengers. Furthermore as Standard Medical Procedure,
the CMO has full Medical Authority over any Patient
officially admitted into their Care in their Facility,
including Superior Officers, until they were formally
released from Care.
Officers likely to be assigned as the CMO over long-duration
Missions of Exploration have Scientific Training in
Disciplines outside of Medicine, allowing them to take on
major, extended Research Projects, or to better participate
in a wider variety of Encounters.
A Medical Practitioner or Medical Expert is an Individual
skilled in the Science of Medicine, who specifically
provides Health Care Services and Advice. The designations
and responsibilities of Medical Officers, Medical Staff or
Medical Personnel varied by their level of Expertise, and
included such Occupations as Physicians, Surgeons, Dentists,
Apothecaries, Nurses, Midwives, Psychologists, and
Psychiatrists.
REQUIRED READING FOR ALL MEDICAL PLAYERS -THE
STARFLEET MEDICAL MANUAL
CHIEF Medical OFFICER
The
Chief Medical
Officer or ship's surgeon is a mid-level staff position,
typically held by a
STARFLEET Officer who is a doctor of medicine with
surgical skills. A nurse
could also hold this position if no qualified doctors
were available. Chief
medical officers were also referred to as the "ship's
surgeon" in the
23rd and 24th centuries. Specific
Duties CMOs
aboard a Starship or Starbase are directly in charge of
the Sickbay or Infirmary,
commanding Medical Department Personnel and activities.
The CMOs primary Duties
are the oversight and Maintenance of the overall Health
and Physical Fitness of Crew and Passengers.
Furthermore, as per Standard Medical Procedure, the CMO
has full Medical Authority over any Patient officially
admitted into their Care
in their Facility, including Superior Officers, until
they are formally
released from Care. Officers
likely to be
assigned as the CMO over long-duration missions of
exploration must have
scientific training in disciplines outside of medicine,
allowing them to take
on major, extended research projects, or to better
participate in a wider
variety of encounters. Medical
Authority In
addition to the
normal duties of an officer, Starfleet Order 104 Section
C gives CMOs the power
to relieve an officer or crewman, including a superior
one, of their duties if,
in the CMO's professional judgment, the officer in
question is medically unfit.
The CMO in question would need to officially certify and
provide evidence of
unfitness at a subsequent board of inquiry. Typically,
the CMO is expected to
have the support of a senior command officer or detailed
medical documentation to
justify this course of action. The chief medical officer
can impose medical
physicals upon crewmembers if the mission lasts more
than two weeks. The
CMO also seemed
to have the authority to order officers to do things
that would be beneficent
to their health, like sleeping. In the 23rd century,
chief medical officers
certified the health of research personnel on alien
planets on a yearly interval.
Chapter
Duties As
the CMO for your
Chapter, you will be asked to submit a monthly MSR to
your XO or CO detailing
any Medical activities aboard the Chapter. These reports
are then forwarded
onto Starfleet Medical at Fleet level. It is asked of,
but not expected, of the
CMO to actively promote the Surgeon General and the
Region Assistant Surgeon
General / Chief Medical Officers goals for the
forthcoming year. You
will be expected
as per Starfleet regulations to have at least 40% of the
Crew trained in Emergency Medical Procedures. Medical OFFICER Medical
Officers
undertake the majority of the work aboard the
ship/facility, examining the
crew, and administering medical care under the
instruction of the Chief Medical
Officer also run the other Medical areas not directly
overseen by the Chief
Medical Officer. CHIEF NURSE / NURSE Nurses
provide vital
patient care within a medical department aboard a
Starship, Outpost or Starbase.
Nurses spend a considerable amount of time with their
patients and their
approach to patient care is based on the strong
historical foundation of nurses
serving as patient advocates. Working collaboratively
with medical officers and
other members of the healthcare team, nurses work every
day to help their
patients maintain their health or recover from ailments.
Nurses
also may have
held the position of chief medical officer on a starship
if no doctor was
available. Chapter
Duties As
the Chief Nurse or
Nurse for your Chapter, you will be asked to submit a
report for the CMO’s
monthly MSR detailing any real-life medical activities
that you may have
undertaken. COUNSELOR Counselors
act as
general overseers of the crew's mental well-being. They
give advice and
guidance for personal problems that crewmembers may
have. If necessary, they
can provide psychiatric and psychological treatment and
care. Counselors can
also refer clients too the medical personnel for more
conventional treatments. They
work closely
with the Chief Medical Officer. Counselors also work
frequently with the
command staff of a starship or installation in other
roles beyond personal
Counseling. Counselors perform crew evaluations and
offer career guidance for
other Starfleet officers. They are often called on to
act as mediators during
negotiations and serve as diplomatic officers during
contact with other
species. The
Counselor: ◾Should ensure
all crew aboard a Starship,
Outpost or Starbase maintain adequate mental health. ◾Could advise the
commanding officer and
other senior officers in many situations, such as first
contact, cultural
awareness and hostile encounter experiences. ◾Could relieve
any officer or crewmember
of duty where sufficient evidence exists that a person
is unable to perform
their duties due to a mental condition. Chapter
Duties As
the Chief
Counselor / Counselor for your Chapter, you will be
asked to submit a report
for the CMO’s monthly MSR detailing any real-life
medical activities you have
undertaken. 24 Morale Officer A Morale officer is a term
for a person whose job
it is to look after the morale of a crew. Often, the
duties of a morale officer
coincide with those of a counselor. EMERGENCY Medical HOLOGRAM The
Emergency Medical
Hologram (EMH) System was designed by a team of
Starfleet Medical researchers,
headed by Dr. Lewis Zimmerman, after several incidents
in which medical care
aboard ship was unreasonably compromised - for the
simple reason that medical
officers are mortal, and suffer injury and illness just
as much as their
patients. In normal use, the EMH serves as an assistant
to the ship’s Medical Staff; in Emergencies, it can
operate completely independently of Human Supervision. The
earliest versions
of the EMH were designed for emergency use only, placing
speed and clinical
acumen at a premium; these systems, while technically
brilliant, had a
characteristically abrasive personality that did not
endear them to either
medical officers or crews. More advanced versions of the
EMH include enhanced
interaction Subroutines, allowing for the development of
a “bedside Manner.” Any
EMH will develop
a unique “personality” with repeated use; a commonly
observed trait in the EMH
is music appreciation, although the type of music varies
widely. (This seems to
be influenced by the personalities of the people the EMH
interacts with. Left
to its own devices, the EMH typically develops a liking
for classical music.)
Other early signs of personality enhancement in the EMH
are alteration of vocal
subroutines (the system may not always initiate with
“Please state the nature of
the medical emergency?”) and desire for a name (although
most EMH units prefer
simply to be called “Doctor”). While
the core
functions of the EMH are hard-written into the computer
core and cannot be
altered, personality functions can, and many Starfleet
medical officers hasten
the process of EMH personality enhancement by replacing
or revising the
system’s interaction modules as needed, and officially
unsanctioned but popular
procedure. Personality can also be enhanced by allowing
the EMH more control
over its function. EMH
systems, while
invulnerable to disease and injury, can be adversely
affected by several
factors. The most common of these is EMH matrix
degradation over extended
periods of usage; in extreme cases, the system will
develop a memory
instability similar to the human neurological disorder
Alzheimer’s disease,
necessitating complete replacement of the EMH system.
This can be prevented by
regular system maintenance. (Good luck in getting the
EMH to comply, though;
as, like any good Doctor, the EMH makes a truly rotten
Patient.) As the EMH
develops an integrated personality, it will also learn
to form associations
with the preferred Crew; a display of preference in a
clinical setting may lead
to a cognitive/ethical feedback loop, which can only be
broken by erasing the
system’s memory of the trigger event. Like any computer
system, the EMH is
easily affected by computer viruses (note that the
system occasionally
manifests these as human disease processes). Finally,
physical damage to the
ship’s computer core can cause complete EMH failure. The
EMH, being a
hologram, is limited to areas of the ship where
holoemitters have been
installed; aboard most vessels, this restricts the EMH
to Sickbay, the Holodeck
and the Engineering Department. Some work has been done
on the feasibility of a
mobile Holoemitter, but as of this writing, such a
device remains physically
impossible to create. Medical PRoCEEDURES Standard
Medical Examination
All
Starfleet Personnel
aboard your Ship/Station/Facility must receive a
Standard Medical Examination
from a Member of the Medical Staff before they can be
cleared for Duty.
Likewise, all Visitors must be cleared by Medical before
they are allowed to
mix with the General Population. Standard
Medical
Examinations should be given to Crewmembers at the
following times: 1.
When the Crewmember
is first posted to the ship/station/facility. 2.
When the Crewmember
returns from an LOA. 3.
When the Crewmember
returns from an away mission. 4.
If the Crewmember
Reports to the Sickbay/Infirmary with any Medical
Complaints. 5.
At six-Mission
intervals thereafter. Standard
Medical
Examinations should be carried out according to the
following procedure: Medical
Records The
attending Physician
should review the Patient’s Medical History before
beginning the examination so
that they are familiar with any existing medical
conditions. For new Personnel:
Medical histories should be provided by their previous
Chief Medical Officer.
For existing Personnel: Medical histories should be
accessed from the
ship/station/facility medical database. 26 Physical
Evaluation
Cardiovascular: Heart rate and blood pressure must be
within 2% tolerance of
the recommended average levels for that species. Blood
gas levels and viscosity
should be analyzed to ensure adequate distribution to
internal organs and
establish if there is any risk of embolism. Pulmonary:
Respiratory
rate should be within 3% tolerance of the recommended
average level
for that species. Oxygen intake should be measured and
tracked to ensure no
obstruction of the airways. Gastroenterological:
Stomach
acid levels should be within 0.5% tolerance of the
recommended average
levels for that species. The digestive tract should be
free of obstructions or
swelling. Nutritional absorption levels should be
tracked and recorded. Neurological:
All Neurological
readings (e.g. engrammatic stability, cerebral activity,
neurotransmitter
levels) should be within 0.1% tolerance of the
recommended average levels for
that Species. Any variances should be recorded and the
Patient admitted to Sickbay/Infirmary
while further Scans are run. Hormonal:
All Hormones
present should be within 5% tolerance of the recommended
average levels for
that Species. Any variances between 5 and 10% should be
recorded and monitored.
Any variances over 10% should be Recorded and the
Patient admitted to Sickbay/Infirmary
while further Scans are run. Ocular
Evaluation:
All crew are required to pass a basic visual acuity test
with a minimum score
of 60%. A retinal scan should be taken and filed with
the patient’s medical
history. Scans should be run on all areas of the eyes
and optic nerves. Auditory
Evaluation:
All Crew are required to pass a basic Auditory Acuity
Test with a minimum score
of 60%. Scans should be run on all areas of the auditory
organs and adjacent
nerves. Psychological
Evaluation:
A Crewmember may only be cleared for duty if the
attending medical
officer is satisfied that they are of sound mind and
able to make rational judgments.
First Aid allows a character to perform Roleplayed first aid
to reset and pause a character's Death Count. First Aid can
be bought up to 4 times, and the cost increases by 1 each
rank. With one rank in First Aid, you can reset a dying
characters Death Count with 30 seconds of Roleplayed action
- bandaging, tying a tourniquet, etc. Remember that you must
obtain a player's consent to physically touch them -
otherwise you must do your Roleplaying at a few inches
distance. While you are performing this initial treatment,
you cannot perform any other actions, including walking or
other movement. Every additional rank of this skill
decreases the time needed to reset someone's Death Count by
10 seconds, to a minimum of 5 seconds. So with 1 rank, it
takes 30 seconds, with 2 ranks 20 seconds, 3 ranks 10
seconds, and with 4 ranks only 5 seconds.
When you have reached the time required, you may tell the
character that you are treating to reset their count to zero
- they are still dying, but their count does not increase.
After a period of treatment, you may pause their Count at 0
seconds as long as you keep treating them - you must remain
close to the character you are treating and check on them
every half-minute or so, or else they will resume dying. You
should inform the dying character that you are pausing their
count while you are administering to them. You may, however,
perform other short actions while keeping their count paused
(such as moving the body, for instance).
A skilled Medical Player is
an Asset to any Crew embarking on dangerous Missions
The
Physician Skill can be used in one of three ways - stopping
a Death Count, restoring Hits or performing Surgery.
Physicians can perform Emergency Medicine to stop a dying
Character's Death Count. This takes 2 minutes (120 seconds)
of Roleplayed Surgical action, and requires appropriate (and
relatively safe Physreps - no real Knives, Needles or
similar) surgical Tools or Devices. You may use this ability
on a Character whose Death Count you have paused, and it
remains paused while you treat them. Once you have done the
required amount of Roleplayed Action, then the dying
Character is no longer Dying, and can stop counting their
Death Count. Each additional Rank of the Physician Skill you
possess, reduces the time required by 20 seconds (to a
minimum of 20 seconds). So a Character with 3 Levels in the
Medical Division, can stop a Death Count in 80 seconds, and
one with 4 Levels in the Medical Division can stop a Death
Count in 60 seconds, etc.
Physicians can promote Healing so that Characters can regain
lost Hits. A Physician can Supervise up to 5 Characters who
are Resting and Recuperating, occasionally performing
Roleplayed Medical Activities, and those Characters will
regain 1 Hit to a single Location, or one Global Body Hit
every 10 minutes. Recuperating Characters cannot Fight, or
Perform any strenuous activity, or move faster than a slow
Walk within each 10 minute period. Each additional Rank of
this Skill increases the number of Hits that the Supervised
Characters recover, after each 10 minute period by one.
Physicians can perform
Surgery to treat some
Conditions - Broken Bones, some Infections, Infestation by
horrible Alien Parasites, etc. Surgery can be risky, and may
Fail, or even have Negative Consequences for the Patient.
Performing Surgery requires a attending Marshall, and at
least 6 minutes of Roleplayed Surgery, using appropriate
Tools. See the Surgery page
for more details.
Surgery
is one of the uses of the Physician Skill, and provides opportunities
for tense Medical Roleplay.
Physicians
can perform Surgery to treat some Conditions - Broken Bones, some Infections,
Infestation by horrible Alien Parasites, etc. Surgery does
carry some risk, however, and may fail, or even have
negative consequences. The Condition Scan will indicate the
type of Surgery required, and whether any additional
resources like Medicaments, or other requirements are needed.
Having
more ranks in Physician makes a surgery more likely to
succeed, as does working with a team of other Physicians or
on a patient with the Psionic skill. Some Conditions might be
more challenging or risky to try and remove, particularly
complex or life-threatening ones. As a surgery progresses,
unless the Condition is repaired quickly, the risks increase
more and more, and an unlucky surgeon must eventually choose
to stop working or continue and potentially risk a patient's
life.
Medical Character Choices include Nurses,
Doctors, Surgeons, Paramedics, Bio-medical Scientists,
Coroners etc.
BASIC LEVEL SKILLS
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Death
Count and Death The
standard Death Count is 200 seconds, however you may
have a reduced Death Count (for example if you are a
Dwarf), or you may increase your Death Count through
the basic skill Toughness. If a location is
reduced to zero and is not healed within your Death
Count it becomes permanent (see the section on
Locations for more details). A
wounded character should keep track of the length of
time he has been wounded. This is the Death
Count. If a Time-freeze or Time-out is called
then the Death Count is suspended until Time-in is
called. Though
you die if your body or head reaches your Death Count,
you should continue counting for another 50
seconds. This is because some characters gain a
skill called resuscitate, that will bring you back
from death, but only if started in this 50 second
period. After
this grace period, the only way to be brought back to
life is by being resurrected, which must be done
within a week, but is slow, painful, expensive and
most importantly very rare. Multiple
Injuries Should
a character be reduced to 0 hits on two non-lethal
locations they should fall unconscious due to
shock. This can be increased through various
skills. Subdual
Damage Subdual
damage does not work through metal armour. If it
is used to reduce a location to 0 hits, the hits are
automatically healed after 30 seconds. However,
if a person is rendered unconscious with the ‘Knock
Out’ call, they will remain unconscious for 200
seconds. They cannot be roused. Rousing Any
Character may attempt to Wake up another, who is
Unconscious by Shaking them/Slapping them/Pouring
Water on their Head etc. (though obviously this should
be Role-Played, and you should not actually Strike the
Person). The
effect of this is that, if they are not Bleeding, and
are not the Subject of another Effect, they will
regain Consciousness in 20 seconds. They may get
up immediately, though cannot Fight as they must then
Role-play feeling Groggy, and Sluggish for a further
10 seconds. A
Medic’s Hypospray will rouse a Character in 5 seconds
(or faster if the Phys-rep is particularly
potent). The roused Character will then feel
light headed, and dizzy for a further 5 seconds, and
may then continue normally. The
Character may be roused even if they have 0 Hits, but
should Role-Play feeling very Battered and Bruised,
and may not Run or overly exert themselves. Stemming
Wounds Any
Character may attempt to Stem the flow of Blood from
another Character. This requires a Person to
Role-Play holding the Wound together (i.e. pressing on
the wound etc.). This requires one hand to do it
(therefore a person with an Arm Wound can Stem the
Flow of Blood on their own Arm using the other Arm),
however, no other Actions may be carried out at the
same time (e.g. Fighting). You can only staunch
the Flow of Blood from one Wound at once. The
Person attempting to Stem the Wounds of another
Character should take over their Death Count, and
Count at Half Speed (i.e. 1 thousand thousand, 2
thousand thousand etc.). If the Stemming is
stopped, then the Death Count continues at the Normal
Rate. Bandages Any
Character can Acquire and aplly Bandages on a Wounded
Location, provided that there is not a Bandage there
already. The Bandage should normally go around
at least once, and may be over any Armor (so you don’t
have to strip down heavily armored Characters).
The
result is that the Person stops Bleeding from the
affected location. If a Character is Bandaged
two times or more, on the same location in one day,
the Bandaged location will become gangrenous, and need
Amputation. Healing
Medicines All
Medical Players in the Game can Produce Medicines,
Treatments and other healing measures. These can
be acquired and used by anyone in the Medical
Division. Some
Medics know certain contacts from whom they are able
to buy these medicines at a discounted rate.
There are no laws covering the ownership or sales of
these items and therefore many Medics sell them at a
slightly reduced rate to that of the NPCs. The
most Common Medicines are: Universal
Hypo – This is the most easily accessible Healing
Medicine available. When used, the Recipient
will recover 2 Hit Points to any one Location. Federation
Gash Juice – This is one of the most potent Healing
Potions available. When used, the Recipient will
recover 1 Hit Point to each Location. Federation
Body Builder – Relatively new on the market, but when
applied to an injured torso, will give back 2
Hit Points. Federation’s
Hand Healing Poultice – Relatively scarce, but when
poured on an injured limb will revive 3 Hit
Points. Federation’s
Cure-all – Fairly rare, but when taken it will
completely remove any Disease, or Poison from your
System. Federation’s
Marvellous Medicine – This will Heal a Character
completely, back to full Health, purging the Body of
Poisons, and Curing any Diseases. Spring
Water – Though technically not a healing Medicine, it
will heal 1 Hit Point when Drunk. CONSTITUTION AND POISONSConstitution
Levels make you immune to certain Poisons. Most
People start with a Constitution level of 0, though
Vulcans and Klingons have better resistances. The
Weapon will indicate what Level of Constitution you
require to resist its Effect; for example, Single
Venom two – would do a single Point of Damage, if this
does a Wound then the Person gets affected by Venom IF
their constitution is lower than two. There
are several Poisons which can all be applied to
Weapons, though they can only be applied to one Spear,
one Dagger, three Throwers or five Arrows. If a
single Wound is taken, then the Poison will enter the
Blood System and take effect IF the Wounded has a
lower constitution rating than the Poison. Please
remember that Poisons can only be applied to one
Dagger, one Spear, three Throwers, or five
Arrows/Bolts.
Diseases There
are several known Diseases which can all be contracted
though negligence, and stupidity. You will be
told which Disease you have contracted, if you are
foolish enough to play with Corpses without leather
gloves, or eat contaminated Food. A
Medic or Doctor of sufficient Rank is able to mix a
small Potion, from Drugs, or Herbs respectively, to be
able to Cure the Effects of any Disease. A Medic
may do this as quickly as it takes them to mix the
Drugs (assuming they are carrying them with them), but
a Doctor has to forage for the herbs first. This
will take up to 10 minutes depending on the skills of
the Doctor. Some
Characters may gain Skills to become Immune to all
mundane Diseases, however, this does not prevent the
God’s from cursing them with something particularly
Virulent, for example, see Zinlar’s Touch.
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To
perform Surgery, a Physician spends time (at least 6
minutes) Roleplaying Surgical Actions - they must use
appropriate Physrepped Tools to do so. They can begin
immediately, but require the interactions of a Referee in
order to get any results.
A
Physician character can only try to cure a specific
Condition on a given patient as the Lead Physician once per
day. This means that if they choose to stop treatment
(usually because of repeated failures increasing the risk of
the surgery), they cannot try to treat that Condition again
as the Lead Physician (they have exhausted their Personal
Knowledge or techniques trying to cure it). They can,
however, assist another Character to treat that Condition as
Lead Physician later on in the same day.
Any
given session of Surgery is divided into three Phases - Starting, Treatment, and Finishing.
This is to make the Roleplay make sense, reduce the time
that the Surgery requires a dedicated Physician, and provide
a good tension curve.
During
the Start Phase, the Physician gathers their team and begins
the surgery. Any Character with one or more ranks of the
Physician Skill may join during the Start Phase, and decide
on a Lead Physician. You do not need a Referee to begin surgery, but
you do need one to continue past the Start Phase. The Start
Phase takes at least 3 minutes of Roleplay - this time is a
good time to contact Command. Once at least 3 minutes have
passed and the Referee is present, the surgery proceeds to
the Treatment Phase. The Lead Physician should identify
themselves to Command and provide the following information:
§ How many ranks of Physician they
have
§ How many other Physicians are
participating
§ What are the Conditions they are
treating
§ Anything else that is relevant
During
the Treatment Phase, the Physician or team of Physicians
does the surgery needed to remove the Condition, but this
can be a risky process. The risk in this case is represented
by a Medical Scan from the Tricorder. At the beginning of
the Treatment Phase, and every minute thereafter, the Lead
Physician must update his Scan.
§ If they Scan Green, they succeed in
treating one Condition (assuming it only requires a single
success).
§ If they Scan Yellow, they suffer a
setback, and can continue the Treatment, but at increased
risk.
§ If they Scan Red, the Patient
deteriorates, and may suffer a LETHAL wound or some other
negative consequence.
§ If they Scan Black, the Patient
suffers a severe negative consequence and may die.
After
another Scan, the Lead Physician may choose to keep going,
Roleplaying another minute of surgery, and conducting a
Scan, or stop and proceed to the Finishing Phase. The
assisting Physicians must continue to be involved, or the
benefits of their help (increasing the odds of success) will
be removed for the next Scan.
The Lead
Physician may ask how many Scans are in the Treatment
Options prior to the current Scan, and may choose to stop
and proceed to the Finishing Phase before scanning again. If
they complete a Scan, then they must accept the result of
that Scan.
The
Finishing Phase represents the time taken to tie up the
loose ends (or organs) and close up the Wound. During the
Finishing Phase, the risky part of the Surgery is over, and
the participating Physicians can relax a bit. At least one
Physician who was participating must spend an additional 3
minutes of Roleplay to complete the Surgery - at the end of
this time, the Patient regains 1 lost Hit to each of their
locations (or 3 Global Body Hits). Failing to complete the
Finishing Phase may also result in the Patient acquiring an
Infection Condition.
When the
Referee arrives at the Surgery, they will gather some basic
information from the Players present and build a Treatment
Scan. The basic Treatment Scan consists of 2 Green, 2 Yellow
& 1 Red Medical Scan Results. Other factors will affect
what Info go into the initial Treatment Scan;
§ Every Rank of the Physician skill that the Lead Physician has
adds another Green Scan Option.
§ Every additional Physician assisting
adds another Green Scan Option, up to the number of ranks of
the Physician skill possessed by the Lead Physician.
§ Every Level of the Psionic Skill that the
Patient has adds another Green Scan Option.
§ The Condition being treated may add
more Scans of any of the 4 types based on how easy or
difficult it is to treat.
After
every Scan, the Referee may add or remove Scans from the
Treatment Scan to denote the increasing risk of prolonged
surgery.
If a
Green Scan is shown, that indicates a success. The Surgeon
may continue the Surgery to attempt to remove another
Condition affecting the Patient - if that other Condition
has additional Scans that need to be added, then those will
be added for the next Scan.
If a
Yellow Scan is shown, that indicates a setback. There is no
direct negative consequence to the patient, but the risk of
the surgery failing increases. If a Yellow Scan is shown,
then the Referee adds another Yellow Scan to the Treatment
Scan.
If a Red
Scan is shown, that indicates that something has gone wrong
in the Surgery - one of the Physicians may have clipped a
blood vessel, the Condition may have worsened, or similar.
The negative consequence might be another Condition given to
the Patient, or the Referee may afflict the patient with a
LETHAL wound, beginning their Death Count (note that
Physicians who are working to stop someone's Death Count, do
not contribute their Green Scan to the Surgery while they
are doing so). If a Red Scan is shown, the Referee also adds
another Yellow Scan to the Treatment Scan.
If a
Black Scan is shown, that indicates that something has gone
very wrong. Either the Patient will Die during the Surgery,
or has acquired a severe, long lasting and possibly
incurable Condition. The Referee may confer briefly with the
Patient's Player, and will decide on the most dramatically
appropriate and fitting course of action - the Referee's
decision is Final. No additional Scans are added to the
Treatment Scan.
The
longer the Surgery goes on without success, the more likely
it becomes that a negative consequence will occur. If at any
point the Treatment Option has 4 Yellow or Red Scans, some
of them are options of the next level of severity.
§ If there are 4 Yellow Scan Options
in the Treatment Scan, three of them will be removed and
replaced with another Red Scan Option.
§ If there are 4 Red Scan Options in
the Treatment Scan, three of them will be removed and
replaced with another Black Scan Option.