Out of Character
This is where the Travellers post their thoughts and questions outside of the roleplay posts. Giving each other background on their thinking, adding in commentary on what they think about a situation, etc.
As this page grows there will be branches out for the various time frames the Travellers want to organize their thoughts on.
2023 11 20 - BOB
A couple of random name generators to test out.
https://thriggle.netlify.app/traveller/namegenerators
http://travellerfiction.net/t5tools/tools/vilanitools.html
2023 11 16 - BOB
I updated the Stepping Stone I Dates calendar to include the timing for each of the three current Travellers to be able to post their thoughts, interactions, etc. on the way for completing Stepping Stone I to the start of Stepping Stone II when everyone arrives at Marduk. I set a couple of small calendar pieces up as examples for interactions that take place before then for anyone who wants to do anything from earlier in their lives.
2024 01 14 - Alex
Jerdehl communicates to the Pioneer staff to put something into one or two of the boxes of "furniture" to send it ahead of them to the shuttle. Box 39-c-STAT, a box containing parts of a Bridge station chair.
Replace the chair parts with the Captain's, and Sir Sultana's, favourite weapons from the Ship's Locker. Oh, and ammo.
Also, bundle up some wet weather gear, survival kits, and a couple of flares. Just in case.
Just don't tell the Captain or Sir Sultana.
Jerdehl also asks the ship to go into the ship's locker and take out her kali sticks. They're the titanium rods in a long, thin black case. She wants to take some time for a bit of stick practice on the surface while the staff are negotiating for the cargo. They're also called escrima sticks.
So Jerdehl has found some space in the shuttle to stow the bundled weather gear, both packs, and her kali sticks.
2024 01 20 - Alex
Jerdehl's in Carouse mode in the bar, not Diplomat mode. She's deliberately dropped the Sirs and Captains, because the objective here will be to loosen a few collars, but not to overwhelm them with too much drink. They may be passengers on that shuttle, but best if everybody keeps their heads.
2024 01 20 - BOB
I moved much of the conversation about Psionics to its own page.
One comment here to go along with that conversation is that I think TMO might want to explore how Sultana feels about psionics given his naval background. Also something to continue to talk about on that page is the interactions between Travellers when using Psionics. Currently there is no in character proof of anyone using such skills but it is a good conversation to have.
2024 02 12 - Mike O
Mike: How are you dealing with, if at all, bionics and/or cybernetics? Does the 3rd Imperium in your universe have mechanical replacement body parts or augmented agents/soldiers? I ask for future gaming encounter possibilities. Do I have the medical experience/training to deal with issues that come up, if there are people with complex systems integrated into their bodies? In my Traveller universe, if a Medic encountered an augmented casualty, and had to treat them, they needed some familiarity with electronics (robotics), electronics (sensors), mechanics, etc... Without the complementary skills, the Medic can stabilize the biological part, and keep the patient alive, but recovery needed a high-tech medical facility for full recovery. Is this even a thing for you?
BOB: For the Reach it would be very hit or miss if a medic could handle the complexity. So if you can will be a very nice bonus.
Mike: Hmmm... Tobia is TL F. Imperium is average TL C. Any military experience should be around TL C, with some exposure to TL F. Mikhel was raised in Belt-9 (TL E), with familiarity with Science (Robotics). Skills during Mikhel's discovery were more combat oriented than I wanted, but in line with current TL Combat Medics. Mikhel has familiarity, he should be able to work around the tech, but not likely be able to fix it.
BOB: That sounds very believable
Mike: Corpsman Ida, my practice discovery attempt ended up with Electronics (Computers), Mechanic, Science (Cybernetics, Robotics), and Medic 4. He would do well with augmented casualties. But, the rolls did fall pretty much the way I wanted them. I will have as much fun playing either character, just have to adapt to the skills available. BOB: <3
2024 02 14 - Mike O
Gear for Mikhel: Mikhel Dromah
Note that I have a table at the near bottom of the above linked page for Mikhel's "Combat Medic Kit" Nothing in it should be illegal on any world, but Mikhel will always check LawLevel and any posted peculiarities to try not to irritate local Customs. Depending on TL/LL, he will carry the Field Medical Kit TL6 OR the Medikit TL12, not both.
Additional disguised Stunners will be in the Med bag as "equipment/tools" until past customs. Most LL8- worlds don't have restrictions on Stunners, but Mikhel will try not to have that conversation. BOB approves
Supplemental
I've looked through the deck plans for the standard Lab Ship, and there is no 'Sick Bay'!?! So, not really any sophont medical equipment? Good thing I carry my own Med Bag!
2024 02 14 - Mike O
Local shops on Marduk Highport, may, or may not, have this stuff.
A small aerosol can which sprays a mist of tranquilizer. In most cases, the tranq will affect an individual within 15 seconds by calming him. Sleep comes within 45 seconds. The spray can only be used at close range, and must be aimed to allow the tranq to be breathed. Target must have intelligence 8+ and throw dexterity or less to avoid the spray. Animals must throw 5- to avoid the effects of the spray. Weight: 200 grams; the can contains four sprays. Base price: Cr100.
This grenade creates a cloud of gas that, if inhaled, will likely render an enemy unconscious. Any living target within the cloud that does not have a respirator or sealed suit will be attacked as if by a poison with a Difficult (10+) END check, Damage unconscious and Interval of 1D seconds. Gas clouds dissipate after 1D x 3 rounds, though heavy winds and rain can drastically reduce this time. Weight: 0.5Kg Base price: Cr75
Aerosol grenades create a fine mist that diffuses any lasers that are fired into or through it, but the mist does not block normal vision. Any laser attack tracing a line of sight into or through the mist has its damage reduced by -10. Laser communications are completely blocked by the mist. Aerosol clouds dissipate after 1D x 3 rounds, though heavy winds and rain can drastically reduce this time. Weight: 0.5Kg Base price: Cr15
Stun grenades release a powerful pulse of energy, usually in the form or light and/or sound that incapacitates targets rather than killing them. Weight: 0.5Kg Base price: Cr30
This acts as a smoke grenade but also throws out hot particles that block IR vision as well. This imposes DM-2 to all attacks on targets within the cloud. Smoke clouds dissipate after 1D x 3 rounds, though heavy winds and rain can drastically reduce this time. Weight: 0.5Kg Base price: Cr30
And I can't find Tranq rounds anywhere in MgT 2E. So, I may have to forego the Snub pistol.
Might need someone with a higher level of Streetwise than me for some of these...
None of these available here at Marduk Highport but would be in other systems. Tranq rounds are not in MgT 2 I believe but will double check that. - BOB
2024 02 15 - Mike O
There are vague mentions of chemical rounds in the MgT 2E books, but it is almost as if they edited them out of the universe. However, Signs & Portents magazine, Issue 70, July 2009 had an article titled, Ship's Locker: Non-Lethal Weapons. This can be found repeated in their Traveller Compendium 1 2010.
Something I ran across a few years ago, for another game. Could have made this economical at higher TL's? Reach Out and Shock Someone
Range 30m need Shotgun or similar weapon with .5" barrel radius to take the cartridge, and have it work. Small barrels with higher TLs.
2024 02 17 - Mike O
If you wish to incorporate Non-Lethal Ammunition:
Mercy Rounds
Chemical stun rounds are available for a range of slug throwers. Non–lethal sedative rounds for slug throwers are known as mercy rounds. In some circles, they are also known as street sleepers, goodnight specials, jelly babies, hush bullets and other similar nicknames.
Action: A mercy round inflicts no more than 1d3–2 (minimum 1) physical damage when it strikes (this is not part of its stun rating). It must bypass armour and penetrate bare flesh, which requires that the wielder of the weapon must take an aiming action against an armoured opponent. Armour that fully encloses the target cannot be bypassed. The mercy round takes effect 1d3 + End DM (minimum 1 round) rounds after striking the target. Targets roll End each round for the next hour or fall unconscious. Unconsciousness lasts 2d6 – the target’s Endurance in hours, minimum 1 hour.
Availability and Cost: Mercy rounds for each type of slug thrower are available at a +2 DM to the availability roll and mercy rounds cost 10% – 60% less than standard, lethal, rounds.
Technological Level: Mercy rounds become available for each weapon at the technological level at which the weapon becomes available. At the same technological level, the mercy round comprises a hollow metal hypodermic flechette that pierces the skin and injects the chemical payload.
At two technological levels above the weapon’s level, mercy rounds take the form of flechettes of a water–soluble gelatine laced with the sedative agent. The tiny needles enter the body and leave a tiny, quickly healed mark on the skin. When they dissolve, the round releases the payload.
Mercy Shot: Available for shotgun rounds, a mercy shot round contains, not regular shot pellets but tiny pellets of semi–rigid gelatine laced with an agent such as DMSO (dimethyl sulphoxide) and a metabolic rate–controlled anaesthetic. The DMSO allows the anaesthetic round to penetrate the skin without piercing it; thus, mercy rounds only inflict 1d6 physical damage, halved, in addition to its full stun rating.
A mercy shot round affects all targets in the weapon’s cone of fire, exactly the same as for regular shot. However, the mercy shot rounds automatically bypass any armour that offers only partial cover, such as flak jackets, cloth or jack armour. Mercy shot grenades are grenades filled with the same mercy shot pellets and affect all targets within the blast radius.
^^ Source: MgT 1E Traveller Compendium 1, Pg 154.
- - - -
Chapter 12: DISEASES, TOXINS AND CHEMICALS
DELIVERY METHOD
...
Injected agents can be delivered by medical injection but are more often encountered on the stingers or fangs of hostile wildlife, or delivered as darts, needles or bullets by projectile weapons. To have effect, injected toxins must enter the bloodstream. This normally requires breaking the skin or contact with an open wound.
Weapons that do no damage (other than to deliver a chemical payload) will penetrate most normal clothing but will be stopped by any form of armour useful against
projectiles. A weapon that does some normal damage will fail to inject its toxin if it is stopped by armour.
Inhaled agents will affect anyone who breathes them in. They generally take the form of a vapour but can be a toxic gas, cloud of spores or dust. A Traveller who is aware of a gas cloud may try to hold their breath and run clear of it. To do so they must be aware of the gas and make an immediate Athletics or Survival check. Difficulty is at the referee’s discretion and will be higher if the Traveller must do something strenuous such as force a heavy door, or if they are hit and take damage. This check must be made each round the Traveller is exposed to the airborne agent.
If the Traveller fails the check at any point, or fails to notice the threat, they breathe in the gas and suffer whatever effects may apply. A Traveller in a sealed suit or who is wearing a respirator is immune to the effects of most gases.
Lots more stuff in Chapter 12, but it includes a chart, part of which is included here, with "non-lethal" agents:
Agent | Resistance Difficulty | Delay | Method of Exposure and Effects | Interval | Comments |
---|---|---|---|---|---|
Soporific Chemical | Difficult (10+) | Immediate | Inhaled, unconsciousness | 2D seconds | Gas attacks every round until the victim moves clear of cloud |
Mild Neurotoxin | Very Difficult (10+) | Immediate | Inhaled or injected, confusion and disorientation, 1D INT damage | 1D seconds | Injected if naturally occurring, as if weaponised |
^^ Source: MgT 2E Traveller Companion. Pg 71
2024 02 17 - Mike O
I can't remember where this comes from, but it was back in the early days of playing Traveller... Scouts had a thing called a "Scout Jacket". This was a medium-weight 'wind breaker' or flying suit jacket. It looked like any good quality jacket. Perhaps a bit thicker than a leather jacket, but not noticeably bulky. Good for spring/fall weather, not heavy enough for very cold, and probably not comfortable in very hot. However, it had outside zipper pockets, perhaps a sleeve pocket or two, perhaps pen holders on the more utilitarian types of "Scout Jacket", not on the 'Dress' type. Most importantly, it was lined with the MgT 2E version of Diplo or Protec material. At TL14, it was lighter than the TL9/10 stuff, so not as apparent as body armor, but provided +? (+4?) protection. Cost would depend. A Scout Jacket would be issued to all active duty Scouts, and would be retained on release. Lots of Scouts would be wandering about with one of these. Navy Pilots would acquire their own throughout their careers, especially if they were retiring, and planning on any type of Courier pilot path. Jackets like this would be available in different states of wear in Surplus stores. New, tailored jackets would be available from Ship Equipment suppliers for various prices, but should be above Cr250. Really good looking, light jackets would be above Cr500.
These jackets were 'Traveller Crew Uniform' staples in my games, and some players had their company logos and ship's names embroidered on them. Is this something available in the BOB Universe? Cause Mikhel would have one. Not the cutting edge of fashion, and probably well used out of a Surplus Store, if he could get one to fit.
I can easily see patches and logos for various crews. Similar to Cloth Armor in the Central Supply Catalog. Listed in FG and I shared that TL 10 version to make it easy to find.
2024 02 25 1910 hrs FLA time or 1610 hrs PST Crockett is hoping that we can find a new ship...maybe just steal one as soon as our disbursed crew is together.....If we're pirates we need a vessel with gunnery emplacements. So says the trigger happy marine who is hoping to be better prepared for battle if and when need arises..
[2024 03 08 2030 hrs FLA time....CROCKETT for Referee BOB...can we get time stamp on that last communication from Highport Security please? ]
2024 03 16 1130 hrs FLA time..... CROCKETT for Referee Bob....Do we know where this Elini NPC came from...? Was she always aboard the Pioneer? If she is permanent crew do Crockett and Mikhel out rank her and have more or less authority than her?
Eleni has been on the Pioneer longer than Crockett or Mikhel. She is part of the research staff on the ship. She is not a ship's officer so authority is questionable. She has demonstrated that she listens to Mikhel, and called him Sir.
For Mikhel: Looking over the date Log entries, Eleni did slip once, calling Mikhel 'sir', and should have gotten the Stink Eye from Mikhel (cause we'd have been over this ground a few times in the weeks we've been together). Nicola is very young, and an interloper. Mikhel isn't taking the time, in this situation, to get into fine points on rank and culture with a person that may not be crew when we're over this event.
Addendum For Mikhel: Early in life, Mikhel was of the experience that anyone demanding to be called 'Sir' was a boot-licking, ass-kissing, narcissist in an overly-expensive suit, bucking for a promotion at the expense of anyone around him/her, the expense part likely to be dibilitating or fatal to anyone but the 'Sir'. Hence, Mikhel's near-obsessive aversion to the title. Anyone remotely worthy of respect won't be called 'Sir' by Mikhel. This didn't work well in the Marines, but Mikhel worked around it within the 'Rules'. It lead to somewhat stilted interactions, and did stand out as odd, because everybody else took the shortcut. Considering all the other things Mikhel took 'shortcuts' with, this contrasted very sharply.
"Doctors Across the Stars" or "Doctors Without Borders". Link->DWB
Does this organization exist in your Traveller Universe? Mikhel could be a registered medical professional, and if the DWB is working on a world Mikhel is 'visiting', he could volunteer for shifts.
The Trojan Reach might be a bit unsettled, and with Oghma, or systems like it, DWB members might be a juicy target for slavers. However, credentials with such an organization could be useful when interacting with random medical organizations? Depends on how famous they are in your TU.
Yes Doctors without Borders would be a thing that Mikhel knows and would (if he is willing) be part of. Out in this part of the Reach they might not be as open about highlighting themselves, evidenced by how the Oghma raiders react. How ever on the Highport at Marduk which is controlled by GeDeCo they would definitely know DWB and be grateful for the assistance.
2024 04 14 - Mike O
[HEAL] First Aid actions:
Mongoose rules and gear are not neccessarily coherent. A First Aid Check takes 1D rounds (6-36 seconds) and doing things within the First Aid Check, like calibrating the TL12 Portable MediScanner takes 1D minutes (1-6 minutes). If a First-Aider does a physical survey of a casualty, that can take a few minutes, if done at speed, not seconds. The MediScanner could be set to calibrate next to the patient, and let run while doing the Physical Survey, and consulted as other treatments are commenced (Clear airways, Stop bleeding, get drugs prepared for injection, prepare splints, etc...). Then, before any aggressive treatment, consult the MediScanner for confirmation of treatment, or any anomalies that would contra-indicate the plan of treatment. The MediScanner should indicate any Augments in humans, but only humans, as Mikhel hasn't added any Alien Species chips to his device.
Note 2: The assumption may be that catastrophic combat injuries are obvious, and the usual actions are not done. A Trauma Pack must be applied within 1D rounds to 'save the life' of a casualty. So, standard First Aid is not being done, and a MediScan is not being done.
Should the above assumptions be adopted, all normal [HEAL] First Aid Checks would have a +1DM added, using the MediScanner. Combat First Aid checks would be without a MediScan, but would concentrate on the obvious critical wound.
- Suggestion: With a known crew, the MediScanner could have recorded profiles in memory, and bypass the calibration? One of the reasons for the baseline Med Checks Mikhel insisted on?
BOB - Agreed that the MediScanner does not need calibration if the Medic has a known scan of the person.
2024 04 17 - Mike O
Going through online chats, and research, about the above timings for [HEAL] First Aid actions. Cause I'm still not too happy.
Assuming a Combat Medic in a shoot-out. Assume that wounds are obvious. A Combat Medic would apply bandages, shell dressings, tourniquets, Trauma Packs, etc... to instantly stop the bleeding. This would stop the bleed-out situation, and any follow-on damage due to blood loss (not covered in the Mongoose rules?). This doesn't fix the casualty, but hopefully prevents death in seconds. Depending on the wound(s), this could stabilize the casualty, enough, for them to stay at "0" for a few minutes. Fluids might be needed to sustain the casualty, and more aggressive follow-on treatment, but the casualty isn't going to die right this minute (10 Combat Rounds?). I'm looking at the shoot-out ending fairly quickly, or the Traveller team being taken out, or what-ever. Then, we start really treating the injuries, and triage, using the MediScanner for internal problems that can't be seen from the outside.
Found something that might work, but it could be too complicated, or messy if people botch their rolls. This is for all the other situations, that could happen. Engineer has an accident in the Maneuver Drive room, a Traveller falls off the outer hull of the ship while making a repair on planet, someone cuts a finger cooking dinner, etc...
Assessing Damage, Treating Casualties
INITIAL DIAGNOSIS AND TREATMENT | ||||||
Wound Level | - | Must diagnose in next… | - | If not… | - | Comments |
Superficial | - | 2D hours | - | 1D mishap (infection) | - | Don’t reroll if not treated |
Minor | - | 1D×10 minutes | - | 2D mishap (trauma)* | - | Unconscious for 3D minutes |
Major | - | 2D minutes | - | 3D mishap (blood loss)* | - | Unconscious for 1D hours |
Destroyed | - | 1D minutes | - | death† | - |
->†If a TL12+ medical kit is used and the initial diagnosis/treatment is successful, the character may be kept barely alive long enough to be put in TL9+ medical facilities (or low berth) if this is done within 1D days. If the character is in low berth, or he is in medical facilities of at least TL9, his characteristics remain at zero, and he is vulnerable to any influence that interferes with his life support (for example, a severe jolt, depletion of supplies, and so on). As long as the character has constant medical attention, and his life support is not threatened, he may be sustained in this condition up to 2D months.
HEALING
The healing varies depending upon the level of wounding.
Superficial: The character must be diagnosed and must receive at least a field treatment sometime within the next 2D hours. If the character has not received at least a field treatment in the required time, roll 2D on the Mishap table and apply the indicated amount of additional damage to the character (from infection, catastrophic trauma, or whatever).
Normal activity can be resumed after treatment.
- Healing Rate: +1 per day for each injured characteristic.
- Cost: Roll 3D for the cost in credits of miscellaneous medical items.
Minor: The character with a minor wound must be diagnosed and must receive at least a field treatment sometime in the next 1 D x 10 minutes (the character will remain unconscious for 30 minutes). If the wounded character does not receive treatment in the required time, roll 2D on the Mishap table and apply the indicated amount of additional damage to the wounded character (the additional damage results from blood loss, catastrophic trauma, or whatever). Reroll every hour until treatment is received, or until the character dies.
Minor surgery is required for all gunshot, fragment, blade, and puncture wounds, but is not needed for laser and energy weapon burns.
The injured character must spend 2D days of total inactivity. The character may be moved by others, but must remain in bed. During the inactive period, all characteristics will be halfway between their wounded level and the original; at the end of the period, final healing will take place.
- Healing Rate: +1 per day for 1 characteristic (player’s choice).
- Cost: Non-surgical, Cr10×2D; surgical, Cr500×1D. If inactivity is in a hospital, Cr500 per day for 1D days, Cr100 per day thereafter. Field care is Cr50 per day.
Major: The character with a major wound must be diagnosed and must receive at least a field treatment sometime in the next 2D minutes (the character will remain unconscious for 1D hours). If successful treatment is not received in the required time, roll 3D on the Mishap table and apply the indicated amount of additional damage to the character (from blood loss, catastrophic trauma, or whatever). Reroll every hour until treatment is received, or until the character dies.
Surgery is required for all major wounds.
The injured character must spend 1D×10 days of total inactivity. The character may not be moved by others, and must remain in bed. During the inactive period, all characteristics will be halfway between their wounded level and the original; at the end of the period, final healing will take place.
- Healing Rate: +1 per day for 1 characteristic (player’s choice).
- Cost: Surgery, Cr1,000×1D. If inactivity is in a hospital, Cr500 per day for 1D days, Cr100 per day thereafter. Field care is Cr50 per day.
Destroyed: Death of a character is not instantaneous. Diagnosis within 1D minutes may be used to keep a character barely alive-enough alive, at least, to receive later treatment in tech level 9 + hospital facilities or transport in low berth.
If the character is in low berth or if he is in hospital facilities of at least tech level 9, his characteristics remain at zero, and he is vulnerable to any influence that interferes with his life support (for example, a severe jolt, depletion of supplies, and so on). As long as the character has constant medical attention, and his life support is not threatened, he may be sustained in this condition for up to 2D months.
To recover, the character must be re-diagnosed and receive treatment in hospital facilities of at least tech level 13 or more. If successful treatment is not received in the 2D months indicated above, the character dies.
A special DM of + 1 per facility tech level over 13 is allowed. If the treatment is successful, the character is comatose with all 3 physical characteristics at 1.
After undergoing treatment, the character may resume limited, nonphysical activity as soon as all characteristics have reached 4 (or full level, if less).
When any one characteristic reaches 4 (or its original level, if less), the character regains consciousness. When two of the three characteristics reach their original level, no more healing occurs. The character must remain inactive until healing ends. The character may be initially treated on a TL13+ world and then removed to a lower TL world for healing. The character may resume limited non-physical activity as soon as all characteristics have reached 4 (or full level if less).
*Healing Rate: The character must decide which characteristic to restore. Roll 2D for 9+, with a DM of +1 per facility TL over 12. If successful, add 1 to the characteristic for the month.
*Cost: Low berth costs, Cr1,000 per week. Treatment, Cr250,000. Healing in a hospital (required), Cr150,000 per month
Source:
- MEGATRAVELLER Players’ Manual Copyright 1987, Pg 75 & 82
- MEGATRAVELLER Consolidated Errata, V2.21 (02/23/13)
2024 05 04 - Mike O
The following is a draft of what legal responsibilities and duties a 'Ship's Doctor' may be required to do, besides issue bandages and pills. There is actually a lot of stuff.
What are a ship doctor's responsibilities?
To help you understand what a day in the life of a doctor working on a ship is like, explore their duties below:
- Providing medical care: A ship doctor diagnoses and treats a range of common illnesses and injuries, such as respiratory infections or minor wounds. They also oversee the administration of routine medications to those with chronic conditions, such as diabetes or heart disease, ensuring the continuity of treatment while in space.
- Handling emergencies: A ship doctor is also a first responder during emergencies on board. In scenarios such as heart attacks or accidents, they provide immediate care to help stabilize the patient's condition before they get further medical help.
- Conducting health checks: A ship doctor performs regular health checks on crew members to monitor various health parameters, such as blood pressure or glucose levels. This facilitates early identification and management of health conditions.
- Maintaining public health standards: Ship doctors work with the medical team (if there is one) and ship crew to maintain public health standards. They ensure the execution of sanitation procedures and oversee infection control protocols to prevent the spread of diseases. This includes food handling safety protocols, pest and parasite control, water and air quality monitoring, etc...
- Liaising with local health authorities: The ship doctor engages with health authorities at various ports to report and manage notifiable1 diseases. Intersystem health regulations guide these interactions, ensuring the ship complies with Intergovernmental health standards.
- Educating passengers and crew about health risks: A ship doctor educates passengers and crew about various health topics to promote a health-conscious environment. They conduct informative sessions about travel medicine, hygiene practices, disease prevention, dietary habits and regular exercise to empower the community to take relevant steps to improve their well-being. The ship doctor should research the next port of call for health hazards and local peculiarities to advise crew and passengers of risks. This could result in 'progressively' changing the environment on the ship to match the next port of call's conditions (gravity, air density, light) if the crew/passengers are likely to stay for a period of time and want to adjust beforehand.
- Administering vaccinations and screenings: The ship doctor administers necessary vaccinations or conducts health screenings, depending on the travel itinerary and prevailing interplanetary health concerns. They also monitor health advisories and guidelines to adjust the ship's health protocols and mitigate potential health risks.
2024 05 04 - Mike O
Vargr on planets with high heat and humidity. IE: Torpol Tropical regions in Summer.
Watch the humidity
High humidity amplifies the negative impact of high temperature on Vargr—and in combination, these factors magnify the danger zone. When Vargr pant, moisture from their lungs evaporates and helps reduce their body heat. But high humidity conditions hamper that process and their ability to cool themselves, and their body temperature can skyrocket — rapidly — to dangerous, or even lethal, levels.
Taking a Vargr's temperature will quickly tell if there is a serious problem. A Vargr's temperature should not reach over 104 degrees. If a Vargr's temperature does, follow the instructions below for treating heat stroke.
Limit exercise on hot days
Vargr should take care when exercising. Adjust intensity and duration of exercise in accordance with the temperature. On very hot days, limit exercise to early morning or evening hours, and be especially careful with Vargr with white-colored ears, who are more susceptible to skin cancer, and Vargr with short muzzels, who typically have difficulty breathing. Always carry water to prevent dehydration. Note: Fur colour is partly determined by climate with those from colder regions displaying a greater variety of colours than those from warmer climates. These Vargr may need to be more vigilant to hot weather.
Don't rely on a fan
Vargr respond differently to heat than do humans. Vargr, for instance, sweat primarily through their palms and feet. And fans don't cool off Vargr as effectively as they do humans that perspire from nearly their entire bodies.
Provide ample shade and water
Any time a Vargr is outside, make sure to have protection from heat and sun and plenty of fresh, cold water. In heat waves, add ice to water when possible. Tree shade and tarps are ideal because they don't obstruct air flow.
Cool inside and out
Whip up a batch of quick and easy DIY frozen treats or flavoured ices. And always have water. Keep Vargr from overheating indoors or out with a cooling body wrap, vest or mat. Soak these products in cool water, and they'll stay cool (but usually dry) for up to three days. If Vargr don't find immersion in water stressful, they can try a cooling soak.
Watch for signs of heatstroke
Extreme temperatures can cause heatstroke. Some signs of heatstroke are heavy panting, glazed eyes, a rapid heartbeat, difficulty breathing, excessive thirst, lethargy, fever, dizziness, lack of coordination, profuse salivation, vomiting, a deep red or purple tongue, seizure and unconsciousness.
Vargr are at particular risk for heat stroke if they are very old, very young, overweight, not conditioned to prolonged exercise, or have heart or respiratory disease. Some Vargr with short muzzles—will have a much harder time breathing in extreme heat.
How to treat a Vargr suffering from heatstroke
Move the Vargr into the shade or an air-conditioned area. Apply ice packs or cold towels to their head, neck and chest or run cool (not cold) water over them. Let them drink small amounts of cool water or lick ice cubes. Take them directly to a medical professional. Do not delay this last step as prompt attention can prevent follow-on issues.
Torpol, Tlaiowaha Subsector, Trojan Reach 2221 - The low gravity is a bonus, but the thin air can complicate the heat and humidity risks in the tropical zone for Vargr. If Vargr have to use supplemental air, it should be cooled, to assist with keeping core temperature in the optimal range. Core temperature of a Vargr must be monitored, and supplemental air cooling regulated in concert.
Subspecies:
Urzaeng – Physically bigger and tougher than other Vargr and therefore not as susceptible to heat issues. However still more at risk than Humans. Note: May need more convincing their health is at risk than most Vargr.
Kokasha – Physically the smallest of the Vargr race, and most susceptible to dehydration and they tend to quickly deteriorate once heatstroke is experienced.
Akumgeda – Very high incidence of spotted fur, but average height and weight for Vargr. Very susceptible to heat and humidity, but no significant deviations from the usual.
Nakagun – Physically taller and heavier than most Vargr. Not as good a constitution as the Urzaeng, but better than other subspecies. Still need some vigilance for health safety.
How much of the current political situation of the Reach does Khearl know? On the one hand, he's not from there and has only crossed out of Imperial territory fairly recently. OTOH that travel time as been a couple-three months wherein he's kept up on the news and he's aware of which clans control what [most Aslan males would check on that when entering a new area as a matter of course].