"Anagathics: At the start of any career term, a Traveller can start taking anagathics by rolling SOC 10+ (if you roll 2 exactly, you must instead go straight to the Prisoner career in this term). While using anagathic drugs, the Traveller effectively does not age – add the number of terms since the Traveller started taking anagathics as a positive DM to rolls on the ageing table. If a Traveller stops taking anagathics for any reason in the future, then he must roll immediately on the Ageing Table as the shock of his system beginning to age again strikes.
Anagathics have two drawbacks. First, the combined risk of trying to obtain a reliable supply and the disruption to his biochemistry means the Traveller must make two Survival checks in each term instead of one. If either or both checks are failed, the Traveller suffers a mishap.
Second, the drugs cost 1D x Cr200,000 for each term the Traveller uses the drugs. These costs are paid out of the Traveller’s eventual cash benefits. If the Traveller cannot pay these bills, he goes into debt – see Medical Debt on page XX.
Ageing and Anagathics During Play: If your campaign lasts long enough, Travellers will have to make further ageing rolls every four years. Travellers may also seek out anagathic drugs during a campaign – in fact, if a Traveller started using anagathics during creation, he may be driven to seek them out as a matter of necessity, or be faced with suddenly ageing rapidly. See Anagathic Drugs on page XX for more details."
And on p. XX:
"Anagathics (TL15): These slow the user’s ageing process. Synthetic anagathics become possible at TL15, but there are natural spices and other rare compounds that have comparable effects. Anagathics are illegal or heavily controlled on many worlds. One dose must be taken each month to maintain the anti-aging effect. They cost Cr20000 per dose."
Anagathics has always been a bit vague, but basically what they do is they neutralise the cumulative aging DM, without apparently doing anything about the aging rolls themselves.
Perhaps the characters could develop their Science (biochemistry), Science (gerontology) and Science (pharmacology) skills to develop an anagathic that becomes available at TL 10 and which halts the aging processes full stop for a four year period, or look for something that halts aging indefinitely somehow.
It wouldn't be canon, but it might be the basis for an entire story arc for the Travellers.
And also, I think I'm going to bring up the subject of giving anagathics a more detailed treatment either in the Central Supply Catalogue or The Traveller Companion. Possibly the former, more than the latter.