How to create Tougher Travellers?

One way to make characters tougher - ignore the MgT damage hits End first.

The CT rule was for "first blood" - the first wound is taken in its entirety to a random characteristic (Str, Dex, or End), I didn't consider that in any way realistic so got rid of it. Now you only get "first blood" if you roll a natural 12 to hit. An optional rule for MgT would be an effect number of 6+ also triggers the "first blood " rule. But I digress.

Damage is then spread out per die to the characteristics as the damaged PC player decides.
Remember when each die of damage had to be assigned specifically to one single stat?
 
Give them as much armor as they can afford. Make sure you account for any EDU/encumbrance problems, if it's heavy armor. Or let them buy a Grav Belt. But walking around a city like you're in a War Zone would probably be frowned upon.

I do like that Personal Energy Screen. They had one in Fading Suns. And even in the novels Foundation and Dune.
 
Another thing to consider is healing potions and cure light wounds.

Traveller has never been particularly good at high TL healing, especially temporary emergency combat trauma mitigation:

Stim Pak - a cocktail of paintkiller, stimulants and the like that immediately restores 1 point to every physical characteristic that has been lowered.
Medi Kit - a higher TL more advanced version of the above that uses handwavium to restore 1d3 points to each characteristic.

Costs, TLs, allergic reaction are entirely up to the referee...
 
Another thing to consider is healing potions and cure light wounds.

Traveller has never been particularly good at high TL healing, especially temporary emergency combat trauma mitigation:

Stim Pak - a cocktail of paintkiller, stimulants and the like that immediately restores 1 point to every physical characteristic that has been lowered.
Medi Kit - a higher TL more advanced version of the above that uses handwavium to restore 1d3 points to each characteristic.

Costs, TLs, allergic reaction are entirely up to the referee...
CSC now has the trauma pack to restore END even after "death".

First aid is pretty effective. With the best medikit you get DM+3 to the medic check and and as the amount of stat points restored is a function of effect, that can be 3 extra characteristic points restored.

Adhesive bandages cut down the time required for a medic check by 1 (time segment). Normal first aid is 1D rounds* so adhesive bandages would make that 1D-1 rounds. Applying First Aid is a significant action, and needs to be started within 1 minute of the injury. With 10 combat rounds to the minute, if they roll low the medic could move to a victim (as a minor action), treat them with adhesive bandages and complete the operation in time to move to another party next round. With optimal rolls and people close together the medic could treat 10 people that were all shot in the same combat round before they window of opportunity closed.

You could also take your time to apply first aid as it simply bumps the time from 1D x 6 seconds to 1D x 10 seconds. That +2 can make all the difference. With multiple injured parties a single medic might not have the luxury, but it is not impossible (though it may be an impossible choice since you won't know until you start how long it will actually take).

As I always say, a cheap expert package will either grant you the Medic Skill or give you a +1 to the check. Everyone should carry one and the better first aid kit in a belt pouch. If you you have a DM- for low EDU it would be better to just do what the expert package tells you even if you have Medic 0. You may be the only medic that can get to you. Trying to fix yourself when injuries impose negative DMs is not ideal, but if no-one can get to you it might be your only chance.

A personal medi-scanner gives you another DM+1 and is a wise investment. The portable medi-scanner is more cost effective but needs a few minutes to calibrate to each new patient. I would allow that to be done in advance of any injury and so it need only introduce a delay if you are treating someone you come across. The issue will be if the person carrying it is the other side of the battlefield.

Stacking these could be giving you +5 to whatever skill you have. With +2 for taking time, a decent Medic with a good EDU might never fail a check and could be restoring double digits on a good roll.

I would also advise everyone to carry a quick injector of Fast Drug and hit themselves up if they are badly injured (i.e. have lost all END but are still conscious). If you carry it in an obvious place the rest of the team can use it on you if you are beyond that point (no skill check required for something that basic). It is always embarrassing to not have your own when you need it because you helped a mate. Fast Drug will at least stop you dying.

Wheeling an Autodoc around with you isn't practical but a dedicated medi-droid is possible. Getting one with Medic 3 would be expensive, but a worthwhile investment, but even a Basic X brain can have Medic 1. With external equipment like a pre-calibrated portable medi-scanner etc. you could put together a basic model for very little outlay and it won't run the risk of trying to join the fight instead of doing it's job. With a good armour it could even manage this whilst under fire (though recovery to a safe location would be the preferred route).

If people are ducking into cover at the first injury rather than pushing their luck and a good medic is at hand to patch them up before they re-enter the fight, they could fight indefinitely.

* It should be noted that whilst the skill description says 1D rounds, the taking time table says First Aid is 1D minutes. I would be gald if someone could point out the errata as this is pretty important.
 
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