Questions about the Sirian Setting

4 posts / 0 new
Last post
Zxehenia
Zxehenia's picture.
MediatorSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
5 days 49 min ago
Questions about the Sirian Setting

Need more clarification about something within the setting?
Having trouble locating information about something within the setting?
Here is the place to pose those questions or any other questions you may have about our sci-fi setting of Sirian.

*If a question requires a more indepth discussion they may be given a topic under the Setting Forums before an answer is provided here.*

What would a standard first aid kit (like one taken on a session by a doctor/nurse/health worker or accessible on a ship/public space) be likely to contain? In the case of a sudden emergency are they likely to be close at hand in a well populated area like the station or a standard shuttle?
Answer: http://vaxia.org/comment/265791#comment-265791

Other than the Unlife Virus, are there any long term degenerative diseases (or well known contractible or hereditary illnesses) that the player characters should be aware of? Or have most of those been eradicated?
Answer: http://vaxia.org/comment/265792#comment-265792

LadyKirsten
LadyKirsten's picture.
MediatorNewbie HelperSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
3 days 8 hours ago
Medicine and Health

-What would a standard first aid kit (like one taken on a session by a doctor/nurse/health worker or accessible on a ship/public space) be likely to contain? In the case of a sudden emergency are they likely to be close at hand in a well populated area like the station or a standard shuttle?

-Other than the Unlife Virus, are there any long term degenerative diseases (or well known contractible or hereditary illnesses) that the player characters should be aware of? Or have most of those been eradicated?

Edit (so I don't clutter the forums with thanks posts): Thank you so much! That is exactly what I was hoping to find out on all counts. I wanted to make sure that I could use similar names for diseases whenever possible, and knowing about the medkits will be extremely helpful. I think that'll help a lot during my play to be able to reference real medical conditions. So thank you very much!

Zxehenia
Zxehenia's picture.
MediatorSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
5 days 49 min ago
Answer to What would a standard first aid kit contain

Dividing them up to make linking to individual answers easier.

What would a standard first aid kit (like one taken on a session by a doctor/nurse/health worker or accessible on a ship/public space) be likely to contain? In the case of a sudden emergency are they likely to be close at hand in a well populated area like the station or a standard shuttle?

It is safe to assume that a medical personnel or anyone that wants to own a med kit will have the freedom to stock it as they wish.
If there are no numerical boosts then really the sky is the limit, so one does not need to feel constrained by the following description, but if it helps get an idea of what may be inside:

Most medical kits will have all the basic necessities in order to aid in most medical situations. A micro defibrillator that all it needs is to be put on the heart and a button push and it does the rest. Various types of gauze and wraps to dress wounds. A selection of antibiotics (oral and topical) and antiseptics. The basic pharmaceuticals for most generic situations - pain killers, adrenaline, epi pens, sedatives. Basic surgical tools. Bandages - both in the form of medi foam or the usual every day kind. Tampons (great for bullet holes, deep punctures, bloody noses). Tools to help convert a personal datapad to a on field medical monitor. Etc.

Now what will matter more then what is inside, is if those items will give a stat boost or not. When scourging for one in a session, that will be left up to SH discretion on if it will provide any perks, or what may be found in it, depending on how well a character rolls in their search.

For ones owned by a PC there are a couple ways they can go about it, though these would have to be purchased to pay for the perks of the item boosts.

    They can have a medi kit just give a flat boost to their relevant skill, and the player can have the character stock whatever they want that they feel their character would use when they roll actions related to the skill.

    Alternatively the player can cherry pick which items they want to provide a boost, ie purchasing some sedatives that have a difficulty and pp effect; medi foam that provides heals a certain amount of health per use.

As for where they are located, each shuttle should have at least one, fully stocked (though privately owned ships that would be up to the PC that owned them). Around the station prime they would be placed in strategic places all around. So if there is not one immediately near by one wouldn't have to look very far or hard to find one.

For other locations, like the moon base, they probably would not be as wide spread, but any medical station would have a couple that could be picked up and taken for just in cases. Though for missions that go away from the station prime would likely pack in extra kits that can be carried if needed.

Zxehenia
Zxehenia's picture.
MediatorSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
5 days 49 min ago
Answer - Diseases in Sirian

Other than the Unlife Virus, are there any long term degenerative diseases (or well known contractible or hereditary illnesses) that the player characters should be aware of? Or have most of those been eradicated?

Last year this was actually discussed a bit
http://vaxia.org/forums/sirian-everyday-technology

Part of the goal of our games is that anyone can have a version of themselves in any of our settings. With regards to diseases and such, we are presented with a precarious situation. For with advance sciences and tech there is the temptation to eradicate illness and disease. The problem is that eliminates the ability for some people to have a version of themself. Another temptation is to make them absolutely curable, which also risks removing the ability for people to have a version of themselves. Instead its better to think along the lines that treatments may not be able to cure everyone, but rather help some manage or cope with it better, or even recoverable. But always leave room for it to exist in some form.

There is also this to consider: http://vaxia.org/comment/233161#comment-233161

With that in mind, pretty much it is safe to assume that any of those viruses, degenerative diseases, contractible or hereditary illnesses, that exist in our own reality has a comparable version in the setting. To keep things relate-able it will be ok to use the same names. The bottom line, they do exist in some form and it will be up to the player if they wish to use any of that in their play.


If someone wishes to come up with a new illness or disease we have the following:
http://vaxia.org/wiki/enhancement-and-conditions-submission-guidelines

How the Condition is going to be introduced into play
When introducing something new into a setting there must be a plan of action to ensure the players are prepared - especially if it is something that can drastically affect their play and adds in a new facet of play that they have to adjust to. This is -extremely- important as we want people prepared for a new facet of play and be able to voice their concerns and adjust appropriately.

So players will be given some kind of heads up or introduction to make them aware.


Though for some specific ones that have popped up ICLY:

Space Syndrome - The degeneration of bone and tissue mass due to being in less than normal gravity. This causes a person to be a bit weaker, mostly noticeable when back in normal gravity. Recoverable if caught soon enough, with a strict exercise regiment and medical treatment to help rebuild muscle mass and fortification of the weakened bones. If the degeneration is severe enough then more aggressive treatments such as cybernetic replacements, or genetic therapy may be needed.

Project 75A -114 : a highly volatile version of the unlife strain developed by South Ridge
http://vaxia.org/sessions/secrets-have-way-coming-out