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=== MEDICAL GEAR AND DRUGS === Drugs weight of around 12 doses per pound. Drugs can also be used with Air Pistols (see Injector Ammunition) or administered through a hypospray or syringe.</br> '''Antibiotic''' (drug): this drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before one can benefit again. Cost 50 credits a dose.</br> '''Antivenom''' (drug): when applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any hit point lost to the subject in the last hour where cause by poison-type damage, the subject recovers ½ of that damage back in 1d6 rounds. Cost 30 credits per dose.</br> '''Cold-Coffin''': coffin like device can suspend a creatures within for several days. A creature that has died in the last minute (10rds) that is placed in the machine can be restored to life within 7 days. This requires 1hr of surgery and a DC20 Medicine check. If successful the creature is restored to 1 HP but has five levels of Exhaustion and no Hit Dice. Powercell D/7 days, Wt. 200lbs, Cost 2,000 credits.</br> '''Frezone''' (drug): this is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Frezone gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 4d6 rounds and then bonuses disappear and the user gains a level of exhaustion. Cost 300 credits a dose. '''Drug kit''': includes a hypospray injector and comes with space for 60 vials of various drugs listed here (purchased separately). Wt. 6lbs, Cost 125 credits. '''Healing Elixirs''' (drug): advanced potions of healing. When applied to a target a basic elixir restores 2d4+2 HP immediate. Advanced elixir restores 4d4+4 HP and master elixir restores 4d8+4 HP. Basic cost 25 credits, advanced 100 credits and master cost 500 credits a dose. '''Hypospray Syringe''': this advanced injector allows a medic, with an action, to administer various drugs to a willing adjacent target. It requires a melee attack roll to use against an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. Powercell A/200 applications, Wt. ½lb (1lb full), Cost 100 credits.</br> '''Medical Kit''': advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses. Wt. 40lbs (Restocking a medical kit costs 25 credits and Wt. 2lb per unit of supplies), Cost 600 credits. The kits have a variety of uses, each requiring one unit of supplies: * With a full round action make a DC15 Wisdom (Medicine) check. Success heals the target 1d8 + the user’s Wisdom score and proficiency bonus (if proficient with Medicine skill). Target must complete a rest to benefit from this again. * With a full round action gain Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized. * Grants up to six creatures (including user) Advantage on Hit Dice rolls during a short or long rest. * Attempt surgery in the field but double the time required (minimum 1 hour) and the check is at Disadvantage. DCs are variable but usually start at 15. * Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease). '''Painkiller''' (drug): render a creature resistant to the effects of pain. When applied, gain 2d8 temporary Hit Points. A target cannot benefit from painkillers again until it has completed a long rest. Cost 30 credits per does.</br> '''Radcleanse''' (drug): a mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. Cost 100 credits per dose.</br> '''Sprayskin''': this miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. As an action, when applied to an adjacent target or oneself, the target regains 2d4 hit point immediately. Then it gains ¼ (round up) its best Hit Dice back that it must spend on its next rest. These HD do not count towards the number spent by the target during a rest but still gain any other benefits (like from a Medical kits, etc.). Target also regains one addition Hit Dice after a long rest. The target must complete a long rest before benefiting from sprayskin again. Wt. ½lb, Cost 50 credits per dose.</br> '''Stabilizer Pack''': small one-use advance drug pack are injected into a subject. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (grant 3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before it can have its HP restored in this way again (but it can be used to stabilize). Wt. ½lb, Cost 50 credits</br> '''Stimulant''' (drug): this medicine heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. Cannot benefit from it again until after a long rest. Cost 30 credits per dose.</br> '''Syringe'''*: these are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll to use against an unwilling target. Wt. ¼lb, Cost 5 credits
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