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The following are some of the more common various of hand devices and technology employed by Starfleet.</br>
 
The following are some of the more common various of hand devices and technology employed by Starfleet.</br>
 
'''Adhesive Patches''': small squares made of the same material as enviromental and space suits, adhesive patches are a quick puncture repair kit for both environmental suits and vacuum suits. One patch is required for each breach and require an action and a ''Repair'' skill check with a +1 bonus to successfully apply. A starting set is 10 patches, Wt. 1lb, Price +2.</br>
 
'''Adhesive Patches''': small squares made of the same material as enviromental and space suits, adhesive patches are a quick puncture repair kit for both environmental suits and vacuum suits. One patch is required for each breach and require an action and a ''Repair'' skill check with a +1 bonus to successfully apply. A starting set is 10 patches, Wt. 1lb, Price +2.</br>
'''Hand Communicator''': a standard Starfleet communicator can be flip activated for secure communications or voice activated for hands free operations. The standard range under optimal conditions is about 50 miles or low-standard g M-class planet's orbit. Wt. ½lb, Price +0.</br>
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'''Hand Communicator''': a standard Starfleet communicator can be flip activated for secure communications or voice activated for hands free operations. The standard range under optimal conditions is about 50 miles or low-standard g orbit of a planet. Wt. ½lb, Price +0.</br>
 
'''Hypospray Injector''': advances in medical technology allow for the replacement of needle injectors with the hyprospray model. This injects medicines through skin and thin clothing (including standard Starfleet uniforms) with an almost immediate affect. Wt. ½lb, Price +0.</br>
 
'''Hypospray Injector''': advances in medical technology allow for the replacement of needle injectors with the hyprospray model. This injects medicines through skin and thin clothing (including standard Starfleet uniforms) with an almost immediate affect. Wt. ½lb, Price +0.</br>
 
:Some standard Star Fleet drugs include – '''''Antibiotics''''' (adds +2 to checks to recover from any known disease), '''''Antivenom''''' (adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected), '''''Calm Mind''''' (adds +2 to any check for a subject to recover from temporary madness or other mental states), '''''Healing Spray''''' (if applied within 5 minutes of suffering a wound, adds a +2 to a subjects' Heroic Recovery; see Houserules and natural healing recovery checks), '''''Painkiller''''' (allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours), '''''Radcleaser '''''(adds +4 to any check to recover from radiation poisoning and damage), '''''Stimulant''''' (non-addictive stimulant that allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours). A standard Medical Away Team Case carries 2 each of the above items with Wt. 2lbs, Price -3.
 
:Some standard Star Fleet drugs include – '''''Antibiotics''''' (adds +2 to checks to recover from any known disease), '''''Antivenom''''' (adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected), '''''Calm Mind''''' (adds +2 to any check for a subject to recover from temporary madness or other mental states), '''''Healing Spray''''' (if applied within 5 minutes of suffering a wound, adds a +2 to a subjects' Heroic Recovery; see Houserules and natural healing recovery checks), '''''Painkiller''''' (allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours), '''''Radcleaser '''''(adds +4 to any check to recover from radiation poisoning and damage), '''''Stimulant''''' (non-addictive stimulant that allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours). A standard Medical Away Team Case carries 2 each of the above items with Wt. 2lbs, Price -3.

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