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<blockquote data-quote="kronos182" data-source="post: 6835379" data-attributes="member: 6668634"><p>Thermacine</p><p>Thermacine is a drug developed originally for workers in artic and extreme cold conditions, such as in orbital shipyards. Thermacine is an injectable biological anti-freeze drug that provides temporary protection from frostbite and the ravages of extremely low temperatures. It is not intended for long term protection; but can allow a person to work for brief periods in sub-artic conditions and survive exposure. As it becomes more wide spread and cheaper, thermacine is also included in survival kits install in escape pods of many starships.</p><p>Each dose of termacine provides the user with cold resistance 5, immune to effects of cold exposure for 1d4+1 hours. If someone takes more than 4 consecutive doses in a day, the body starts to feel numb and lose sensation, suffering a -4 to all Dexterity based skills. After 6 consecutive doses, the user is also fatigued, while still suffering the -4 penalty to Dexterity skills, and can not distinguish the difference in hot and cold. This has led some people to burn themselves by touching burning hot pots.</p><p>PDC: 14 per dose</p><p>Craft DC: 29, 15 hours to make.</p><p></p><p>[HR][/HR]</p><p></p><p>P.O.P. (Personally Optimized Provisions) Late PL5/Early PL6</p><p>P.O.P.s are the next step in ERM (Emergency Ration Meal) or other prepackaged meals for long term storage. P.O.P.s are a step up from trail rations, but below the smaller pill form violet rations, also a bit cheaper. Using a variety of foods and chemicals, these meals-in-a-bag come in a hundred different feats to offer solders or those who don't have the comfort of a fully stocked kitchen on the go. Though the pre-packaged meals look like horrible mush, their flavour and texture are next to gourmet in quality. Prior to eating, all a person needs to do is follow three steps. Step 1) Pull off the activation/safety strip that exposes the cheap, paper-thin IR power strip (similar to solar power strips on calculators, except it uses IR light from either the sun or that which most planets naturally emits to generate just enough electrical power for the bag's simplified computer, day or night). Step 2) Pass their ID cards (or equivalent form of electronic ID that includes medical records, such as Shepard chips, or 'dog tags' for those in the military) over a simple sensor and a disposable computer reads all the pertinent information it needs through a short-ranged wireless radio connection. Specifically it gathers the dietary nutritional recommendations the person's doctor made upon their last checkup. At that point, various quantities of prescribed vitamins & supplements are automatically added to the contents of the bag and the male is "personally optimized" for the hungry person. Step 3) Open bag and eat. With the addition of just an ounce of water, most of these can even self-heat to 100 degrees Fahrenheit (38 Celsius) via a thermal-chemical reaction in just a minute. </p><p>However, the meals are perfectly edible cold if conditions demand the person to forego the optional fourth step of adding water. For convenience, each packet has a separate pouch that contains a wet-nap, salt, pepper. Each P.O.P. packs in 1,200 calories of yummy goodness and has a shelf life of 100 years.</p><p>Size: Tiny</p><p>Weight: 1 lb</p><p>PDC: 4 for box of 15.</p><p></p><p>[HR][/HR]</p><p></p><p>Plastiflesh Patch (PL6)</p><p>The predecessor to the spray chemical version of plastiflesh, a specially treated bandage that is placed over a wound and adheres to the skin. Upon placing the patch on the wound, the chemicals aid in blood clotting and promote strong immune system response and healing. The recipient is healed 1d4+1 points of damage, but the patch must remain on the wound for 1d4+1 hours. Plastiflesh patch will stop such conditions as continued bleeding from wound weapon abilities. If the patch is removed before that time, the wound reopens and the recipient suffers 1 point of damage plus half the damage it healed. The patch can also be removed when the recipient suffers damage (any attack has a 10% chance of striking the patch and ripping it, suffering damage as if it was removed before the required time), especially damage by fire (40% chance).</p><p>Applying a patch is a full round.</p><p>PDC: 8 for pack of 20 patches.</p><p>Weight: 0.5 lb.</p><p>Size: Tiny</p><p></p><p>Chemical, Regen (PL6)</p><p>Regen is a more powerful version of Rejuve, putting the user's immune system into overdrive for a short period of time. The user gains fast heal 1 for 5 rounds, after which the user is fatigued. The user can use Regen a maximum number of times equal to their Con modifier, per day or take 1d4 points of temporary Con damage per dose. If the user uses a second dose of Regen within 5 minutes of the last dose, they immediately become exhausted, although the Regen still works.</p><p>PDC: 8</p><p>Size: Diminutive</p><p>Restriction: Restricted (+2)</p><p></p><p>RMK (PL6-7)</p><p>The RMK, Robot Medical Kit, is a type of medical kit, measuring 2.5 inches in diameter by 8 inches tall, filled with a half dozen tiny robots, about the size of small buttons, which can be used to heal wounds, from cuts, burns and bullet holes, but not broken bones or other internal injuries. The robots disinfect, clean, cut and stitch the wound, healing 2d4 points of damage. The whole process of holding the RMK to the wound, the robots working and returning to the case takes a full round. The RMK has enough power for 10 uses before become useless. The used up RMK can be returned to the manufacturer for a discount on a new unit.</p><p>PDC: 25, returning a used RMK will reduce PDC to 22.</p><p>Size: Small</p><p>Weight: 2 lb.</p><p>Restriction: Restricted (+2)</p><p></p><p>IRMSS (PL6-8)</p><p>The IRMSS, Internal Robot Medical Surgeon System, is a far more powerful version of the RMK, using a series of microscopic robots to repair internal injuries from blood clots, repairing torn/ruptured veins, internal bleeding and minor damage to organs. The container is a little larger than the RMK, held above the injury area, button pressed and the robots repair damage in a full round, then return to the container, healing 3d4 points of damage that require surgery to perform, or 1d4 points of physical ability damage (Strength, Dexterity or Constitution). Unfortunately the IRMSS is only useable 5 times before becoming inert. The IRMSS can be used to treat surface injuries, but such use is a waste, and usually used in conjunction with an RMK, with the IRMSS used first to treat internal damage then the RMK to close the surface injury.</p><p>PDC: 36</p><p>Size: Small</p><p>Weight: 4 lb.</p><p>Restriction: Restricted (+2) to medical or military professions.</p><p></p><p>Dermal Regenerator (PL8-9)</p><p>Dermal Regenerators are an upgraded, larger, more powerful version of the regen wands, but unable to treat internal injuries like organ damage, ability damage, broken bones. Untrained users can use the dermal regenerator without a Treat Injury check, restoring 1d6 hit points. Trained users, with a successful Treat Injury check, can restore 2d6 hit points. The dermal regenerator can be used multiple times in a roll, however a Treat Injury check must be used for each consecutive round, and restores only 1d6 hit points. Untrained users attempting to use it over multiple rounds can attempt a Treat Injury check, but successful checks only restore 1d4 hit points. Failed checks do not restore any hit points, nor cause damage, just uses up power. Dermal regenerators have enough power for 1 hour of use before requiring a new power pack.</p><p>PDC: 34</p><p>Size: Small</p><p>Weight: 5 lb.</p><p>Restriction: Restricted (+2) to medical or military.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6835379, member: 6668634"] Thermacine Thermacine is a drug developed originally for workers in artic and extreme cold conditions, such as in orbital shipyards. Thermacine is an injectable biological anti-freeze drug that provides temporary protection from frostbite and the ravages of extremely low temperatures. It is not intended for long term protection; but can allow a person to work for brief periods in sub-artic conditions and survive exposure. As it becomes more wide spread and cheaper, thermacine is also included in survival kits install in escape pods of many starships. Each dose of termacine provides the user with cold resistance 5, immune to effects of cold exposure for 1d4+1 hours. If someone takes more than 4 consecutive doses in a day, the body starts to feel numb and lose sensation, suffering a -4 to all Dexterity based skills. After 6 consecutive doses, the user is also fatigued, while still suffering the -4 penalty to Dexterity skills, and can not distinguish the difference in hot and cold. This has led some people to burn themselves by touching burning hot pots. PDC: 14 per dose Craft DC: 29, 15 hours to make. [HR][/HR] P.O.P. (Personally Optimized Provisions) Late PL5/Early PL6 P.O.P.s are the next step in ERM (Emergency Ration Meal) or other prepackaged meals for long term storage. P.O.P.s are a step up from trail rations, but below the smaller pill form violet rations, also a bit cheaper. Using a variety of foods and chemicals, these meals-in-a-bag come in a hundred different feats to offer solders or those who don't have the comfort of a fully stocked kitchen on the go. Though the pre-packaged meals look like horrible mush, their flavour and texture are next to gourmet in quality. Prior to eating, all a person needs to do is follow three steps. Step 1) Pull off the activation/safety strip that exposes the cheap, paper-thin IR power strip (similar to solar power strips on calculators, except it uses IR light from either the sun or that which most planets naturally emits to generate just enough electrical power for the bag's simplified computer, day or night). Step 2) Pass their ID cards (or equivalent form of electronic ID that includes medical records, such as Shepard chips, or 'dog tags' for those in the military) over a simple sensor and a disposable computer reads all the pertinent information it needs through a short-ranged wireless radio connection. Specifically it gathers the dietary nutritional recommendations the person's doctor made upon their last checkup. At that point, various quantities of prescribed vitamins & supplements are automatically added to the contents of the bag and the male is "personally optimized" for the hungry person. Step 3) Open bag and eat. With the addition of just an ounce of water, most of these can even self-heat to 100 degrees Fahrenheit (38 Celsius) via a thermal-chemical reaction in just a minute. However, the meals are perfectly edible cold if conditions demand the person to forego the optional fourth step of adding water. For convenience, each packet has a separate pouch that contains a wet-nap, salt, pepper. Each P.O.P. packs in 1,200 calories of yummy goodness and has a shelf life of 100 years. Size: Tiny Weight: 1 lb PDC: 4 for box of 15. [HR][/HR] Plastiflesh Patch (PL6) The predecessor to the spray chemical version of plastiflesh, a specially treated bandage that is placed over a wound and adheres to the skin. Upon placing the patch on the wound, the chemicals aid in blood clotting and promote strong immune system response and healing. The recipient is healed 1d4+1 points of damage, but the patch must remain on the wound for 1d4+1 hours. Plastiflesh patch will stop such conditions as continued bleeding from wound weapon abilities. If the patch is removed before that time, the wound reopens and the recipient suffers 1 point of damage plus half the damage it healed. The patch can also be removed when the recipient suffers damage (any attack has a 10% chance of striking the patch and ripping it, suffering damage as if it was removed before the required time), especially damage by fire (40% chance). Applying a patch is a full round. PDC: 8 for pack of 20 patches. Weight: 0.5 lb. Size: Tiny Chemical, Regen (PL6) Regen is a more powerful version of Rejuve, putting the user's immune system into overdrive for a short period of time. The user gains fast heal 1 for 5 rounds, after which the user is fatigued. The user can use Regen a maximum number of times equal to their Con modifier, per day or take 1d4 points of temporary Con damage per dose. If the user uses a second dose of Regen within 5 minutes of the last dose, they immediately become exhausted, although the Regen still works. PDC: 8 Size: Diminutive Restriction: Restricted (+2) RMK (PL6-7) The RMK, Robot Medical Kit, is a type of medical kit, measuring 2.5 inches in diameter by 8 inches tall, filled with a half dozen tiny robots, about the size of small buttons, which can be used to heal wounds, from cuts, burns and bullet holes, but not broken bones or other internal injuries. The robots disinfect, clean, cut and stitch the wound, healing 2d4 points of damage. The whole process of holding the RMK to the wound, the robots working and returning to the case takes a full round. The RMK has enough power for 10 uses before become useless. The used up RMK can be returned to the manufacturer for a discount on a new unit. PDC: 25, returning a used RMK will reduce PDC to 22. Size: Small Weight: 2 lb. Restriction: Restricted (+2) IRMSS (PL6-8) The IRMSS, Internal Robot Medical Surgeon System, is a far more powerful version of the RMK, using a series of microscopic robots to repair internal injuries from blood clots, repairing torn/ruptured veins, internal bleeding and minor damage to organs. The container is a little larger than the RMK, held above the injury area, button pressed and the robots repair damage in a full round, then return to the container, healing 3d4 points of damage that require surgery to perform, or 1d4 points of physical ability damage (Strength, Dexterity or Constitution). Unfortunately the IRMSS is only useable 5 times before becoming inert. The IRMSS can be used to treat surface injuries, but such use is a waste, and usually used in conjunction with an RMK, with the IRMSS used first to treat internal damage then the RMK to close the surface injury. PDC: 36 Size: Small Weight: 4 lb. Restriction: Restricted (+2) to medical or military professions. Dermal Regenerator (PL8-9) Dermal Regenerators are an upgraded, larger, more powerful version of the regen wands, but unable to treat internal injuries like organ damage, ability damage, broken bones. Untrained users can use the dermal regenerator without a Treat Injury check, restoring 1d6 hit points. Trained users, with a successful Treat Injury check, can restore 2d6 hit points. The dermal regenerator can be used multiple times in a roll, however a Treat Injury check must be used for each consecutive round, and restores only 1d6 hit points. Untrained users attempting to use it over multiple rounds can attempt a Treat Injury check, but successful checks only restore 1d4 hit points. Failed checks do not restore any hit points, nor cause damage, just uses up power. Dermal regenerators have enough power for 1 hour of use before requiring a new power pack. PDC: 34 Size: Small Weight: 5 lb. Restriction: Restricted (+2) to medical or military. [/QUOTE]
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