Business Name:  Pharmacy

Staff/Proprietor: 

Name

Race

P.S.A.

STR/S TA

DEX/ RS

INT/L OG

PER/L DR

PS

IM

RW

MW

Special Abilities

Skills

Equipment

 

Vrusk

Biosocial

45/45

45/35

45/45

70/60

3

5

23

23

Ambidexterity, Comprehension 20%

Medical 1, Environmental 1

Medkit, Chronocom

Pharmacy  Having attended to his most pressing duty, James slips across the grassy lawn to the nearby pharmacy.  A vrusk in a pharmacists white coat helps McKilin restock his medkit with biocort and plastiflesh and the medic buys an extra 10 doses of biocort for a rainy day.

Frontier Date 40.309

  Another shore leave another visit. Sni'ktl scritches as his eyes and antennae paruse the phails, hypo's, cans and good old fashioned bottles. This time its four cans of "no sting" antiseptic, thirty cans of skin tone neutral biocort, twenty doses of "zippy dude" (a new brand of accelerator drug) and an oxydrug injector with ten shots of intravenous oxygen. Just once he'd love to come here only to browse.

Goods/Services:

Item

Mass

Avail

Cost

Quantity

Med Kit

10

-

500

 

Freeze Field

4

-

1200

 

Accelerator

-

N/A

10

 

Anaesthetic

-

-

5

 

Antibody Plus

-

-

5

 

Antitox

-

-

5

 

Biocort

-

-

10

 

Omnimycin

-

-

5

 

Oxy

-

N/A

30

 

Plastiflesh

-

-

5

 

Staydose

-

-

5

 

Stimdose

-

-

5

 

Telol

-

-

10

 

Universal Antibody

-

N/A

100

 

Oxy Drug Injector

-

N/A

500

 

First Aid Pak

-

-

20

 

Customer:

 

 

 

  

First Aid Pak - This kit contains a spray bandage, an antiseptic spray and a spray hypodermic. The spray hypo does not use a needle, and is painless. It contains one dose of each of these two survival drugs: Stimdose and Staydose

Freeze Field - Each freeze field device contains 20 SEU. The field uses 1 SEU every 10 hours. Another power source can be attached if the power runs low, but it if ever runs out the body can not be revived. A character loses one point from one of his ability scores for each full 10 hours he spends in a freeze field. The player can subtract these points from any ability or abilities he chooses. A freeze field device can be reused, but it must be recharged and re-tuned at a hospital or shop, at a cost of 100Cr.

Medkit - A medkit has specialized equipment the medic needs to perform his or her job. It weighs 10 kg and can be carried as a backpack. The medkit contains:

Local Anesthetic--10 hypo doses to relieve pain
Plastiflesh--5 cans of spray which closes up wounds and heals burns
Omnimycin--10 hypo doses to control infections
Acid neutralizer--1 bottle of liquid to neutralize acids
Antiseptic--5 cans of spray to clean and disinfect a skin area
Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
Medscanner--an electrical instrument used to diagnose ailments
Spray hypo--syringe used to give shots without a needle
Biocort--20 hypo doses to stimulate very fast healing
Telol--10 hypo doses of truth serum
Stimdose--10 hypo doses to revive unconscious individuals
Staydose--10 hypo doses to sustain a dying character for 20 hours
Sonic scalpel--same as in robcomkit
Laser scalpel--used to make deep incisions
Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
Autosurgeon--a special device that allows a medic to operate on himself
Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
Antitox--10 hypo doses to neutralize poisons

SprayHypoAccelerator Drug - This drug speeds up the body's actions. Only a medic may administer this successfully. When under the effects of the drug, a character adds +2 to the initiative die roll (in addition to normal bonuses) and can make one extra attack per turn in melee combat. The effect will last for a number of turns equal to the character's Stamina score (at the time the drug is taken) divided by 10. Each turn the character is accelerated, the person will lose four Stamina points. Lost points are healed like normal wounds.

Anesthetic Drug - This drug works exactly like a doze grenade, except that it must be injected into the target. Anyone may give the injection.

Oxy Drug Injector - This slowly releases oxygen into the bloodstream, supplying all needs for twelve hours. Oxy drug injectors are usually worn on the wrist, feeding the drug directly into the blood. The injector must be attached at a hospital. Once the injector is attached, the character may refill it with oxy drug as needed. The cost of a refill is noted on the price list. Note that an oxy injector will not protect a character in space; a spacesuit must be worn.

Staydose: Staydose puts a character to sleep for 24 hours, slows down his heartbeat and breathing, and helps stop bleeding. If a character's Stamina has been reduced to O or less, a Staydose injection must be given in 10 turns and will keep the character alive until he is taken to a hospital.

Stimdose A Stimdose injection gives a character 10 extra Stamina points for three hours. After three hours, the character loses the 10 Stamina points and must rest without moving for 24 hours. A Stimdose injection will not raise a character's current number of Stamina points above his original Stamina score. A Stimdose will not revive a character whose Stamina has been reduced to 0 or less. It wail revive a character who was knocked unconscious by a doze grenade, but will not restore 10 Stamina points to the character.

Universal Antibody - This antibody helps protect the person from any type of disease. It may only be injected at a hospital. Characters with the universal antibody have a +20% chance to resist any disease (if the chance to resist the disease is 0% (nil), the character is given a 20% chance). This product is a great boon to galactic tradesmen and explorers of new worlds.

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