Hypospray: Difference between revisions
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A hypospray (or hypo) is a small hand-held piece of technology used to inject medicine or other drugs and treatments into a patient. | [[File:Hypospray_2390s.jpg|thumbnail|Hypospray Concept for Star Trek: Picard]]A hypospray (or hypo) is a small hand-held piece of technology used to inject medicine or other drugs and treatments into a patient. | ||
===History=== | ===History=== |
Revision as of 18:21, 2 June 2022
A hypospray (or hypo) is a small hand-held piece of technology used to inject medicine or other drugs and treatments into a patient.
History
By the 2260s the standard Starfleet hypospray was designed to accept a swappable vial of medicine. Field hyposprays were pre-loaded with an inert saline solution that could carry any of five selected concentrated emergency medication. (TNG reference: Star Trek: The Next Generation Technical Manual)
In the early 23rd century the standard Starfleet hypospray held one ampule which held ten doses of a single drug. By the 24th century this capacity was increased to five ampules each holding ten doses. (Decipher RPG module: Player's Guide)
In 2259 of the Kelvin timeline, Spock injected the Gorn commander with a hypospray full of the antidote to the Gorn virus, resulting in his death just as he, Kirk and T'Mar beamed away from the Gorn mothership. (TOS video game: Star Trek)
In 2270, Montgomery Scott rigged a hypospray to explode on impact and emit anesthesia gas. James T. Kirk threw it at a tribe of Xhosa who were trying to kill his otherwise unarmed landing party on Vehtora IV. Unfortunately the tribesmen appeared to be immune to the gas. (TOS - Star Trek Unlimited comic: "As Flies to Wanton Boys")
Hypospray Agents
Agent | Duration | Effect |
---|---|---|
Alizine | 3-8 hours | Removes negative effects of an allergy |
Anoleptic | 1-6 hours | Relieves pain from wounded subject |
Anesthezine | Varies based on dosage | Lightly stuns subject 1-5 minutes per dose |
Anetrizine | 1-6 hours | Anesthetizes cranial nerves heavily stunning subject for 10-60 minutes |
Animazine | 1-6 hours | Stimulant |
Arithrazine | 6-60 minutes/permanent | Greatly increases stamina against theta radiation/restores effects caused by theta radiation |
Asinolyathin | ||
Axonol | ||
Benjisidrine | ||
Benzocyatizine | ||
Chlormydride | permanent | Stabilizes injury; greatly heals subject per dose |
Cordrazine | 1-3 hours | Moderately increases constitution of subject per dose |
Delactovine | 1-6 hours | Lightly increases constitution of subject per dose |
Dexalin | permanent | Immediately heals all damage from drowning and asphyxiation |
Hyronalin | 10-60 minutes/permanent | Greatly increases stamina against radiation, heals damage caused by radiation |
Inaprovaline | permanent | Stabilizes injury; lightly heals subject per dose |
Kayolane | 1-6 hours | Sedates subject; lightly dazes subject |
Melorazine | 1-3 hours | Sedates subject; moderately dazes subject |
Terakine | 3-8 hours | Lightly reduces the effect of a subject's injury |
Vertazine | 3-8 hours | Eliminates vertigo resulting from zero G |