Hypospray: Difference between revisions

From Star Trek: Theurgy Wiki

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| 1-6 hours
| 1-6 hours
| Anesthetizes cranial nerves heavily stunning subject for 10-60 minutes
| Anesthetizes cranial nerves heavily stunning subject for 10-60 minutes
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| Animazine
| 1-6 hours
| Stimulant
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| Arithrazine
| 6-60 minutes/permanent
| Greatly increases stamina against theta radiation/restores effects caused by theta radiation
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| Asinolyathin
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| Axonol
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| Benjisidrine
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| Benzocyatizine
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| Chlormydride
| Chlormydride

Revision as of 17:39, 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