This facility is dedicated to the research of Tretonin.
Benefit: A team member who spends their downtime helping perform a Season R&D project to develop Tretonin gains its bonus to their Science skill checks.
At the start of each future episode roll a Science skill check with this bonus in front of the GM.
GMs, record this check and report it in the NOTES of the After Action Report.
Like many Goa’uld devices, the healing device is designed to be worn over the hand. When the user is possessed of a strong emotional state they may take an action to heal a touched target of 5d6 HP damage and 1d6 attribute damage (to all attributes). In addition, if the target is currently suffering from any disease they may immediately make a save against the disease DC to end the effect. This item requires Naquadah in the user’s veins.
Hero of Parva Unlock
Ring Transporter Device
This teleportation device functions by summoning five stacked rings (approximately 3m in diameter) which teleport living creatures in a similar
manner to the Stargate. However, the range of the transport is limited to roughly planetary distances. Transporter rings can send a matter
stream anywhere on the same planet, or to ships in orbit, but it cannot reach distant worlds.
This face mask with attached air tank can sustain a wearer for up to an hour underwater or in another environment in which breathing is impossible or harmful.
Benefit: A military scuba system is capable of operating for an hour per tech level (2 hours for most Tau’ri devices). A scuba system can be refilled with air during a long rest by characters proficient in either Scuba or Engineering.
Favored by some members of the SG-1, the “Zat” is a weapon that escalates very quickly from nonlethal suppression tactics to lethal attacks. Phoenix Site has access to a few Zat’nik’tel weapons upon request from Earth, but General Loyer prefers to not employ them regularly due to their intimidating reputation among those abused by the Goa’uld. Targets struck by a Zat’nik’tel attack suffer 3 levels of Exhaustion (see page 123) instead of hit point damage. Note that whenever a creature reaches 3 levels of exhaustion (and every time it takes exhaustion damage after that), it must save versus falling unconscious. A corpse struck by a Zat’nik’tel is disintegrated. Electronic systems targeted by a Zat’nik’tel suffer 1d12 Electric damage.