With a full movie projector, stage, and even a karaoke machine, the Rec Hall is a great place for soldiers to blow off steam when they can’t leave base.
Benefit: A team member who spends downtime in the rec hall chooses a Charisma skill. They gain a bonus equal to its facility bonus on that skill.
+1 Research Facility
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.
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.