Cyber Age - Medicine
Contains all currently available medicine in the Cyber Age.
The supplies used by doctors, surgeons and nurses. Medicine can be used to save a life in the skill hands of a user or end it in the hands of another.
Medicine
Item | Description | Effect / Ability | Item Traits | Materials | Cost |
---|---|---|---|---|---|
Coagulant | A single fast acting Local Coagulant Patch | After Applying using a Motion; Immediately Ends any Bleeding | Single Use | Cotton Gauze, Coagulant | 250 Dollars |
Anesthetic | A single fast acting Local Anesthetic Injection. | After Injecting using a Motion; Suppresses the Effects of 1 Wound for 6 Rounds(1 Minute) | Single Use | Plymold Syringe, Metal Needle, Anesthetic | 500 Dollars |
Green Curizol | A ingestible dose of single use standard activation biological repair xenobots | After Drinking using a Motion; At the start of Each Turn for the next 6 Rounds(1 Minute) the drinker Regains 2 HP. | Single Use | Polymold Bottle, Green Curizol | 1,500 Dollars |
Yellow Curizol | A ingestible dose of single use slow activation biological repair xenobots | After Drinking using a Motion; The Drinker has Twice as Much HP Restored While Resting and may Recover from 1 Wound after 1 Hour of Rest. | Single Use | Polymold Bottle, Yellow Curizol | 1,500 Dollars |
Unstable Aberranth | A single dose of rare ingredient used in the production of Jump-Drive Fuel | After Drinking using a Motion; Immediately Restores 2 Mana to the Caster. Non-Casters simply suffer indigestion | Single Use | Polymold Bottle, Unstable Aberranth | 2,000 Dollars |
Red Curizol | A ingestible dose of single use fast activation biological repair xenobots | After Drinking using a Motion; Immediately Heals 3d4 HP | Single Use | Polymold Bottle, Red Curizol | 2,000 Dollars |
Tranquilizer Injection | A single dose of bovine grade Tranquilizer | After injecting using a Motion on oneself or a willing Large or Smaller sized creature, or as an Attack Action on an enemy Large or Smaller sized creature; The Injected Creature Must Roll a Constitution Saving Throw with a DC of 16. If they fail they suffer from the Unconscious Condition in a number of rounds equal to that Creatures CON Modifier. If they Pass they are instead Dazed until they pass a DC 16 CON Saving Throw at the End of one of their Turns. They can only be awakened from this Tranq Unconscious Condition within the next Hour by receiving 5 or more damage of any kind in a single round. Afterwards they are considered to be Sleeping and can be woken from the state normally. | Single Use | Polymold Syringe, Metal Needle, Tranquilizer | 4,000 Dollars |
Battlefield Blue Patch | A combined Coagulant and Anesthetic Injury Patch that utilizes military grade ultra fast acting biological repair xenobots | After Applying using a Motion; Immediately Ends any Bleeding, Suppresses the Effects of 1 Wound for 6 Rounds(1 Minute) and Heals 2d4+2 HP | Single Use | Cotton Gauze soaked in Blue Curizol | 4,500 Dollars |
Adrenaline Injection | A single dose of pure adrenaline | After injecting using a Motion on oneself or a willing Large or Smaller sized creature, or as an Attack Action on an enemy Large or Smaller sized creature; The Creature automatically Regains Consciousness(if Unconscious), gains Temporary HP equal to their Constitution Modifier x4, and is granted +4 to their Strength and Dexterity Modifier for a number of Rounds equal to their CON Modifier. | Single Use | Polymold Syringe, Metal Needle, Adrenaline | 5,000 Dollars |
Mini- Defibrillator | A Defibrillator with a 5 charge battery. | After Activating using an Action on an adjacent Large or Smaller Creature; Has a 20% chance to bring a Dead Creature back to life per use. Creature must not have been dead for more than 2 Minutes. The dead creature must not be missing any vital organs or limbs and the device is not effective if the creature was slain by Bleeding Damage. | 5 Charges | Polymold, Metal, Rubber, Battery | 10,000 Dollars |