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