Galactic Age - Medicine

Contains all Medicine and Medical Devices currently available in the Galactic Age.

Galactic Age - Medicine

Medicine is a modern means of temporarily treating physical ailments and conditions. It typically only becomes available in more scientifically and technologically developed areas. As a rule medicine is only effective on living creatures.

Table of Medicine

Item Description Effect / Ability Item Traits Materials Cost
Anesthetic A single fast acting Anesthetic. After Drinking or applying using a Motion:  Suppresses the Effects of 1 Wound for the next 6 Rounds. Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Uncommon Ingredients 2 Credits
Analgesic A medication that temporarily makes the user more resistant to damage.  Highly Addictive. After Consuming using a Motion:  Gain 2d6 Natural Armor Points until they are removed via damage or this Effect Expires in 1d6 Minutes. Uncommon,Single Use Glass Vial, Syringe, Purified Water or Alcohol, Uncommon Ingredients 10 Credits
Blood Transfusion A non-medication treatment for blood loss and some wounds. Matching species and blood type required. (Species and Blood Type Match Only!!!) After attaching using an Action.  End any instance of Bleeding.  Restore 2d4 HP at the start of each turn and add +2 to all Constitution Saving Throws for the next Minute.  Rare,  Single Use Plastic Bag, Plastic Tubing, Syringe, Rubber Band 20 Credits
Clotting Agent A fast acting Clot forming agent. After Applying using a Motion: Immediately Ends one instance of Bleeding. Uncommon, Single Use Leather Pouch, Common Ingredients 2 Credits
IV Infusion A dose of regenerative medications, vitamins and essential fluids. After injecting using a Motion;  At the start of Each Turn for a number of rounds equal to the drinker’s CON modifier + 1, the drinker Regains 1d4+1 HP. Uncommon,Single Use Glass Bottle, Syringe,  Purified Water or Alcohol, Uncommon Ingredients 15 Credits
Mild Poison A rat grade ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 16, If they Fail they are dealt 2d6+6 Poison Damage and Suffer from the Poisoned Condition until they save against the Condition at the End of one of their turns. Common, Single Use Glass Bottle, Purified Water or Alcohol, Common Ingredients 2 Credits
Moderate Poison A potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 16, If they Fail they are dealt 3d6+6 Poison Damage and Suffer from the Poisoned Condition until they recover after 1d4 Hours of Sleep or Twice as much Rest. Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Uncommon Ingredients 8 Credits
Strong Stimulant A medication that causes the user to briefly feel much more active and alert. Highly Addictive. After consuming using a Motion: The user has 1 additional Attack Action of any type or 1 Movement Action at their disposal at the start of each of their turns for the next 1d6 + 1 Rounds. Rare, Single Use Plastic Bag, Uncommon Ingredients 12 Credits
Strong Poison A highly potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 18, If they Fail they are dealt 4d6+6 Poison Damage and Suffer from the Poisoned Condition until they recover after 2d6 + 2 Hours of Sleep or Twice as much Rest. Rare, Single Use Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 20 Credits
Deadly Poison A devastatingly potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 20, If they Fail they are dealt 5d6+6 Poison Damage and Suffer from the Poisoned Condition until they recover after 2d6 + 2 Hours of Sleep or Twice as much Rest. Rare, Single Use Glass Bottle,  Purified Water or Alcohol, Rare Ingredients 40 Credits
Toxic Weapon Oil A weapon or projectile applicable Toxin. Adds 1d4 + 2 Toxic Damage to Weapon Attacks Made with the Applied Salve. Motion to Apply. Uncommon,5 Doses Glass Bottle,  Purified Water or Alcohol, Common Ingredients 2 Credits
Venomous Weapon Oil A weapon or projectile applicable Venom. Adds 1d4 + 2 Venom Damage to Weapon Attacks Made with the Applied Salve. Motion to Apply. Uncommon,5 Doses Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 5 Credits
Tranquilizer Injection A bovine grade Tranquilizer. After Drinking 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 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.  Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 10 Credits
Adrenal Injection A single dose of adrenaline inducing Potion. 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. Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 20 Credits
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 150 Credits
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 150 Credits
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 200 Credits
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 200 Credits
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  450 Credits

Medical Devices

Item Description Effect / Ability Item Traits Materials Cost
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 Plastic,  Metal,  Rubber,  12 Volt Car Battery 50 Credits
Medical Scanner A medical scanner with a 20 charge battery.  Recharges 1 charge every 10 hours. While within 1 meter of a creature you can activate the scanner via a motion to conduct a medical scan. The scan determines the species, age, blood type and vitals of the scanned creature.  The Scanner always rolls a 14 on Medicine Skill Rolls to determine an ailment, disease or wound. 20 Charges, Recharging Plastic,  Metal,  Rubber, Internal Battery 500 Credits
Medical Injector A self sterilizing injector with a 20 charge battery. Recharges 1 charge every 10 hours. While within 1 meter of a creature you can activate the scanner via a motion to inject a pre-loaded medicine, toxin or poison. Unwilling creatures must be hit with a targeted melee attack to an unarmored area from the device for the effect to take place.  The device allows you to inject multiple doses of a medicine per Motion to activate.  Each dose must be pre loaded into the device via a Motion.  20 Charges, Recharging Plastic,  Metal,  Rubber, Internal Battery 500 Credits