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