Changes

Meds

824 bytes added, 14 April
Legend:
* '''Appearance''' - Appearance of this item when unidentified.
** If the listed shape is "N/A" or "Poison gland", this item does not require identification.
* '''Effects''' - [[Effects]] upon consumption. If this item is [[addictions|addictive]], it will be listed here.
* '''Notes''' - Additional notes regarding this item, if applicable.
! Name !! Appearance !! Effects !! Wgt !! [[File:Parallar symbol.png|10px]] !! Notes
|-
| '''Gauze roll''' || N/A || Cures 1 [[light wound ]] per use. Contains up to 10 uses. || 1 || 250 || Gauze rolls found in the [[UA]] will be found with 1d10 uses remaining. Max 1 use per turn.
|-
| '''Individual Bandage <span style=font-size:80%>(IB)</span>''' || N/A || Cures 1 [[light wound]]. || 0.1 || 25 ||
|-
| '''Hemostatic Agent Pack <span style=font-size:80%>(HAP)</span>''' || N/A || Cures 1 [[deep wound ]] per use. Contains up to 5 uses. || 0.1 || 250 || HAPs found in the UA will be found with 1d5 uses remaining. Max 1 use per turn.
|-
| '''Blood Transfusion Kit <span style=font-size:80%>(BTK), human blood</span>''' || N/A || Refills up to 3.0 Blood if injected to a human or halfling creature. || 1 || Varies || BTKs found in the UA will be found with 1d3 Blood inside.<br/>See long-form notes below for more info.
| '''Blood Transfusion Kit <span style=font-size:80%>(BTK), empty</span>''' || N/A || Can be filled with up to 3.0 Blood. Can only contain either human or youkai blood. || 1 || 50 || Can be used to transfer up to 3.0 Blood from a target creature into itself.<br/>See long-form notes below for more info.
|-
| '''First Aid Kit <span style=font-size:80%>(FAK)</span>''' || N/A || [[Effects#Healing|Light limb healing]]. Also contains 2x '''IB''' and 2x '''Paracetamol'''Contains up to 3 uses. || 2 1 || 400 || See long-form notes below for more infoFAKs found in the UA will be found with 1d3 uses inside.<br/>Effectiveness affected by the [[Healing]] skill.
|-
| '''Field Surgery Kit <span style=font-size:80%>(FSK)</span>''' || N/A || [[Effects#Healing|Strong limb healing]]. Also contains 4x '''IB''', 1x '''HAP''', 4x '''Paracetamol''', 1x '''Epinephrine''', 1x '''Antivenom''' and 1x '''HXCB'''Contains up to 5 uses. || 2 || 2000 || See long-form notes below for more infoFSKs found in the UA will be found with 1d5 uses inside.<br/>Effectiveness affected by the [[Healing]] skill.
|-
| '''Cannabis joint''' || N/A || Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%<br/>Addictive (Cannabis) || 0.1 || 15 || Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use.
| '''Cyanide''' || <span style="color:#11d711">Syringe</span> || Induces Cyanide poisoning || 0.1 || 600 ||
|-
| '''Epinephrine''' || <span style="color:#11d711">Syringe</span> || Agility +3for 20 turns, Fatigue -10.0%, Stress +8.0% || 0.1 || 125 ||
|-
| '''Epoetin-alfa''' || <span style="color:#11d711">Syringe</span> || Blood +0.12/turn, -15 30 ntri/turn, +0.24% Fatigue/turn for 20 turns || 0.1 || 100 ||
|-
| '''Heroin''' || <span style="color:#11d711">Syringe</span> || Pain Sensitivity -100%, FT +2 for 30 turns, Pain -90%<br/>Addictive (Opioid) || 0.1 || 150 ||
|-
| '''Morphine''' || <span style="color:#11d711">Syringe</span> || Pain Sensitivity -75%, Agility -2 for 30 turns, Pain -70%<br/>Addictive (Opioid) || 0.1 || 125 ||
|-
| '''Tranexamic acid (TXA)''' || <span style="color:#11d711">Syringe</span> || Reduces bleeding rate to 0.0 /turn regardless of wounds for 10 turns || 0.1 || 400 ||
|-
| '''Universal antivenom''' || <span style="color:#11d711">Syringe</span> || Venom -5 || 0.1 || 200 ||
| '''PCP''' || <span style="color:#858585">White powder</span> || Pain Sensitivity -50%, Alertness increase for 20 turns<br/>Addictive (PCP) || 0.1 || 90 ||
|-
| '''Codeine''' || <span style="color:#383838">White tablet</span> || Nausea, Pain -40%, Nausea for 20 turns<br/>Addictive (Opioid) || 0.1 || 100 ||
|-
| '''Concentrated caffeine''' || <span style="color:#383838">White tablet</span> || Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2% || 0.1 || 200 ||
|-
| '''LifeVest <span style=font-size:80%>wearable defibrillator</span>''' || N/A || When wearer's Pain reaches or exceeds their Pain Death Threshold, the battery is depleted and Pain is immediately set to 50%. || 2 || 1000 || Requires a '''HITB battery''' for the effect to trigger. See long-form notes below for more info.
|}
 
=== Poison glands ===
Poison glands cannot be purchased here, but they can be sold. The Parallar value listed on the table corresponds to the amount of money you'll receive for selling one.
 
 
{| class="wikitable sortable" style="font-size:10pt"
|-
! Name !! Appearance !! Effects !! Wgt !! [[File:Parallar symbol.png|10px]] !! Notes
|-
| '''Small poison gland''' || Poison gland || Raw material, has no effects on its own. Contains enough venom to manufacture 3 doses. || 1 || 240 || Can be extracted from these creatures: [[Giant ant]], [[Insectoid]], [[Giant tsetse fly]], [[Gila monster]], [[Giant spiny viper]]
|-
| '''Medium poison gland''' || Poison gland || Raw material, has no effects on its own. Contains enough venom to manufacture 6 doses. || 1 || 480 || Can be extracted from these creatures: [[Giant killer bee]], [[Giant mamba]], [[Firelizard]], [[Two-headed serpent]], [[Hydra]]
|-
| '''Large poison gland''' || Poison gland || Raw material, has no effects on its own. Contains enough venom to manufacture 10 doses. || 1 || 720 || Can be extracted from these creatures: [[Basilisk]]
|-
| '''Chelicera''' || Poison gland || Raw material, has no effects on its own. Contains enough venom to manufacture 5 doses. || 1 || 350 || Can be extracted from these creatures: [[Giant tarantula]], [[Black Widowmaker]], [[Phantom Spider]]
|-
| '''Telson''' || Poison gland || Raw material, has no effects on its own. Contains enough venom to manufacture 8 doses. || 1 || 650 || Can be extracted from these creatures: [[Giant scorpion]]
|}
* An empty BTK can be refilled with any type of blood, regardless of what it previously contained, but and for obvious reasons, it cannot contain more than one type of blood.
* The shop value of a BTK depends on the amount of blood that it contains. It is equal to [[File:Parallar symbol.png|10px]]'''50 + (Blood x 100)'''. A full BTK is therefore worth [[File:Parallar symbol.png|10px]]'''350'''.
 
'''First Aid Kit''':
* The FAK is made up of two elements: the supplies which provide the Light limb healing Effect (known as the '''limb healing supplies'''), and pockets which are capable of carrying up to 2x '''Individual Bandage''' and 2x '''Paracetamol'''.
** Usually, when found or purchased, all FAKs are complete with all four extra meds.
* The effectiveness of the limb healing effect is affected by the Healing skill of its user; the higher the better.
* The FAK can be retained in the inventory even if it is completely empty; although the limb healing supplies cannot be refilled, the pockets carrying the IBs and Paracetamol can, at no change to the item's weight. This can be useful for inventory management.
 
'''Field Surgery Kit''':
* Functions exactly like an FAK, but can contain several more items: Up to 4x '''Individual Bandage''', 1x '''Hemostatic Agent pack''', 4x '''Paracetamol''', 1x '''Epinephrine''', 1x '''Antivenom''' and 1x '''HXCB'''.
'''LifeVest wearable defibrillator''':
* Requires a '''HITB battery''' for the effect to function.
* Counts as a '''key item''' - one can be "carried" on the Key Items section of an a utility belt (the actual defibrillator is worn around the body - what is actually tied to the utility belt is the battery compartment)
[[Category:Meds]]
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