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Meds

8,849 bytes added, 14:20, 13 September 2019
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'''Meds''' or '''medical items''' are items whose primary purpose is to either heal damage sustained by a character, alter their stats and abilities, or both.
 
All types of medical items can be found for sale at meds shops. These shops can be found inside of a hospital, or occasionally as standalone shops.
 
Certain meds must be '''[[Identification|identified]]''' before their name and effects can be revealed. An unidentified medical item can only be described by its '''appearance''' (see below).
 
Certain meds are also '''[[Addictions|addictive]]'''; characters consuming such meds have a chance to develop an addiction for it. See the page for more details.
= List of meds =
Legend:
* '''Effects''' - [[Effects]] upon consumption.* '''Notes''' - Additional notes regarding this item, if applicable* '''ShapeAppearance''' - Appearance of this item. Certain meds must be '''[[Identification|identified]]''' before their name and effects can be revealedwhen unidentified.
** If the listed shape is "N/A", this item does not require identification.
* '''UA?Effects''' - Can [[Effects]] upon consumption. If this item is [[addictions|addictive]], it will be found in listed here.* '''Notes''' - Additional notes regarding this item, if applicable.* '''Wgt''' - Weight of the UA?listed item.
* [[File:Parallar symbol.png|10px]] : Shop value of the item
(Table WIP) {| class="wikitable sortable" style="font-size:10pt"|-! Name !! Appearance !! Effects !! Wgt !! [[File:Parallar symbol.png|10px]] !! Notes|-| '''Gauze roll''' || N/A || Cures 1 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 wound. || 0.1 || 25 || |-| '''Hemostatic Agent Pack <span style=font-size:80%>(HAP)</span>''' || N/A || Cures 1 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), table 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 come soonbe found with 1d3 Blood inside.<br/>See long-form notes below for more info.|-| '''Blood Transfusion Kit <span style=font-size:80%>(BTK), legend youkai blood</span>''' || N/A || Refills up to 3.0 Blood if injected to a youkai 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|Light limb healing]]. Also contains 2x '''IB''' and 2x '''Paracetamol'''. || 2 || 400 || See long-form notes below for more info.|-| '''Field Surgery Kit <span style=font-size:80%>(FSK)</span>''' || N/A || [[Effects|Strong limb healing]]. Also contains 4x '''IB''', 1x '''HAP''', 4x '''Paracetamol''', 1x '''Epinephrine''', 1x '''Antivenom''' and 1x '''HXCB'''. || 2 || 2000 || See long-form notes below for more info.|-| '''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.|-| '''Cigarette''' || N/A || Agility +1, FT -1 for 10 turns<br/>Addictive (Nicotine) || 0.1 || 10 || Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use.|-| '''Nitrous oxide inhaler''' || N/A || Pain Sensitivity -50%, Euphoria Rush for 10 turns || 0.1 || 200 |||-| '''Emergency tourniquet''' || N/A || Stops permanent bleeding on a severed arm, hand, leg, or foot || 0.1 || 300 |||-| '''Amphetamines''' || <span style="color:#113bd7">Blue pill</span> || Agility +2, Alertness increase, FT-1 for 20 turns, Stress +3.0%<br/>Addictive (Amphetamine) || 0.1 || 150 |||-| '''Pentobarbital''' || <span style="color:#113bd7">Blue pill</span> || Instant death in 20 turns || 0.1 || 200 |||-| '''Steroids (anabolic)''' || <span style="color:#113bd7">Blue pill</span> || Strength +40% for 20 turns<br/>Addictive (Anabolic steroid) || 0.1 || 75 |||-| '''FG-7142''' || <span style="color:#d71111">Red pill</span> || Suppressed hunger for 40 turns, Stress +8.0% || 0.1 || 90 |||-| '''Desoxyn (methamphetamines)''' || <span style="color:#d71111">Red pill</span> || Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%<br/>Addictive (Amphetamine) || 0.1 || 75 |||-| '''Oxycodone''' || <span style="color:#d71111">Red pill</span> || FT+1 for 10 turns, -50% Pain<br/>Addictive (Opioid) || 0.1 || 100 |||-| '''Cyanide''' || <span style="color:#11d711">Syringe</span> || Induces Cyanide poisoning || 0.1 || 600 |||-| '''Epinephrine''' || <span style="color:#11d711">Syringe</span> || Agility +3, Fatigue -10.0%, Stress +8.0% || 0.1 || 125 |||-| '''Epoetin-alfa''' || <span style="color:#11d711">Syringe</span> || Blood +0.1/turn, -15 ntri/turn, +0.2% 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 |||-| '''Hydroxocobalamin <span style=font-size:80%>(HXCB)</span>''' || <span style="color:#11d711">Syringe</span> || Cures Cyanide poisoning || 0.1 || 600 |||-| '''Lorazepam''' || <span style="color:#11d711">Syringe</span> || Forced sleep for 30 turns<br/>Addictive (Benzo) || 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 |||-| '''Universal antivenom''' || <span style="color:#11d711">Syringe</span> || Venom -5 || 0.1 || 200 |||-| '''Venom''' || <span style="color:#11d711">Syringe</span> || Venom +5 || 0.1 || 200 |||-| '''Cocaine''' || <span style="color:#858585">White powder</span> || Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns<br/>Addictive (Cocaine) || 0.1 || 115 |||-| '''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%<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 |||-| '''Diazepam''' || <span style="color:#383838">White tablet</span> || Alertness increase, FT-2 for 20 turns<br/>Addictive (Benzo) || 0.1 || 100 || |-| '''Ecstasy''' || <span style="color:#383838">White tablet</span> || Intense relaxation, Euphoria Rush for 40 turns<br/>Addictive (MDMA) || 0.1 || 75 || |-| '''Paracetamol''' || <span style="color:#383838">White tablet</span> || Pain -15% || 0.1 || 50 || |-| '''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.|} == Long-form notes == '''Blood Transfusion Kit''':* BTKs cannot be used on creatures that are not human, halfling or youkai, and it does not work on wicked youkai.* Apply an empty BTK on a compatible creature to transfer blood out of the creature and into the BTK.* Apply a non-empty BTK on a compatible creature to transfer blood out of the BTK and into the creature.** Transferring blood of the '''wrong type''' will instantly kill the creature.* You can also drain a non-empty BTK of its blood without injecting it into a creature, if you simply want to get rid of its contents.* 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 utility belt (the actual defibrillator is worn around the body - what is actually tied to the utility belt is probably incompletethe battery compartment)
[[Category:Meds]]