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Unlicensed: Bleed Patch | Cure Patch | Disinfectant | Emergency Patch
Medical License I: Antitoxin | Awakening Powder | Emotional Tranquilizer
Medical License II: Heal Injection | Stabilizer
Medical License III: Life Savior | Regen Injection
First Aid devices are medical devices that meant for emergency care and act instantaneously after being administered. First Aid use requires medical licensing. Although valued for their speed, First Aid devices can have side effects that result in ailments or other negative effects.
Under-Licensed Use. If you attempt to use any first aid that you do not have the license for, your inexperience makes it dangerous. There is a 30% chance that when you attempt to apply first aid the target creature must succeed a DC 20 Fortitude saving throw or it takes half of it’s maximum health in damage and the effects of the first aid are not applied.
Unlicensed First Aid
Bleed Patch. This patch must be applied to a creatures skin and comes as a small orange patch with individual packaging. The weight of this patch is minimal on it’s own, though 10 of these together weigh one pound. As an action this patch can be applied to a willing or incapacitated creature within 5 feet.
Once applied the creature no longer loses hit points from exsanguination. This effect lasts until the creature takes damage or [duration] pass, after which the patch dissolves into the creatures skin. If this patch dissolves after the duration passes, then the creature ceases to be exsanguinating.
Brand | Cost | Duration |
Igakuri | ¢ 20 | 1 hour |
Kayana | ¢ 85 | 15 minutes |
PharmaForge | ¢ 5 | 4 hours |
Cure Patch. This patch must be applied to a creatures skin and comes as a small green patch with individual packaging. The weight of this patch is minimal on it’s own, though 10 of these together weigh one pound. As an action this patch can be applied to a willing or incapacitated creature within 5 feet.
Once applied the creature regains [healing] hit point(s) every hour. This effect lasts until the creature takes damage or [duration] pass, after which the patch dissolves into the creatures skin.
Brand | Cost | Healing | Duration |
Igakuri Basic | ¢ 55 | 1 | 12 hours |
Igakuri X-Strength | ¢ 105 | 2 | 12 hours |
Kayana Basic | ¢ 90 | 3 | 6 hours |
Kayana Extended | ¢ 160 | 3 | 12 hours |
Kayana Recovery | ¢ 130 | 1 | 240 hours |
Nebula Mend1 | ¢ 100 | 12 | 1 hour |
Nebula Mend+1 | ¢ 165 | 20 | 1 hour |
PharmaForge Standard | ¢ 30 | 1 | 6 hours |
PharmaForge Long Lasting | ¢ 95 | 1 | 24 hours |
Remedic2 | ¢ 110 | * | 4 hours |
Disinfectant. This spray costs 30 credits and appears as a small spray can with proper labeling. This spray’s weight is minimal on it’s own, though 10 of these together weigh one pound. As an action you can spray this in a 5 foot cone. Any poisons that are exposed to this spray are neutralized. Poisons that are sealed in a pouch, vial, or other container are protected from this spray. As well, when sprayed on food, it eliminates all poison on the food, but the disinfectant itself is poisonous to consume. A creature that eats the disinfectant must make a DC 12 Fortitude saving throw or become poisoned for 5 days.
Emergency Patch. This patch must be applied to a creatures skin and comes as a small red patch with individual packaging. The weight of this patch is minimal on it’s own, though 10 of these together weigh one pound. As an action this patch can be applied to a willing or incapacitated creature within 5 feet.
Once applied the creature no longers makes death saving throws at the start of their turn, but they remain unconscious and do not recover hit points. This effect lasts until the creature takes damage or [duration] pass, after which the patch dissolves into the creatures skin and the creature gains [exhaustion] levels of exhaustion. If the creature was not stabilized in this time, the creature begins dying again once this effect ends.
Brand | Cost | Duration | Exhaustion |
Igakuri | ¢ 75 | 4 hours | 2 |
Kayana | ¢ 140 | 8 hours | 2 |
Nebula1 | ¢ 135 | 1 hour | 3 |
PharmaForge | ¢ 30 | 1 hour | 1 |
Remedic | ¢ 120 | 1d12 hours | 1d4 |
Medical License I First Aid
Antitoxin. This drug must be injected and comes as a small vial of green liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature its body begins to fight off a poison within and suffers the [side effect] ailment.
Once administered to a creature it removes [poison effect] poison from the creature and makes it immune to that poisons effect for the next hour.
Brand | Cost | Poison Effect | Side Effect |
Ditreate AT-Cardiac | ¢ 675 | Cardiac | Drowsiness |
Ditreate AT-Crippling | ¢ 400 | Crippling | Irritability |
Ditreate AT-Lethal | ¢ 1,200 | Lethal | Heart Arrhythmia |
Envital AT-Simple | ¢ 120 | Any Simple Potency | Malaise |
Envital AT-Low | ¢ 250 | Any Low or Simple Potency | Malaise |
Envital AT-Moderate | ¢ 750 | Any Moderate or lower Potency | Malaise |
Igakuri AT-Paralysis | ¢ 525 | Paralysis | Blurred Vision |
Igakuri AT-Toxic | ¢ 100 | Toxic | Nausea |
Kayana AT-Corrosive | ¢ 175 | Corrosive | Skin Damage |
Kayana AT-Pain | ¢ 1,000 | Pain | Nerve Damage |
Nebula AT-Blinding | ¢ 150 | Blinding | Disoriented |
Nebula AT-Confusion | ¢ 450 | Confusion | Nausea |
Nebula AT-Slumber | ¢ 125 | Slumber | Insomnia |
PharmaForge AT1 | ¢ 40 | – | – |
Awakening Powder. This drug must be inhaled and comes as a fine yellow dust in a pouch, reminiscent of sand. This drag costs 10 credits and the weight of this pouch is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, the drug stimulates the target’s mind and causes it to wake up and it suffers the Insomnia ailment.
Once administered the creature is immediately awaken from any non-magical sleep or state of unconsciousness. When used on an unconscious creature with 0 hit points, the creature is able to speak and becomes aware of its surroundings for the next hour, despite its condition.
Emotional Tranquilizer. This drug must be injected and comes as a small vial of pink and purple liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, the drug numbs the creature’s mind and the target suffers the [side effect] ailment.
Once administered the creature becomes calm and indifferent about its situation and any creatures around them. In this state, the creature is unable to be taunted or intimidated into doing actions. The drug also suppresses any effect causing the creature to be Charmed or Frightened. These effects last [duration] and immediately end if the creature is attacked or harmed.
Brand | Cost | Duration | Side Effect |
Ditreate | ¢ 105 | 1 hour | Nerve Damage |
Nebula1 | ¢ 155 | 10 minutes | Drowsiness |
PharmaForge | ¢ 30 | 10 minutes | Nausea |
Remedic | ¢ 185 | 1d8 hours | Disoriented |
Medical License II First Aid
Heal Injection. This drug must be injected and comes as a small vial of dark red liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature it causes the creature’s veins to glow. 10 minutes after injection, the target suffers [side effect] ailment until cured.
Once administered the creature regains [recovery dice] recovery dice in hit points.
Brand | Cost | Recovery Dice | Side Effect |
Envital | ¢ 140 | 2 | Nausea |
Igakuri | ¢ 60 | 1 | Irritability |
Kayana | ¢ 220 | 3 | Blurred Vision |
Kayana+ | ¢ 300 | 4 | Disoriented |
Stabilizer. This drug must be injected and comes as a small vial of yellow liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, its body acts rapidly to save vital organs and it suffers the [side effect] ailment.
Once administered to a creature it becomes stabilized at 0 hit points.
Brand | Cost | Side Effect |
Envital | ¢ 400 | Skin Damage |
Igakuri | ¢ 285 | Heart Arrhythmia |
Kayana | ¢ 380 | Nerve Damage |
Remedic | ¢ 420 | Malaise |
Medical License III First Aid
Life Savior. This drug must be injected and comes as a small vial of golden glowing liquid. The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature it causes the creature to flash with golden light in a 15 foot radius for a few seconds and the target suffers [side effect] ailment until cured.
If the target creature died within the last minute, the creature is revived to life and becomes stabilized at 0 hit points. The target must not be decapitated, nor have been killed by a critical hit. The target can be missing limbs, but the missing limbs will not grow back. Once used, the creatures maximum hit points are reduced in half until the creature receives treatment at a hospital.
If the target creature is alive, the creature suffers plasma damage equal to a quarter of its maximum hit points and begins to expel a dim light in a 15 foot radius from itself for the next hour.
Brand | Cost | Side Effect |
Nebula | ¢ 1,250 | Heart Arrhythmia |
Remedic | ¢ 1,710 | Malaise |
Regen Injection. This drug must be injected and comes as a small vial of swirling blue and green liquid The weight of this vial is minimal on it’s own, though 10 of these together weigh one pound. When administered to a creature, the creature’s body begins spasming and the target suffers the [side effect] ailment until cured.
Once administered, any of the target’s severed body members and organs regrow and are fully restored after [duration]. This process is uncomfortable and causes moderate pain. If the severed part is held to the stump, the injection instantaneously causes the limb to knit to the stump. The injection cannot restore vital body parts or organs such as the target’s head, heart, or lungs. This injection can be used to cure any condition that requires the Regeneration spell
Brand | Cost | Duration | Side Effect |
Kayana | ¢ 470 | 4 hours | Insomnia |
Nebula1 | ¢ 875 | 6 seconds (1 round) | Heart Arrhythmia |
Remedic | ¢ 720 | 15 minutes | Nerve Damage |