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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.

BrandCostDuration
Igakuri¢ 201 hour
Kayana¢ 8515 minutes
PharmaForge¢ 54 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.

BrandCostHealingDuration
Igakuri Basic¢ 55112 hours
Igakuri X-Strength¢ 105212 hours
Kayana Basic¢ 9036 hours
Kayana Extended¢ 160312 hours
Kayana Recovery¢ 1301240 hours
Nebula Mend1¢ 100121 hour
Nebula Mend+1¢ 165201 hour
PharmaForge Standard¢ 3016 hours
PharmaForge Long Lasting¢ 95124 hours
Remedic2¢ 110*4 hours
1Nebula Cure Patches cause the target to suffer the Disoriented and the Nausea ailments until the patch is removed or dissolved.
2Remedic Recovery Patches cause the target to regain a single recovery die every hour.

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.

BrandCostDurationExhaustion
Igakuri¢ 754 hours2
Kayana¢ 1408 hours2
Nebula1¢ 1351 hour3
PharmaForge¢ 301 hour1
Remedic¢ 1201d12 hours1d4
1Creatures under the effects of a Nebula Emergency Patch are not unconscious, however it has disadvantage on all attack rolls, skill rolls, and saving throws in addition to having its movement reduced to 5 feet. At the end of the patch’s duration, the creature also suffers the malaise ailment until cured.

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.

BrandCostPoison EffectSide Effect
Ditreate AT-Cardiac¢ 675CardiacDrowsiness
Ditreate AT-Crippling¢ 400CripplingIrritability
Ditreate AT-Lethal¢ 1,200LethalHeart Arrhythmia
Envital AT-Simple¢ 120Any Simple PotencyMalaise
Envital AT-Low¢ 250Any Low or Simple PotencyMalaise
Envital AT-Moderate¢ 750Any Moderate or lower PotencyMalaise
Igakuri AT-Paralysis¢ 525ParalysisBlurred Vision
Igakuri AT-Toxic¢ 100ToxicNausea
Kayana AT-Corrosive¢ 175CorrosiveSkin Damage
Kayana AT-Pain¢ 1,000PainNerve Damage
Nebula AT-Blinding¢ 150BlindingDisoriented
Nebula AT-Confusion¢ 450ConfusionNausea
Nebula AT-Slumber¢ 125SlumberInsomnia
PharmaForge AT1¢ 40
1PharmaForge Antitoxin removes the Poisoned condition, it does not remove any specialty poisons (including toxic poison).

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.

BrandCostDurationSide Effect
Ditreate¢ 1051 hourNerve Damage
Nebula1¢ 15510 minutesDrowsiness
PharmaForge¢ 3010 minutesNausea
Remedic¢ 1851d8 hoursDisoriented
1Nebula Emotional Tranquilizer does not immediately end if the creature is harmed or attack. Instead, the creature must succeed on a DC 14 Wisdom saving throw when they are harmed or attacked to end the effect.

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.

BrandCostRecovery DiceSide Effect
Envital¢ 1402Nausea
Igakuri¢ 601Irritability
Kayana¢ 2203Blurred Vision
Kayana+¢ 3004Disoriented

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.

BrandCostSide Effect
Envital¢ 400Skin Damage
Igakuri¢ 285Heart Arrhythmia
Kayana¢ 380Nerve Damage
Remedic¢ 420Malaise

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.

BrandCostSide Effect
Nebula¢ 1,250Heart Arrhythmia
Remedic¢ 1,710Malaise

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

BrandCostDurationSide Effect
Kayana¢ 4704 hoursInsomnia
Nebula1¢ 8756 seconds (1 round)Heart Arrhythmia
Remedic¢ 72015 minutesNerve Damage
1Once administered, the Nebula Regen Injection forces the injected creature make a DC 20 Fortitude saving throw. On a failed save, the creature is inflicted with a Pain Poison that has a duration of 1 minute. This poison has a potency of extreme.