Medical

Full medical lists sorted by campaigns, starting with Black Abyss.

ALL ASSUMED TO BE 1 LB UNLESS STATED OTHERWISE

~ 3/3

~ Stops bleeding

Asclepius EA Wound-isolator

~ 1/1

~ Stops bleeding

~ Used as extra action

~ -5 speed (If on legs)

~ -5 dexterity (If on arms)

Noble Cure Bone-setter

~ 1/1

~ Fixes crippling 1/I on limbs (Not head)

~ 4/4

~ Treats infection

~ When crushed, can purify water

Alpha Medical Radiological Purifier

~ 2/2

~ Treats radiation damage

Cadaceus Pharma. PRG (Pain Resistance Gel)

~ 1d20 for addiction on use

~ 1/1

~ Offsets crippling 1/I for 5 turns

~ +10 constitution, +15 willpower for 5 turns

~ (Injectors, applicators, gel-capsules)

Cadaceus Pharma. PRP (Pain Resistance Pills)

~ 8/8

~ +5 constitution, +5 willpower for 5 turns

Medallion Invigorator

~ +10 constitution, +15 strength for 5 turns

~ After 10 turns, become exhausted

Medallion Resuscitator

~ 1d20 for addiction on use

~ Stabilize and rouse from dying

~ Offset any crippling for 5 turns

~ Become dazed

~ If used when not in dying state, gain crippling 1/I on all body parts, become unconscious, health reduced to 1/10

~ Destroyed if damaged or removed from case for more than 3 turns, 5 lbs case

Medallion StaminAID

~ +15 dexterity for 5 turns

~ +10 speed for 5 turns

~ After 10 turns, become exhausted

Noble Cure Anti-Nauseant

~ Treats dazed

~ After 10 turns, become exhausted

###### Recreational Drugs

Alcohol (General)

~ 1d20 for addiction on use

~ +5 charisma, +5 willpower for 5 turns

~ -5 wisdom for 5 turns

Arkon Death Stimulator

~ Instantly addictive

~ Take 4 damage on use

~ +15 willpower for 20 turns

~ +10 strength, +5 constitution for 20 turns

~ -10 wisdom, intelligence for 20 turns

Bonair Euphoria Injector

~ Roll 1d4 for addiction on use

~ Take 2 damage on use

~ Gain dazed, exhaustion for 20 turns

~ +10 charisma, +10 willpower for 20 turns

~ -10 wisdom, -10 intelligence for 20 turns

DeNoys' Labor Supplement

~ Roll 1d4 for addiction on use

~ For 10 turns, offset exhaustion, crippling 1/I, 2/I

~ -20 wisdom, intelligence for 20 turns

~ +15 strength, +10 constitution for 20 turns

Kalkoff Heart-jumper

~ 1d20 for addiction on use

~ 1 damage on use

~ +5 dexterity, +5 wisdom for 5 turns

Kalkoff Mind-bender

~ 1d20 for addiction on use

~ 1 damage on use

~ +5 willpower for 5 turns

~ -5 charisma, -5 wisdom for 5 turns

Kellaides Inhalable Crystals

~ 1d10 for addiction on use

~ 3 damage on use

~ +10 willpower for 10 turns

~ -10 charisma, -10 wisdom for 10 turns

Khadarin Dul Smatri (Powder of Death)

~ 1d6 for addiction on use

~ 2 damage on use

~ +10 strength, constitution, willpower for 10 turns

~ -10 wisdom, intelligence

Khadarin Dul Vivante (Powder of Life)

~ 1d6 for addiction on use

~ 2 damage on use

~ +15 strength, constitution for 10 turns

~ -10 wisdom, intelligence

Khadarin Dul Blessificatun (Powder of Bliss)

~ 1d6 for addiction on use

~ 2 damage on use

~ +15 willpower for 10 turns

~ -10 wisdom, intelligence

Raveneye 'Ticaedes' Diamond Powder

~ 1d4 for addiction on use

~ 2 damage on use

~ +15 wisdom for 15 turns

~~ Awareness checks are easy for 15 turns

~ -10 charisma, -5 intelligence for 15 turns

##### Provisions

IKR 'Dakia' Freeze-dried ration

~ 1/1

~ Resets nutrition

~ 1 lbs

Meal (General)

~ 5/5

~ Resets nutrition

~ 3 lbs

Natural water (General)

~ 1/1

~ Resets nutrition

~ 1 lbs

TITAN Brotein Marine Meal

~ 5/5

~ Resets nutrition

~ 3 lbs

TITAN Ready-To-Eat Hydrated POWER Meal

~ 3/3

~ Resets nutrition

~ 2 lbs

TITAN Voyager Field Drink

~ 1/1

~ Resets nutrition

~ 1 lbs

Purified water

~ 3/3

~ Resets nutrition

~ 2 lbs