MediDrugs

It's a tough world out there, especially for those living on the outskirts of polite society. The following is a list of common medical kits and supplies found in the galaxy, as well as some of the more popular beneficial and harmful drugs.

### EMERGENCY MEDKIT

Emergency medkits are small, surprisingly comprehensive medical supply kits used to treat moderate injuries in emergency situations. These kits include sterile bandages, a handful of basic drugs, antiseptics, sterile medical tools, blood coagulants, and other basic medical supplies. However, the small size means the total quantity is limited.

An emergency medkit allows your character to heal wounds or Critical Injuries without penalty. If your character’s Medicine check generates 3 THREAT or 1 DESPAIR, it means they have used up all of the kit’s supplies, and the medkit may no longer be used.

### HAPPY PATCH

Happy patches are cheap dermal patches filled with a street drug called Pixel. They're created by the millions in the undercity and sold to its poorest residents. The drugs leave the user with a hazy, relaxing high with just a hint of a harsh chemical buzz.

After using a happy patch, your character heals 3 strain but is disoriented for the remainder of the encounter (or one hour in narrative time).

### LOW-FI

A popular plaza-level drug among the idle rich, Low-Fi (also known as Blue Tears and Free-Fall) are small blue gel-tabs that slow down a user’s time perception while providing some truly epic hallucinations. The results can be some amazing trips that feel like they take hours but only last a few minutes.

After taking Low-Fi, your character loses their free maneuver on their turn for the next five rounds (or five minutes of narrative time). In addition, your character adds 2 SETBACK to any checks they make during that time.

### PORTABLE CLINIC KIT

Known on the street as a “doc-bag,” a portable clinic kit has all of the types of medical supplies one would find in a small clinic. The differences are in the quality of the supplies and in how it uses technology to compress as much as possible into a backpack-sized space. Instead of a collection of scalpels, scissors, and probes, a clinic kit has two omnitools made from self-sterilizing smart plastic that can morph into nearly any medical tool. Bandages are vacuum compressed into fingernail-sized pills, and the drugs are concentrated so smaller doses are more effective. Tying the whole kit together is an integrated computer system with sensor pads to diagnose a patient in moments. The only drawback is that all of this is fantastically expensive.

A portable clinic kit allows your character to heal wounds or Critical Injuries without penalty. In addition, whenever your character successfully makes a check to heal wounds, their target heals 1 additional wound and 1 additional strain.

### SLAP-PATCH

A slap-patch is a one-use emergency medical item used to administer first aid and treat minor wounds. It consists of a synthskin backing that contains a drug cocktail of stim, pain-killer, and antibiotic, with a bioadhesive that bonds the patch to a patient’s flesh. To use one, a person simply peels a slap-patch out of its sterile package and slaps it over a wound. A slap-patch is good enough to deal with bumps, bruises, and light bleeding (although not more serious injuries).

It takes a maneuver for your character to use a slap-patch on themself or another engaged character. The slap-patch is consumed in the process, and the character immediately heals 5 wounds. While a character can use multiple slap-patches, this provides diminishing returns. Each slap-patch after the first on the same day heals 1 wound fewer. A second slap-patch heals 4 wounds, a third heals 3, and so on.

Using a sixth slap-patch in a day has no effect.

After one day, the lingering effects of the slap-patches wear off, and the character may use slap-patches again, receiving their normal effect (this means a character can consume up to five slap-patches a day, each day). A slap-patch is a painkiller. All the rules, talents, and abilities governing and affecting painkillers apply to slap-patches as well.

### STIM

A catchall name for uppers and stimulants, “stim” can range from the equivalent of espresso shots to narcostim, which boosts a user’s reflexes and awareness to dangerously heightened levels. Of course, if a character is buying stim on the street, they’re probably getting something closer to the latter. It takes a maneuver for your character to take stim through a consumable tab or an autoinjector (or to use an autoinjector on another engaged character). The character receiving the stim immediately heals all strain they are suffering. At the end of the encounter, instead of recovering from strain as described on page 117 of the Genesys Core Rulebook, the character suffers 10 strain. They may make an Average (PP) Resilience check to reduce the strain suffered by 1 per TRIUMPH or 2 ADV.

### STING

Sting or Blo-Back is a highly dangerous neurosuppressant that blocks the body’s pain receptors while overstimulating the adrenal glands. The resulting drug is popular among some soldiers and mercs who like to “fight through the pain.” However, most experienced vets know that shutting off pain just makes you more likely to injure yourself.

Needless to say, the drug also sees a lot of use in illegal pit fights in places like the Hoyo Rojo.

It takes a maneuver for your character to inject themself or another engaged character with a shot of Sting. Until the end of the encounter, they ignore any penalties that any Critical Injuries would otherwise impose on skill checks they make (at your GM’s discretion, this may not apply to the penalties from certain Critical Injuries, such as blindness or loss of a limb). At the end of the encounter, your character no longer ignores those penalties and immediately suffers 4 strain and 4 wounds.