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<blockquote data-quote="wolfen fenrison" data-source="post: 5581992" data-attributes="member: 35151"><p><strong>Healing Powder</strong> is a tribal drug made from Broc Flower and Xander Root.</p><p>Using Healing Powder takes a standard action to consume, and the user recovers <strong>1d6+1</strong> hit points (up to max hp).</p><p>Healing Powder is non-addictive.</p><p><strong>Cost:</strong> 10 caps (Purchase DC 11) </p><p></p><p><strong>Stimpak</strong>, or Stimulation Delivery Package, is a type of hand-held medication used for healing the body. This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When the medicine is injected, it provides immediate healing of the body's minor wounds.</p><p>Using a stimpak takes a standard action to inject, and the user immediately recovers <strong>1d8+5</strong> hit points (up to max hp).</p><p>Stimpaks are non-addictive.</p><p><strong>Cost:</strong> 25 caps (Purchase DC 17, Res [+2]) </p><p></p><p><strong>Super Stimpak</strong> is an advanced healing chem. As with the regular Stimpak, the Super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to your limb.</p><p>When injected as a standard action, a Super Stimpak heals <strong>2d8+10</strong> hit points immediately.</p><p>Super Stimpaks are non-addictive.</p><p><strong>Cost:</strong> 75 caps (Purchase DC 23, Res [+2]) </p><p></p><p><strong>Ultra Stimpak</strong> is an advanced version of Super Stimpak and a highly powerful healing chem. The construction of the Ultra Stimpak is made up of two regular stimpaks, with one stimpak connected to a wrist belt for immediate injection, and one connected to an intravenous bag for regulating a prolonged dose of chems over a period of time.</p><p>Using a Ultra Stimpak is a standard action to inject, and the user recovers <strong>3d8+15</strong> hit points (up to max hp).</p><p>Ultra Stimpaks are non-addictive.</p><p><strong>Cost:</strong> 225 caps (Purchase DC 30, Res [+2]) </p><p></p><p><strong>Trauma Pack</strong> is an extremely potent healing chem designed for immediate treatment of major injuries taken during combat to an even greater effect than a Ultra Stimpack.</p><p>Using a Trauma Pack is a standard action to inject, and the user recovers <strong>4d8+20</strong> hit points (up to max hp).</p><p>Trauma Packs are non-addictive.</p><p><strong>Cost:</strong> 675 caps (Purchase DC 36, Res [+2]) </p><p></p><p><strong>Hypo</strong> is a medical injection instrument of some kind. It looks very high tech. You don't know what it's filled with but it appears to have only one dose left. In terms of care, is a better version of a Trauma Pack.</p><p>Using a Hypo is a standard action, the user recovers <strong>150</strong> hit point (up to max hp) and is relieved of the following conditions; ability damage, blinded, <em>confused</em>, dazed, dazzled, deafened, diseased, exhausted, fatigued, <em>feebleminded</em>, <em>insanity</em>, nauseated, sickened, stunned, paralyzed, and poisoned.</p><p><strong>Cost:</strong> 10,500 caps (Purchase DC 48, Res [+2])</p><p></p><p><strong>Antidote</strong> is a chemical found in many first aid kits, antidote is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antidote injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antidote delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.</p><p>Cost: 50 caps (Purcahse DC 9)</p><p></p><p><strong>Rad Away</strong> is an intravenous chemical solution that bonds with radiation particles and passes them through your system. It takes time to work, and is also a potent diuretic. It cannot be used to keep away radiation when entering radioactive areas like Rad-X, but instead is used after receiving radiation to rid yourself of some of it. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.</p><p>Cost: 20 caps (Purchase DC 9)</p></blockquote><p></p>
[QUOTE="wolfen fenrison, post: 5581992, member: 35151"] [b]Healing Powder[/b] is a tribal drug made from Broc Flower and Xander Root. Using Healing Powder takes a standard action to consume, and the user recovers [b]1d6+1[/b] hit points (up to max hp). Healing Powder is non-addictive. [b]Cost:[/b] 10 caps (Purchase DC 11) [b]Stimpak[/b], or Stimulation Delivery Package, is a type of hand-held medication used for healing the body. This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When the medicine is injected, it provides immediate healing of the body's minor wounds. Using a stimpak takes a standard action to inject, and the user immediately recovers [b]1d8+5[/b] hit points (up to max hp). Stimpaks are non-addictive. [b]Cost:[/b] 25 caps (Purchase DC 17, Res [+2]) [b]Super Stimpak[/b] is an advanced healing chem. As with the regular Stimpak, the Super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to your limb. When injected as a standard action, a Super Stimpak heals [b]2d8+10[/b] hit points immediately. Super Stimpaks are non-addictive. [b]Cost:[/b] 75 caps (Purchase DC 23, Res [+2]) [b]Ultra Stimpak[/b] is an advanced version of Super Stimpak and a highly powerful healing chem. The construction of the Ultra Stimpak is made up of two regular stimpaks, with one stimpak connected to a wrist belt for immediate injection, and one connected to an intravenous bag for regulating a prolonged dose of chems over a period of time. Using a Ultra Stimpak is a standard action to inject, and the user recovers [b]3d8+15[/b] hit points (up to max hp). Ultra Stimpaks are non-addictive. [b]Cost:[/b] 225 caps (Purchase DC 30, Res [+2]) [b]Trauma Pack[/b] is an extremely potent healing chem designed for immediate treatment of major injuries taken during combat to an even greater effect than a Ultra Stimpack. Using a Trauma Pack is a standard action to inject, and the user recovers [b]4d8+20[/b] hit points (up to max hp). Trauma Packs are non-addictive. [b]Cost:[/b] 675 caps (Purchase DC 36, Res [+2]) [b]Hypo[/b] is a medical injection instrument of some kind. It looks very high tech. You don't know what it's filled with but it appears to have only one dose left. In terms of care, is a better version of a Trauma Pack. Using a Hypo is a standard action, the user recovers [b]150[/b] hit point (up to max hp) and is relieved of the following conditions; ability damage, blinded, [i]confused[/i], dazed, dazzled, deafened, diseased, exhausted, fatigued, [i]feebleminded[/i], [i]insanity[/i], nauseated, sickened, stunned, paralyzed, and poisoned. [b]Cost:[/b] 10,500 caps (Purchase DC 48, Res [+2]) [b]Antidote[/b] is a chemical found in many first aid kits, antidote is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antidote injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antidote delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. Cost: 50 caps (Purcahse DC 9) [b]Rad Away[/b] is an intravenous chemical solution that bonds with radiation particles and passes them through your system. It takes time to work, and is also a potent diuretic. It cannot be used to keep away radiation when entering radioactive areas like Rad-X, but instead is used after receiving radiation to rid yourself of some of it. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours. Cost: 20 caps (Purchase DC 9) [/QUOTE]
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