Healing: Difference between revisions
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{{Healing Calls}} | {{Healing Calls}} | ||
You can only restore HP to someone who is not on their Death Count. If they are, they must be Stabilised first. If they take additional damage while Stable, their Death Count begins again and they must be Stabilised again. | |||
==First Aid Equipment== | ==First Aid Equipment== | ||
Latest revision as of 22:13, 14 August 2026
Restoring Health
Items can grant these restorative calls. Missing HP is restored overnight.
| Heal | Restores 1 HP |
| Stabilise | Pauses and resets a Death Count |
You can only restore HP to someone who is not on their Death Count. If they are, they must be Stabilised first. If they take additional damage while Stable, their Death Count begins again and they must be Stabilised again.
First Aid Equipment
General Ardent Shop
| Item Type | Name | Description | Value |
|---|---|---|---|
| Equipment | Healing Device | Heal 1 B-HP every 10 seconds | 80 @ Ardent Shop |
| Equipment | Stabiliser | Use 1 Power to call Stabilise | 100 @ Ardent Shop |
| Mod | Speed Boost Mk1 | -2 seconds to healing times | 30 @ Ardent Shop |
| Mod | Double Heal | Repairs +1 B-HP per use | 100 @ Ardent Shop |
First Aid Expendables
General Ardent Shop
| Item Type | Name | Description | Value |
|---|---|---|---|
| Sticker | Heal Patch | Heal 3 B-HP | 10 @ Ardent Shop |
| Sticker | Stabiliser Patch | Instantly Stabilise | 20 @ Ardent Shop |
| Serum | HP Boost Serum | Grants +2 B-HP for 1 hour. Requires an Injector to administer. | ??? |
| Serum | HP1 Serum | Heals 1 B-HP. Requires an Injector to administer. | ??? |
| Serum | HP2 Serum | Heals 2 B-HP. Requires an Injector to administer. | ??? |
| Serum | Knockout Serum | Applies [UNCONSCIOUS 1] symptom. Requires an Injector to administer. | ??? |
| Serum | Stabilising Serum | Instantly Stabilise. | ??? |
| Rip | Slow-Heal Pills | Heals all HP after 5 minutes. | ??? |
| Rip | Virex Heal Blast | Call Zone Heal | Virex Sponsorship |
| Rip | Apex Insta-Heal | Call Full Heal | Apex Sponsorship |
Health Cards


Health Cards are lammies, some of which can be torn open, describing specific injuries or medical conditions for you to roleplay. They are handed out by referees and require roleplay, medicine, or Surgery to be resolved.
If you receive a Health Card, you must read and follow the roleplay prompts on the red Health side. Only look at the Medscan side if you have performed a Medscan.
- If someone tries to heal you normally they must identify what’s wrong from your roleplay. Don’t show them the card unless they Medscan you.
- If someone performs a Medscan using suitable Equipment or Cybernetics, you can show them both sides of the card.
- Keep the Health Card on you until it’s resolved. Once resolved, it should be handed to the main person who healed you, so they can make notes and hand it in at the Kenolab.
There are a mix of real-world and imaginary conditions. If you are handed a real-world condition you are uncomfortable roleplaying, please discuss this with a referee who will take back or swap out the card.
Resolving Health Cards
Anyone may attempt to resolve a Health Card. The Medscan side lists all the symptoms that need resolving alongside roleplay steps. If you don’t have an item that allows you to Medscan, have the patient or a witness read the Medscan side silently and track what you’re doing. If you predict the correct solution, it’s fixed! If not, either the card will state what to do or the patient decides what the consequence is to your failure.
You may use multiple doses of the same medicine to meet the required Symptom severity.
Medscan
If you have a suitable Equipment or Cybernetic, you can roleplay scanning someone with a Health card and read the green Medscan side, making it much easier to correctly resolve the card without wasting resources.

Some Health cards require surgery to resolve, but you’ll only find this out if you Medscan it. If you see this symbol, you must perform the Surgery mechanic. The number next to the symbol denotes the Surgery Rank, which limits the overall number of Medicine cards you can use as part of the procedure.
Symptoms
All symptoms will be listed on cards in [ALL CAPS] with a number following them. The symptoms listed here are the most common ones; you may find unique symptoms or a named disease within brackets, which will require matching medicine.
We have specifically excluded symptoms that are unhygienic to roleplay, such as coughing.
| Physical Symptom Examples | |||
|---|---|---|---|
| BLEEDING | CHILL | DIZZINESS | FATIGUE |
| FEVER | HEADACHE | INFECTION | OVERHEATING |
| NAUSEA | NUMBNESS | PAIN | UNCONSCIOUS |
| Named Condition Examples | |||
|---|---|---|---|
| BLOOD LOSS | BROKEN BONE | IRRADIATED | MESSIER FLU |
| Mental Symptom Examples | |||
|---|---|---|---|
| ANGER | ANXIETY | CONFUSION | FEAR |
| FORGETFUL | HAPPY | HIGH ENERGY | IRRIRATED |
| MEMORY LOSS | MUTE | SADNESS | WITHDRAWN |
