Healing

From Ardent Spacers Wiki

Restoring Health

Items can grant these restorative calls. Missing HP is restored overnight.

Heal Restores 1 HP
Stabilise Pauses and resets a Death Count

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

Front Side. The patient reads this side.
Back Side. Only read this Medscan if you have Equipment allowing you to.

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.

Surgery Icon
Surgery Icon

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