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
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
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.
Surgery
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.