Medicaments

Medicaments are pharmaceuticals used to produce game effects on characters - each one is a medical marvel, an advanced mixture of complex chemicals, biotech or nanotechnology. They are designed to be chemically morphic, able to be adapted to a wide range of species' physiology by physicians or automated injectors in the field, and remain stable in harsh conditions. The most recent formulations can also be switched between various modes, allowing them to either treat or prevent a wide range of Conditions. The term Medicaments (“medic-a-mons”) became preferred over pharmaceuticals in the first few centuries of the Ascendancy, when the aggressively Francophone House Clervoy, who produced the majority of drugs at the time, insisted on the term for all of their pharmaceutical products. In the intervening period, the term has stuck and become the standard term for translator technology.

Medicaments are represented in-game with an Ampoule prop with a lammie insert containing the rules for that particular Medicament, and a dial indicating the remaining doses. In order to be used, Medicaments must be applied either using an injector or by a Physician using appropriate roleplaying equipment. A Physician can administer a dose after 30 seconds of roleplayed action. Alternatively, a dose can be administered instantly by any character when it has been pre-loaded into an Injector. Loading a Medicament Ampoule into an Injector can be done by any character and takes 30 seconds. When you use a dose from an Ampoule, choose a single MODE shown on the lammie and tick the dial down by one step. Once an Ampoule has zero doses left it cannot be used, but can be refilled (at a cost) by the Lazarus Corp representative or other NPC in the Corp area each event, who will also have Ampoules to sell. The Lazarus Corp representative can also directly administer any Medicament if no Ampoules are available. If you no longer have use for an Ampoule prop, please return it to Games Ops so it can be re-used.

Corporeal Scientist characters can apply Exotic Reagents to Ampoules, by sticking the sticker over the rectangular space on the lammie (with the Medicament name and symbol in it). This process takes 1 minute of Roleplayed Action, as with applying any other Exotic Substances. An Exotic Reagent applied to the Ampoule and will affect all doses remaining. If the Ampoule is refilled by any number of doses, the Exotic Reagent sticker is removed. Medicament Lammies now have coloured boxes around relevant parts of their described effect, which indicates how Exotic Reagents affect them. Arcigolite and Fermite (which double or halve Durations) affect the numbers highlighted in Blue. Omnicatalyst and Spectrum Inhibitor (which increase or decrease effectiveness) affect the numbers highlighted in Yellow.

List of Medicaments

Name Summary Mode Effects
Med-serum Restores lost Body Hits RED - After 10s, restores 1 lost Body Hit
AMBER - After 1min Rest, restores all lost Body Hits on 1 Location (or 3 GBH)
GREEN - After 30min Rest, restores all lost Body Hits on all Locations (or all GBH)
Synthetic Platelets Prevents Death or Slows Bleeding TREAT - Pauses your Death Count at the moment of application for 5min.
RESIST - Your Death Count increases by +200s for 1hr. Roleplay Effect: If you have lost any Body Hits, you develop a mild headache.
Nano-Purgatives Treats Toxins & Diseases Treats one TOXIN or DISEASE when Duration Ends
GREEN - Duration 4hr
AMBER - Duration 1hr. If you exert yourself, take KNOCKOUT (60). Lose 1 Body Hit on applied Location. RP-Effect: Discomfort.
RED - Duration 15min. Cannot use skills/abilities. Lose all Body Hits. RP-Effect: Major Pain & Nausea
Radiation Nanosponges Protects from or treats Radiation TREAT - After 1hr of Rest, treats one RADIATION Condition
RESIST - Grants MAJOR RADIATION Protection for 1hr. Roleplay Effect: You feel slightly itchy.
Muscle Stims Strike with Force and Strength Duration 1hr. You may make up to 1 free Call every 5min, depending on weapon: Small Melee - KNOCKOUT (5); Medium Melee - REPEL; Large Melee - REND. RP-Effect: You feel a desire to act impulsively. Extra doses taken while active add +1 free Call. If you take 2+ extra doses within duration, see a Ref at end.
Nerve Stims Strike with Speed and Lethality Duration 1hr. You may make up to 1 free Call every 5min, depending on weapon: Small Melee - LETHAL; Medium Melee - DISARM; Large Melee - STRIKEDOWN. RP-Effect: You feel the need to keep moving your body. Extra doses taken while active add +1 free Call. If you take 2+ extra doses within duration, see a Ref at end.
Neural Regulator Mental Restorative or Suppressant TREAT - Suppresses one Roleplay Effect you are currently under for 30min.
RESTORE - By performing 10min of ritual/concentrated RP action immediately after use, restore all lost Psi/Will Points. If disturbed for >10s, the dose is wasted.
Cryptobiotic Trigger Enter or Leave a Protective State ACTIVATE - After use, you may immediately enter a protective state. Gain EXTREME Protection from Hazards - TOXIC, HEAT, COLD, RADIATION, SPACE. Cannot use skills/abilities, move faster than a walk, speak louder than a whisper. RP-Effect: You feel sleepy, and cannot exert yourself. While exposed to Hazards, fall unconscious.
DEACTIVATE - Remove the above effects after 5min.
Cellular Aegis Lessens Symptoms & Boosts Toughness TREAT - Suppresses physical Roleplay Effects (eg. pain, exhaustion) for 1hr.
RESIST - Gain +1 Locational Body Hit (or species equivalent GBH) for 1hr. RP-Effect: Your sense of touch is numbed, and you feel slightly disconnected from your body.