Meds shop (no ontology)
From Mazeworld
SU Tempest  (Talk | contribs)  | 
		SU Tempest  (Talk | contribs)  m  | 
		||
| (25 intermediate revisions not shown) | |||
| Line 5: | Line 5: | ||
{|  | {|  | ||
| '''Shop type'''  | | '''Shop type'''  | ||
| - | | colspan="2" |   | + | | colspan="2" | Meds shop  | 
|-  | |-  | ||
| '''Vendor'''  | | '''Vendor'''  | ||
| - | | colspan="2" | Medic  | + | | colspan="2" | Medic / Nurse  | 
| - | + | ||
| - | + | ||
| - | + | ||
| - | + | ||
| - | + | ||
| - | + | ||
|}  | |}  | ||
</div>  | </div>  | ||
| - | A '''  | + | A '''meds shop''' is a part of a hospital, specifically the outlet that sells medical equipment and services. The [[Contestant|contestant]] can purchase [[medical items]] as well as direct assistance. The meds shop is generally separated into two areas: the healing machine room, where the '''medic''' (and head of the hospital) works, and the shop room, where a nurse can be found and acts as the store manager.  | 
| - | + | There also exists extraneous meds shops, which are not part of a hospital and do not have the healing machine room.  | |
| - | + | ||
| - | + | ||
| - | *[[  | + | === Rules of a meds shop ===  | 
| + | *''Healing machine room'' (in Hospitals only): Sells '''medical assistance''', which can cure the [[Contestant|contestant]]'s physical ailments as well as that of [[Ally|allies]].  | ||
| + | *''Shop room'': Sells '''medical items'''.  | ||
| + | |||
| + | ==== Healing machine room ====  | ||
| + | |||
| + | *[[Nutrition]] is treated 1 P$ per 1 ntri to replenish, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.  | ||
| + | *[[Hydration]] is treated 1 P$ per 1 wtr to replenish, if current hydration is under baseline value (700 for humans).  | ||
*[[Poison]]:  | *[[Poison]]:  | ||
** Venom poisoning is cured, 10 P$ per 0.1 unit.  | ** Venom poisoning is cured, 10 P$ per 0.1 unit.  | ||
| Line 33: | Line 32: | ||
*[[Limb damage|Damaged limbs]] are healed, 20 P$ per 1 HP per limb, unless the limbs are severed, in which case no treatment is available  | *[[Limb damage|Damaged limbs]] are healed, 20 P$ per 1 HP per limb, unless the limbs are severed, in which case no treatment is available  | ||
*[[Pain]] is treated 5 P$ per 1% to cure  | *[[Pain]] is treated 5 P$ per 1% to cure  | ||
| - | *[[Inebriation]] is treated, 10 P$ per 1  | + | *[[Inebriation]] is treated, 10 P$ per 0.1 unit.  | 
| - | *[[Secondary effect|Secondary effects   | + | *[[Secondary effect|Secondary effects]] may be detected, but not treated directly - their cause must be treated instead, or the effect waited out if temporary.  | 
| - | *[[Addiction|Addictions are detected]]  | + | *[[Addiction|Addictions are detected]]; 1000 P$ to cure the body of one addiction.  | 
| - | *Sells '''8''' random types of [[Medical aid|meds]] + 1 guaranteed [[First Aid Kit]]  | + | *[[Fatigue]] and [[Stress]] cannot be directly treated ; instead the medic can offer a hospital bedroom for the Contestant to use for the purpose of resting. The fee for the use of a hospital bedroom is '''400 P$''', valid until the Contestant leaves.  | 
| - | *  | + | ** Hospital bedrooms feature beds which allow [[Resting]], as well as [[Room#Room furniture|furniture]] which can help alleviate stress: a radio, a television, and bookshelves with guaranteed books (at least 3 and up to 11).  | 
| - | *  | + | ** If the Contestant paid the fee to use a hospital bedroom, then a '''nurse''' will be assigned to that bedroom, available at all times should the Contestant require her presence. Nurses notably carry [[first aid kit|FAKs]], and are Skilled (Lv3) in Healing skill.  | 
| - | *  | + | |
| + | ==== Shop room ====  | ||
| + | |||
| + | *Sells '''8''' random types of pre-identified [[Medical aid|meds]] + 1 guaranteed [[First Aid Kit]]  | ||
| + | *Sells '''1d6''' copies of each medical item for sale (except the guaranteed FAK which is always quantity 1, unless more are generated by the random types)  | ||
| + | ** Excludes LifeVests - a maximum of '''1''' can be found for sale, and they do not include HITB batteries.  | ||
| + | *Identifies unknown meds and mushrooms for '''10 P$ per type'''  | ||
| + | *Buys back meds for '''50%''' of their value (minus 10 P$ if they are unidentified)  | ||
*'''Accepts''' credit.  | *'''Accepts''' credit.  | ||
*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.  | *'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.  | ||
| + | *Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)  | ||
| - | When threatened,   | + | When threatened, hospital personnel will not hesitate to defend themselves with their personal weapons, which are the same as that of a [[Scientist]].<br/>  | 
Threatening or attacking a medic, nurse, or both can give the contestant a [[Wanted Level|code orange]], and killing either can  increase it to a [[Wanted Level|code red]].  | Threatening or attacking a medic, nurse, or both can give the contestant a [[Wanted Level|code orange]], and killing either can  increase it to a [[Wanted Level|code red]].  | ||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
== See also ==  | == See also ==  | ||
*[[Encounters#Shops_and_services|Other shops and services]]  | *[[Encounters#Shops_and_services|Other shops and services]]  | ||
| - | |||
| - | |||
*[[Medical aid]]  | *[[Medical aid]]  | ||
Latest revision as of 16:53, 2 March 2019
A meds shop is a part of a hospital, specifically the outlet that sells medical equipment and services. The contestant can purchase medical items as well as direct assistance. The meds shop is generally separated into two areas: the healing machine room, where the medic (and head of the hospital) works, and the shop room, where a nurse can be found and acts as the store manager.
There also exists extraneous meds shops, which are not part of a hospital and do not have the healing machine room.
Rules of a meds shop
- Healing machine room (in Hospitals only): Sells medical assistance, which can cure the contestant's physical ailments as well as that of allies.
 - Shop room: Sells medical items.
 
Healing machine room
- Nutrition is treated 1 P$ per 1 ntri to replenish, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
 - Hydration is treated 1 P$ per 1 wtr to replenish, if current hydration is under baseline value (700 for humans).
 - Poison:
- Venom poisoning is cured, 10 P$ per 0.1 unit.
 - Cyanide poisoning is cured for 200 P$.
 
 - Wounds are cured, 100 P$ per wound
 - Blood counter refilled by 20 P$ per 0.1 unit.
 - Broken limbs are repaired, 200 P$ per fracture
 - Damaged limbs are healed, 20 P$ per 1 HP per limb, unless the limbs are severed, in which case no treatment is available
 - Pain is treated 5 P$ per 1% to cure
 - Inebriation is treated, 10 P$ per 0.1 unit.
 - Secondary effects may be detected, but not treated directly - their cause must be treated instead, or the effect waited out if temporary.
 - Addictions are detected; 1000 P$ to cure the body of one addiction.
 
- Fatigue and Stress cannot be directly treated ; instead the medic can offer a hospital bedroom for the Contestant to use for the purpose of resting. The fee for the use of a hospital bedroom is 400 P$, valid until the Contestant leaves.
- Hospital bedrooms feature beds which allow Resting, as well as furniture which can help alleviate stress: a radio, a television, and bookshelves with guaranteed books (at least 3 and up to 11).
 - If the Contestant paid the fee to use a hospital bedroom, then a nurse will be assigned to that bedroom, available at all times should the Contestant require her presence. Nurses notably carry FAKs, and are Skilled (Lv3) in Healing skill.
 
 
Shop room
- Sells 8 random types of pre-identified meds + 1 guaranteed First Aid Kit
 - Sells 1d6 copies of each medical item for sale (except the guaranteed FAK which is always quantity 1, unless more are generated by the random types)
- Excludes LifeVests - a maximum of 1 can be found for sale, and they do not include HITB batteries.
 
 - Identifies unknown meds and mushrooms for 10 P$ per type
 - Buys back meds for 50% of their value (minus 10 P$ if they are unidentified)
 - Accepts credit.
 - Accepts valuables and will exchange them for money or credit.
 - Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)
 
When threatened, hospital personnel will not hesitate to defend themselves with their personal weapons, which are the same as that of a Scientist.
Threatening or attacking a medic, nurse, or both can give the contestant a code orange, and killing either can  increase it to a code red.
