Meds shop (no ontology)
From Mazeworld
SU Tempest (Talk | contribs) (→Rules of a hospital room) |
SU Tempest (Talk | contribs) m |
||
(53 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]]: | ||
+ | ** Venom poisoning is cured, 10 P$ per 0.1 unit. | ||
+ | ** Cyanide poisoning is cured for 200 P$. | ||
+ | *[[Wound|Wounds]] are cured, 100 P$ per wound | ||
+ | *[[Blood]] counter refilled by 20 P$ per 0.1 unit. | ||
+ | *[[Broken limb|Broken limbs]] are repaired, 200 P$ per fracture | ||
+ | *[[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 | ||
+ | *[[Inebriation]] is treated, 10 P$ per 0.1 unit. | ||
+ | *[[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]]; 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$''', valid until the Contestant leaves. | |
+ | ** Hospital bedrooms feature beds which allow [[Resting]], as well as [[Room#Room furniture|furniture]] which can help alleviate stress: a radio, a television, and bookshelves with guaranteed books (at least 3 and up to 11). | ||
+ | ** If the Contestant paid the fee to use a hospital bedroom, then a '''nurse''' will be assigned to that bedroom, available at all times should the Contestant require her presence. Nurses notably carry [[first aid kit|FAKs]], and are Skilled (Lv3) in Healing skill. | ||
- | + | ==== Shop room ==== | |
- | + | ||
- | + | *Sells '''8''' random types of pre-identified [[Medical aid|meds]] + 1 guaranteed [[First Aid Kit]] | |
- | + | *Sells '''1d6''' copies of each medical item for sale (except the guaranteed FAK which is always quantity 1, unless more are generated by the random types) | |
- | + | ** Excludes LifeVests - a maximum of '''1''' can be found for sale, and they do not include HITB batteries. | |
- | *[[Medical aid| | + | *Identifies unknown meds and mushrooms for '''10 P$ per type''' |
- | *[[ | + | *Buys back meds for '''50%''' of their value (minus 10 P$ if they are unidentified) |
+ | *'''Accepts''' credit. | ||
+ | *'''Accepts''' [[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, 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]]. | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
== See also == | == See also == | ||
- | *[[Encounters | + | *[[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.