Meds shop (no ontology)

From Mazeworld

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{|
{|
| '''Shop type'''
| '''Shop type'''
-
| colspan="2" | Hospital room
+
| colspan="2" | Meds shop
|-
|-
| '''Vendor'''
| '''Vendor'''
-
| colspan="2" | Medic
+
| colspan="2" | Medic / Nurse
|}
|}
</div>
</div>

Revision as of 19:50, 9 February 2016

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.

Rules of a meds shop

  • Healing machine room: 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

  • Hunger is treated 1 P$ per 1 kcal to refill, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
  • 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 1% to remove
  • Secondary effects are detected and treated, 100 P$ per effect
  • Addictions are detected, a rough estimation of how long is left until the withdrawal counter runs out, and addiction treatment is offered; 500 P$ to remove 150 turns from the withdrawal counter of one addiction.

Shop room

  • Sells 8 random types of meds + 1 guaranteed First Aid Kit (never sells placebos)
  • 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)
  • Buys back meds for 50% of their value
  • Identifies unknown meds for 50 P$ per item
  • Accepts credit.
  • Accepts valuables and will exchange them for money or credit.

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.

See also