Meds shop (no ontology)
From Mazeworld
A hospital room is a resting haven where people, as well as the contestant, can purchase medical assistance and other related services. Hospital rooms are often very busy, due to Mazeworld's dangerous nature. The medic is the main person in charge of a hospital room, and they are always accompanied by an assistant nurse.
Rules of a hospital room
- Sells medical assistance, which can cure the contestant's (and any eventual allies') physical ailments.
- Where applicable, hospital rooms are also capable of treating non-human creatures and curing any ailments they may be affected with.
- 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.
- Sells 8 random types of meds + 1 guaranteed First Aid Kit
- Sells 1d6 copies of each medical item for sale
- 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, a medic will call for help an assistant nurse, to defend against its attacker; though neither are armed. 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.
The medic and the nurse will drop the same items if either dies, which are the following:
- Clothing and armor (same as scientists and nurses):
- (male/X-male): Shirt with tie, Lab coat, Regular pants, Regular shoes
- (female/X-female): Formal workshirt, Lab coat, Formal skirt, Regular shoes
- Load-bearing gear: 1x Utility rig
- All the meds of the shop, as well as the shop's till, are permanently locked in the crate they came from. The medical scanner also turns offline.
Products sold
- Medical assistance
- DNA change system
- Medical aids
- Identification of medical aids
Disguise
This lists only the required clothing the contestant needs for the disguise to be successful. Note that wearing a HEV Suit or an EOD Suit cancels immediately the disguise as these suits cover the entirety of the wearer's clothes and are, as such, unsuitable for disguising.
- Scientist / Nurse / Medic (male/X-male): Shirt with tie, Lab coat, Pants with belt, Regular shoes
- Scientist / Nurse / Medic (female/X-female): Shirt with tie, Lab coat, Formal skirt, Regular shoes