<Cybercore>

Healing Consumables

Consumables restore HITS, suppress conditions, or provide temporary protection. No TL required to use; consumables are use-and-go. TL only applies if crafted via the Pharmaceutical skill.

Medic Consumable Bonus: When a Medic administers any healing consumable to a patient, add +1 HIT per Medic's Tier to the item's effect. A Hot Patch I in a Tier 2 Medic's hands restores 3 HITS instead of 1.

Hot Patch

"Burns like hell, smells like burnt copper, stops the bleeding. What more do you want?"

Chemical cauterization compound applied directly to wounds. Sterilizes, seals, hurts.

ItemQualityEffectMax UsesCostSec
Hot Patch I1Black-market pressure-pen cauterizer. Cheap, brutal, effective. Restore 1 HIT, stop Bleed DOT3/Op500
Hot Patch II2Field-grade compound with a numbing agent that mostly works. Restore 1 HIT, stop Bleed + suppress 1 Bane (10 min)2/Op1201
Hot Patch III3Cleaner formulation. Burns less, costs more. Restore 2 HITS, stop Bleed + suppress 1 Bane2/Op2502
Hot Patch IV4ICU-licensed civilian analog; somehow in your pocket. Restore 3 HITS, stop Bleed + suppress 2 Bane penalties1/Op4003
Hot Patch V5Refined surgical sealant. Smells like nothing, heals like everything. Restore 4 HITS, stop Bleed + suppress all Wound Bane penalties (10 min)1/Op6004

Nanite Clusters

Programmable repair swarms. They'll knit you back together if you let them; and if your immune system doesn't pick a fight first.

ItemQualityEffectWhenMax UsesCostSec
Nanite Cluster I1Generic civilian repair swarm. Slow, simple, single-task. Restore 1 HITStim Break+2/Op1200
Nanite Cluster II2Better-coordinated batch with broader repair instructions. Restore 2 HITSStim Break+2/Op2501
Nanite Cluster III3Runs cleanup routines alongside the repair pass. Restore 2 HITS + stop 1 DOTLockdown only1/Op4002
Nanite Cluster IV4Mil-spec swarm. Triage-aware, ignores bruises. Restore 3 HITSLockdown only1/Op5503
Nanite Cluster V5Top-tier programmable cluster. Reads your charts like a doctor. Restore 3 HITS + remove 1 conditionLockdown only1/Op7004

Armor Patch Kit

Auto-repair compound. Spray, seal, pray.

A single multi-purpose kit. On use, allocate the kit's repair budget across damage types however you like; all on one type, spread across several, your call. Usable during Stim Break or Lockdown.

ItemQualityEffectCostSec
Armor Patch Kit I1Hardware-store sealant. Works on cheap plating. Auto-repair 1 DR, allocated across damage types as you choose5001
Armor Patch Kit II2Improved adhesive matrix. Bonds across substrate types. Auto-repair 2 DR, allocated across damage types as you choose10002
Armor Patch Kit III3Field-tech grade. Won't peel under thermal cycling. Auto-repair 3 DR, allocated across damage types as you choose15003
Armor Patch Kit IV4Mil-grade auto-cure. Sets in seconds, holds under fire. Auto-repair 4 DR, allocated across damage types as you choose20004
Armor Patch Kit V5Aerospace compound. Patch outlasts the plate. Auto-repair 5 DR, allocated across damage types as you choose25005

EMD; Emergency Medical Drone

A pocket-sized drone that deploys on impact, stabilizes the wounded, and screams for help on every channel.

Purchasable from Tier 2 onward. Expensive, single-use. Attaches to armor before mission.

ItemQualityEffectSecCost
EMD I2First-gen tactical drone. Stabilizes you. Probably. Auto-stabilize wearer when they go DOWN. Single use.2500
EMD II3Improved triage AI. Stops the bleeding, screams for help. Auto-stabilize + restore 1 HIT. Single use.3900
EMD III4Top-tier responder. Triggers a corp-wide medical net. Auto-stabilize + restore 2 HITS + broadcast distress. Single use.41500

SAROS specialists have an integrated EMD built into their armor (see SAROS updates).


Support Pharmaceuticals

Support pharmaceuticals no longer restore HITS directly. Instead they provide temporary typed DR, condition suppression, or stat boosts.

Temporary DR Pharmaceuticals

Burn Spray, Aerosol thermal-shielding gel. Forms a ceramic micro-layer over exposed skin and gear. Ignore the burnt-plastic smell, that's the binder curing.

Synth Skin, Spray-on nanofibre dermal mesh. Hardens to a kinetic-resistant film over skin and armor seams. Peels off after the encounter, taking three layers of skin with it.

ItemQualityEffectDurationMax DosesCostSec
Burn Spray I1Civilian fire-aid grade. Smells like hospital wallpaper. +2 Thermal DR1 encounter2/Op1000
Burn Spray II2Industrial worker formula. Holds against a kitchen fire. +3 Thermal DR1 encounter2/Op2501
Burn Spray III3Hazmat-tier. Survives a direct lance hit if you're lucky. +4 Thermal DR1 encounter1/Op4002
Burn Spray IV4Mil-spec ablative. Two encounters of solid coverage. +5 Thermal DR2 encounters1/Op6003
Burn Spray V5Fleet-grade thermal shielding. Painted on, frozen tight. +6 Thermal DR2 encounters1/Op8004
Synth Skin I1Off-brand bullet-proofing in an aerosol. +2 Kinetic DR1 encounter2/Op1000
Synth Skin II2Improved fibre weave. Catches small-arms fire. +3 Kinetic DR1 encounter2/Op2501
Synth Skin III3Police-issue formulation. Stops a 9mm at point-blank. +4 Kinetic DR1 encounter1/Op4002
Synth Skin IV4Tactical-grade weave. Two encounters of stopping power. +5 Kinetic DR2 encounters1/Op6003
Synth Skin V5Powered-armor-grade nanomesh. The peel-off hurts more than the hit. +6 Kinetic DR2 encounters1/Op8004

Condition Suppression

Pain Killers; Auto-injector cocktail: opioids, neural blockers, inflammation suppressants. Push through the wound. Feel the bill later.

ItemQualityEffectDurationMax DosesCostSec
Pain Killers I1Battlefield analgesic. Numb enough to keep moving. Suppress 1 Wound Bane penalty1 encounter2/Op1000
Pain Killers II2Improved blocker mix. Two of three pain channels go quiet. Suppress 2 Wound Bane penalties1 encounter2/Op2501
Pain Killers III3Triage-grade cocktail. Three injuries silenced; one bill. Suppress 3 Wound Bane penalties1 encounter1/Op4002
Pain Killers IV4Mil-issue full-spectrum block. You won't notice the shrapnel. Suppress all Wound Bane penalties2 encounters1/Op6003
Pain Killers V5Designer combat stim. Pain gone, judgement debatable. Suppress all Wound Bane penalties + Boon(1) to Physical saves2 encounters1/Op8004

Stat Boost Pharmaceuticals

Adrenaline Shot; Synthetic catecholamine flood. Heart hammers, vision sharpens, hands stop shaking. Crash hits later. So does the headache.

Mind Vapour, Inhalable nootropic mist. Locks the mind on the task, fear, panic, and second thoughts get filed for later. The migraine after is the file's return address.

ItemQualityEffectDurationMax DosesCostSec
Adrenaline Shot I1Civilian emergency dose. Enough to outrun the fire. +1 to Physical saves1 encounter2/Op1200
Adrenaline Shot II2Sport-grade stim. Legal limit, mostly. +2 to Physical saves1 encounter2/Op2501
Adrenaline Shot III3Tactical injector. Combat dosage, on-demand. +3 to Physical saves1 encounter1/Op4002
Adrenaline Shot IV4Mil-grade rush. Sustained spike, no warm-up. +4 to Physical saves2 encounters1/Op6003
Adrenaline Shot V5Heavy combat dose. Two encounters of being someone faster than yourself. +5 to Physical saves2 encounters1/Op8004
Mind Vapour I1Discount nootropic. A nudge, not a kick. +1 to Mental saves1 encounter2/Op1200
Mind Vapour II2Office-grade focus aid. Good for paperwork. +2 to Mental saves1 encounter2/Op2501
Mind Vapour III3Tactical clarity formula. Quiets the chatter. +3 to Mental saves1 encounter1/Op4002
Mind Vapour IV4Operator-grade compound. Fear is a setting now. +4 to Mental saves2 encounters1/Op6003
Mind Vapour V5Special-ops cocktail. Sharper than you've ever been. Pay tomorrow. +5 to Mental saves2 encounters1/Op8004

Toxin Resistance

AntiToxin; Broad-spectrum chelating agent. Scrubs poisons faster than they can settle in. Your kidneys file a formal complaint.

Immunology Booster, Immune-system primer. Tells your white cells there's a threat coming, they're already mounted up by the time it arrives.

ItemQualityEffectDurationMax DosesCostSec
AntiToxin I1Generic chelator. Handles industrial spills. +2 Chemical DR1 encounter2/Op1000
AntiToxin II2Improved binding agents. Catches the meaner classes. +3 Chemical DR1 encounter2/Op1201
AntiToxin III3Field-medic grade. Covers most known agents. +4 Chemical DR1 encounter1/Op1502
AntiToxin IV4Mil-spec antidote. Designed for biowar payloads. +5 Chemical DR2 encounters1/Op2003
AntiToxin V5Top-shelf broad-spectrum. Anything organic, neutralized. +6 Chemical DR2 encounters1/Op2504
Immunology Booster I1Civilian cold-and-flu jab. Takes the edge off. +2 to saves vs poison/disease1 encounter2/Op500
Immunology Booster II2Travel-grade prep. Standard offworld vaccination. +4 to saves vs poison/disease1 encounter2/Op1001
Immunology Booster III3Field-deployment dose. Holds against ambient pathogens. +6 to saves vs poison/disease1 encounter1/Op1502
Immunology Booster IV4Mil-issue priming. Mobilizes against engineered strains. +8 to saves vs poison/disease2 encounters1/Op2003
Immunology Booster V5Bio-warfare-grade. Immune system goes to red alert. +10 to saves vs poison/disease2 encounters1/Op2504