Biomed
Bio-Med encompasses anything relating to the body or other living beings, ranging from environmental study to surgery and first aid.
Biomed situations are all about learning about the universe, and keeping everyone alive and healthy. It’s about using the right medicines and chemicals for the task – combining things until you get the intended result. At its most basic, this is using a simple medical item like a bandage to heal HP. At its most complex, it’s deciphering chemical diagrams to create a matching solution from the resources you have on hand.
Healing
There isn’t a set healing ability – you have to use medical items. Some higher-end medical supplies, like serums, need equipment to use. Medics will have to prioritise how best to use their medical resources, as they won’t have an infinite ability to restore everyone’s health.
Restoring HP
Anyone can repair HP on themselves or someone else using healing items, unless they reach 0HP. At that point, they’ll need to be Stabilised first.
Restoring HP requires the use of one of a variety of items. The best way to do this is to have a character with Injector equipment use a Serum item on you, but you can do it yourself using more expensive Medical Patches (these patches are represented by stickers, please add them to clothing instead of skin unless you’ve checked in first).
Stabilising
You can Stabilise another character to temporarily remove the roleplay effects of the dying state while on missions, or to start their treatment when they get back to base. If a character has reached 0HP, they need stabilising before their HP can be restored.
To do this, use a Stabilising Patch. This is a Sticker item that needs physically putting on the character, preferably onto their clothes. If it then falls off, that’s ok, it’s done its job already!
TRAUMA cards
TRAUMA cards are Tear Card Lammies that describe specific injuries or medical conditions to roleplay, and can be gained randomly through combat or in response to specific environments. The more dramatic the injury is, the more it will impede what you can do. They must be roleplayed until they are removed.
There are three categories of TRAUMA cards:
- Surgery, representing damage to the body often caused by combat. Broken limbs, damaged organs, and internal bleeding are all common TRAUMA to resolve.
- Condition, representing illnesses and contagions. This can range from rashes and nausea to alien parasites.
- Psychological, representing a change in how the character will react to stimuli. They might shy away from the sun, become terrified of an object, or filled with rage.
Inside, there will be roleplay instructions to follow to remove the TRAUMA. Some will require specific resources or equipment in addition to roleplay. If you don’t have the knowledge or an item that lets you open the card, you can still try to fix the problem. Do the roleplay with a witness, and open the card at the end. If you’ve managed to predict everything correctly, congratulations, it’s resolved! If not, inside will also state a failure result, which often means making the injury much worse.
FABREP Synthesis
Crafting medicines using the Biomed FABREP Lab works in much the same way as the Engineer’s FABREP Lab.
Instead of spending time role-playing making basic items, players will be able to hand over materials to the lab in the KENOLAB base and come back later to receive your new things. It’s like 3D printing for medicine. Some items will be available quickly, others might take hours or days to complete.
The spaceship has a limited chemical storage that characters can purchase, and use of the lab has a small fee. If you already have the materials, you’ll just need to pay this small fee. Be warned – if everyone decides to suddenly buy a lot of oxygen from the ship, that will drain the ship’s supply and may have knock-on consequences (and new missions to go and find oxygen canisters in the environment or broker trade deals with locals).
If there isn’t anyone in the FABREP lab, there will be an envelope drop-off to write your details and submit the right materials and money. It’ll be processed as soon as someone returns.
If you’re synthesizing a custom medicine to respond to plot (such as one discovered through the Chemistry mechanic), you’ll need to do this directly with the A-COM Administrator for Biomed over in KENOLAB, instead of dropping off an envelope.
Chemistry
Chemistry is a visual puzzle about turning base chemicals into useful substances, to use on their own or for advanced science projects. In line with other mechanics, anyone can attempt these puzzles, but some will require specialist items, equipment, or safety gear to be successful.
Chemistry puzzles each start with a task. You’ll be given a list of requirements to fulfill, either as a drawing representing the required chemical, or a list of traits. Each chemical ingredient is either a Base Chemical waiting to be modified, or a Modifier Chemical that alters how your base works.
- Base Chemicals are your starting point.
- Modifier Chemicals alter your Base Chemical in some way, turning it into something closer to what you need.
- Compound Chemicals are the end result for simple puzzles: a mixture of chemicals that has a desired effect.
- Mixtures are multiple Compound Chemicals added together to give a new, stronger effect. These are the final forms for complex chemical puzzles.
This puzzle means it may be entirely possible to create two separate solutions to the same task, or use the same ingredients to complete two completely different tasks. You cannot randomly experiment; this system is simplified from a realistic system to make it easy to use as a game mechanic, and it is not meant to perfectly simulate real life. In-game, any similarities between solutions should be explained as differences in techniques when creating the Compound Chemical.
We are currently experimenting with the visuals for these puzzles. Here are two concepts: