literature

A Guide to the SMILE CORP. Medical Fluids

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SMILE CORP. Medical Fluids


Red – Regeneration
Regenerates the receiver
Temporarily stops bleeding and forms a thin barrier between the exposed flesh and outside

Recommended Use: Emergency situations (i.e. bleeding to death or serious injury and lull in fighting is not present)


Light Blue/white – Pain killer
Numbs the nerve receptors in the area hit
Spreads to the rest of the body depending on concentration
Large enough doses will cause death

Recommended Use: As needed. Use for pranks will not be tolerated


Green – Toxic/Poison
Poisons the receiver
May cause severe pain, nausea, dizziness, and hallucinations
Large doses or high concentrations will cause death

Recommended Use: As needed. Use on fellow agents is strongly advised against


Dark Blue – Stamina boost
Provides the receiver with a stamina boost
Lasts 3 hours
After use most become extremely fatigued

Recommended Use: Sparingly and only in dire circumstances


Yellow – Acid
Causes corrosion of most materials
This includes flesh

Recommended Use: With caution when handling. Use on fellow agents is strongly advised against. Use in pranks may result in severe punishment


Purple – Nano-bots
Nano-bots are injected into the receiver's body
Destroys the cells in the area hit
May spread
If armour/artificial body part/skin is hit, nothing occurs
Accidental spills onto exposed flesh will result in destroyed cells and possible amputation

Recommended Use: With caution if around open wounds and in small spaces. Use on fellow agents is strongly advised against


Cyan – Shock
Sends electrical impulses into the receiver, causing spasms
Renders the receiver immobile for a period of 10 seconds and upwards, depending on physical fitness and concentration of dose
If armour/mechanised body part/weapon is hit, body part is short-circuited and ceases to function

Recommended Use: As required


Pink – RIP (Rust in Packages)
Causes the receiver's armour to rust rapidly
The armour, not the receiver, must be hit for RIP to be effective

Recommended Use: As needed. Use in pranks will result in severe punishment


Other

Gel Packages – Heals wounds
Stops bleeding and knits flesh back together
Requires varying amounts of time to complete healing depending on size of wound and may take up to several hours for treatment to complete
To be used in conjunction with casts and slings; just because it heals quickly doesn't mean you can go running around killing things right after

Recommended Use: Outside of the battlefield, or during lulls in the fighting. For the latter, use on smaller wounds is recommended. For larger wounds, an evac would be advised, or in the case of stubborn agents or instances where evac is unavailable, employ the use of either the regeneration fluid or "The Back-Up"
For use in emergencies whereby the medic is unavailable and for the medics themselves.

Use of this guide in the development of pranks is advised against.
Distribution to MOLOCH members is unacceptable.


:iconsmile-hq:

Specialist Glitch © ~~Darkmyrr

SMILE Project © of the Leader :icon001-jester-100:
© 2012 - 2024 Darkmyrr
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001-JeSter-100's avatar
:iconacannotevenplz:
Simply impressive! I have no words!
Well done! Really!