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Deviation Actions
Literature Text
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"
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"
Comments12
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:iconacannotevenplz:
Simply impressive! I have no words!
Well done! Really!
Simply impressive! I have no words!
Well done! Really!