;#; **Chemistry Lab** ;#; Cash costs for crafting are in the process of being phased out. Check with a GM before doing any crafting. **Characters can spend time poring over data they have acquired in the field and either arrive at a deeper understanding of the science behind the data or attempt to replicate the technology involved.\\ They can reverse engineer chemicals and medicines acquired at events and produce schematics to manufacture them in bulk.**\\ **Chemistry Recipes** ^Name^Description^Cash Cost^Time Cost^ |Painkillers|Basic painkillers in pill form| |100 per week| |Mood stabilisers|Mood stabiliser drugs in pill form| |100 per week| |Epinephrine|Adrenaline shot| |5 shots per week| |Regen package|1 each of the three regeneration compounds. Anyone taking the pills will regenerate all combat damage every 300 seconds. This will not regenerate someone from deactivation. This recipe requires the base compound to be extracted from an [[farm:data:anomaly|anomaly]]| |1 batch per week| |Stabilisation package|A batch of 6 pills to prevent the regeneration compounds from causing a psychotic break. 1 batch must be taken every 2 weeks| |4 batches per week| |Rapid Healing|A batch of pills taken at the start of a period of bed rest that will halve the time needed to rest (rounded down)| |1 batch per week| |Phage Virus Cure|A simple shot that cures the Phage virus. It must be used within 4 weeks of crafting.| |10 doses per week| |Antibiotics|A standard course of antibiotics that should cure most normal infections.| |1 course per week|