The items listed on the following table are the most widely available medical items in the Pact Worlds. Medical items aren't magical. They instead use the properties of chemicals and the latest advances in biotech. As such, medical items don't radiate magical auras, and they can't be dismissed or affected by dispel magic. Their effects last for a set amount of time or until they're countered in some way, typically physically.
Some medical items have the
tech trait. Some also have the
consumable trait, which means that the item is used up once activated. Rules for creating medical items are found in the
Craft activity, and you must have the
Serum Crafting skill feat to Craft medical items.
Each hypopen has different possible effects, and higher-level hypopens can be used to produce the effects of lower-level hypopens. You usually activate a hypopen as you inject it into yourself or another creature. You can inject a hypopen only if a creature is within reach and is either willing or unable to prevent you from doing so. You usually need only one hand to inject a hypopen.
These are pharmaceutical serums; they're technological, or hybrid in some cases, but can be crafted using a laboratory and don't incorporate significant magic. You can activate a serum with an Interact action as you drink it or feed it to another creature. You can feed a serum only to a creature that's within reach and willing or otherwise so helpless that it can't resist. You usually need only one appendage to activate a serum.