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[HOE] Mundane Medicines for HoE (long)



Hey all,

Mentioned this stuff this morning in answering Theo's request for a
"sleep aid".  Probably still a bit rough, but here 'tis.  Let me know
what y'all think.  Apologies for some of the repetitiveness in the
description, and (of course) the length.  This topic started for my crew
in trying to identify exactly what the painkillers and antibiotics in
the Med-Kit (Waste Warriors medical gear) did.  Other stuff just
naturally started to follow.

Common Medicines for HoE

Below are several medicines that may be available for characters to
trade or scrounge for in the Wasted West.  For all of the medicines
listed below, the term "dose" assumes that the medicine's recipient is
size 6.  For each point above 6, all required Vigor rolls receive a +1
bonus.  For each point below 6, all required Vigor rolls receive a -1
penalty.  Some found medicines may have effects that are combinations of
those listed below (a prescription sedative with an added prescription
painkiller effect for example).  Prices should naturally be raised in
such circumstances.

Non-prescription Painkiller (ie. extra-strength aspirin)
One dose will negate the -1 penalty received from taking the equivalent
of a light wound, for a duration of 1d4 hours (no roll up).  This will
not reduce penalties incurred from heavier wounds.  Taking multiple
doses at once produces no cumulative effect.  A character may take a
number of doses equal their Vigor coordination per day safely.  If this
number is exceeded, the character must make a Fair (TN 5) Vigor check +1
for each dose exceeding their Vigor coordination.  If they fail, the
character loses 1d6 wind due to nausea.  If they bust, the character
vomits, taking 2d6 wind and the penalty is no longer negated.
Addiction: None Cost: $1 per dose Type: pill, tablet, gel-cap

Prescription Painkiller (ie.  )
One dose will negate up to the -2 penalty received from taking the
equivalent of a heavy wound, and grant the recipient 1 point of Sand for
a duration of 1d4 hours (no roll up).  This will not reduce the
penalties incurred from heavier wounds.  Taking multiple doses at once
adds additional points of Sand per dose, to a maximum effect of 5.  A
character may take a number of doses equal to half of their Vigor
coordination per day safely (addiction must be rolled after taking each
dose). If this number is exceeded, the character must make an Onerous
(TN 7) Vigor check +1 for each dose exceeding half their Vigor
coordination.  If they fail, the character 2d6 wind that cannot be
regained for the duration of the dose taken.  If they bust, the penalty
is no longer negated and character suffers cardiac arrest; they suffer
3d6 wind, their Vigor is permanently reduced by a die type and they must
make a second Hard (TN 9) Vigor check.  If this is failed, the
character's heart stops and they die unless someone else makes an
Incredible (TN 11) medicine check within 2d6 rounds.  If this effect
causes Vigor to drop below d4, the character automatically dies.
Addiction: Fair (TN 5), Mild Cost: $5 per dose Type: pill, tablet,
gel-cap

Hospital-grade Painkiller
Each dose will negate -1 penalty incurred from any wound and grant the
recipient 1 point of Sand for a duration of 1d6 hours (no roll up). 
Effects for multiple doses are cumulative, to a maximum of -5/5 points
of Sand.  While a character might not be able to feel the pain of a
wound as a result of taking this medication, damage to the physical body
can still prevent proper function (5 wound levels in a limb, for
example).  Doses are administered via a syringe and must be carefully
measured, requiring an Onerous (TN 7) medicine check.  Failure results
in +/- 1d4 doses than expected.  A character may take a number of doses
equal to half of their Vigor coordination per day safely (addiction must
be rolled after taking each dose). If this number is exceeded, the
character must make an Onerous (TN 7) Vigor check +1 for each dose
exceeding half their Vigor coordination.  If they fail, the character
loses 2d6 wind that cannot be regained for the duration of the dose
taken.  If they bust, the character suffers cardiac arrest; they suffer
3d6 wind, their Vigor is permanently reduced by a die type and they must
make a second Hard (TN 9) Vigor check.  If this is failed, the
character's heart stops and they die unless someone else makes an
Incredible (TN 11) medicine roll within 2d6 rounds.  If this effect
causes Vigor to drop below d4, the character automatically dies.  Each
consecutive day a character takes or exceeds their maximum safe dosage,
the TN for addiction is increased a step.
Addiction: Fair (TN 5), Severe Cost: $25 per dose Type: injection

Non-prescription Stimulant (ie. no-doze)
One dose will negate -1 worth of penalty resulting from no sleep for a
duration of 1d4 hours (no roll up).  At the end of this duration, the
character receives an additional -1 penalty due to body exhaustion. 
Taking multiple doses provides cumulative effect of penalty reduction
(max of -5), but not duration.  Once a penalty from exhaustion/lack of
sleep reaches -5, the character will collapse at the end of the day into
a deep, dreamless sleep of 6 + 1d4 hours (no roll up).  All penalties
will be gone the next day.  A character may take a number of doses equal
to half of their Vigor coordination per day safely. If this number is
exceeded, the character must make an Fair (TN 5) Vigor check +1 for each
dose exceeding half their Vigor coordination. If they fail, the
character loses 1d6 wind due to nausea, that cannot be regained for the
duration of the dose taken.  If they bust, the character vomits, taking
2d6 wind and retains the last penalty suffered.
Addiction: None Cost: $1 per dose Type: pill, tablet, gel-cap

Prescription Stimulant (ie.  )
One dose gives the recipient +1 to Quickness checks for a duration of
1d4 hours (no roll up).  When taking this medication, the recipient must
also make an Easy (TN 3) Vigor check or receive -1 to all Deftness
checks for the duration of the med due to "the shakes".  Taking multiple
doses provides cumulative Quickness bonus (to a max of +5), but does not
add to duration. Furthermore, each additional dose raises the "shakes"
Vigor TN a step with an additional -1 Deftness penalty. A character may
take a number of doses equal to half of their Vigor coordination per day
safely (addiction must be rolled after taking each dose - doses taken at
once only require one roll).  A character may take a number of doses
equal to half of their Vigor coordination per day safely (addiction must
be rolled after taking each dose). If this number is exceeded, the
character must make an Onerous (TN 7) Vigor check +1 for each dose
exceeding half their Vigor coordination.  If they fail, the character
vomits, suffering 2d6 wind that cannot be regained for the duration of
the dose taken, and losses any bonus received (penalties received from
"the shakes" are retained for the duration of the dose).  If they bust,
character suffers cardiac arrest; they suffer 3d6 wind, their Vigor is
permanently reduced by a die type and they must make a second Hard (TN
9) Vigor check.  If this is failed, the character's heart stops and they
die unless someone else makes an Incredible (TN 11) medicine check
within 2d6 rounds.  If this effect causes Vigor to drop below d4, the
character automatically dies.
Addiction: Fair (TN 5), Mild Cost: $5 per dose Type: pill, tablet,
gel-cap

Non-prescription Sedative (ie. sleeping pill)
One dose allows the recipient to easily fall asleep, for a duration of 6
+ 1d4 (no roll up) hours, with a -2 to all Cognition checks while
asleep.  Characters with the Night Terrors hindrance may add +1 to their
Spirit rolls to determine a full night's sleep.  Taking additional doses
creates heavier sleep (additional -2 to Cognition checks while asleep)
and an additional +1 to Night Terror Spirit checks, but no greater
duration.  Being woken up before the duration has expired incurs a -1
penalty to all actions per dose taken until the drug wears off
("groggy"). A character may take a number of doses equal to half of
their Vigor coordination per day safely (addiction must be rolled after
taking each dose). If this number is exceeded, the character must make
an Onerous (TN 7) Vigor check +1 for each dose exceeding half their
Vigor coordination.  If they fail, the character vomits.  Since a
character will probably be asleep when this happens, they must make a
Fair (TN 5) Cognition check (don't forget those penalties) to wake up.
If this is failed as well, the character will begin choking, suffering
1d6 wind per turn.  A Fair (TN 5) first aid or Easy (TN 3) medicine roll
by another individual can restore normal breathing.  If the character
busts on the Vigor check, the character suffers cardiac arrest; they
suffer 3d6 wind, their Vigor is permanently reduced by a die type and
they must make a second Hard (TN 9) Vigor check.  If this is failed, the
character's heart stops and they die unless someone else makes an
Incredible (TN 11) medicine check within 2d6 rounds.  If this effect
causes Vigor to drop below d4, the character automatically dies.
Addiction: Easy (TN 3), Mild Cost: $1 per dose Type: pill, tablet,
gel-cap

Prescription Sedative (ie. "stress management" meds)
Each dose grants the recipient a +1 bonus to all Guts checks and a -1
penalty to all Cog, Smarts and Knowledge checks ("mellowing out") for
1d4 hours. Effects for multiple doses are cumulative up to a maximum of
+5/-5.  A character may take a number of doses equal to half of their
Vigor coordination per day safely (addiction must be rolled after taking
each dose). If this number is exceeded, the character must make an
Onerous (TN 7) Vigor check +1 for each dose exceeding half their Vigor
coordination.  If they fail, the character vomits, suffering 2d6 wind
that cannot be regained for the duration of the dose taken, and losses
any bonus received (penalties received from being "mellow" are retained
for the duration of the dose).  If the loss of wind causes the character
to pass out, the character will begin choking, suffering an additional
1d6 wind per turn.  A Fair (TN 5) first aid or Easy (TN 3) medicine roll
by another individual can restore normal breathing. If they bust on the
Vigor check, the character suffers cardiac arrest; they suffer 3d6 wind,
their Vigor is permanently reduced by a die type and they must make a
second Hard (TN 9) Vigor check.  If this is failed, the character's
heart stops and they die unless someone else makes an Incredible (TN 11)
medicine check within 2d6 rounds.  If this effect causes Vigor to drop
below d4, the character automatically dies.
Addiction: Fair (TN 5), Severe Cost: $5 per dose Type: pill, tablet,
gel-cap

Medical Tranquilizer
After being administered one dose, the recipient must make an Onerous
(TN 7) Vigor check or fall unconscious for 1d4 hours.  If successful,
the med grants the recipient a +2 bonus to all Guts checks and a -2
penalty to all Cog, Smarts and Knowledge checks for 1d4 hours. 
Additional doses raise the Vigor check a step per additional dose and
adds 1 hour to the duration (bonuses and penalties are cumulative as
well).  Doses are administered via a syringe and must be carefully
measured, requiring an Onerous (TN 7) medicine check.  Failure results
in +/- 1d4 doses than expected.  A character may take a number of doses
equal to half of their Vigor coordination per day safely (addiction must
be rolled after taking each dose). If this number is exceeded, the
character must make an Onerous (TN 7) Vigor check +1 for each dose
exceeding half their Vigor coordination.  If they fail, the character's
system has been severely over-medicated; their heart stops and they die.
Each consecutive day a character takes or exceeds their maximum safe
dosage, the TN for addiction is increased a step.
Addiction: Fair (TN 5), Severe Cost: $25 per dose Type: injection

Multivitamin
If a character takes a dose of this med every day for a minimum of a
week, they gain +1 to all natural healing rolls vs. infections and
disease.  This bonus is cumulative with doctor's care, but not with
powers or non-medical healing methods.  This bonus is lost if the
character stops taking the med for more than five days.  Taking more
than one dose per day provides no additional effects.
Addiction: None Cost: $.25 per dose Type: pill, tablet, gel-cap

Antibiotic (ie. penicillin)
If a character takes a dose of this med every day for a minimum of a
week, they gain +1 to all natural healing rolls (+2 if wounds are caused
by infection or disease).  This bonus is cumulative with doctor's care,
but not with powers or non-medical healing methods.  This bonus is lost
if the character stops taking the med for more than five days.  Taking
more than one dose per day provides no additional effects.  If this med
is taken consistently in this fashion for over a month, the bonus is
lost, and the med will no longer prove effective for the character.
Addiction: None Cost: $5 per dose/$35 per course Type: pill, tablet,
gel-cap

Whew.  Well, that does it for now.  Like I said...whatcha think?  Does
it work?  Suck?

Matt Steflik
Gimme Shelter - http://www.geocities.com/grifflik