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Re: [HOE] Mundane Medicines for HoE (long)



i think they're great!  in fact, i'm adding on to my page(finally!!), and if
you'd like i can put them in the new gear section.
----- Original Message -----
From: "Matt and Teresa Steflik" <grifflik@stny.rr.com>
To: <hoe@gamerz.net>
Sent: Tuesday, June 18, 2002 7:04 PM
Subject: [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
>
>
>
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