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Common Medicines for HoE by Matthew Steflik and Cassie Van Valkenburg |
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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. If a character decides to take aspirin daily over a long period of time, he'll have to deal with the consequences. Doing so will thin a character's blood, making it easier for them to bleed and harder for the body to naturally clot. If a character takes doses of aspirin equal to their Vigor coordination for a number of days equal to their Vigor coordination, they will gain the Easy Bleeder hindrance. In order to lose the hindrance, he must stop taking the aspirin, and the hindrance's effects will last for a number of days equal to the amount of time the aspirin was taken and the character's Vigor in days. For example, Tim has a Vigor of 3d6 and takes 6 doses of aspirin a day for 10 days. On the seventh day, he will gain the hindrance and it will last for four days after his last dose. Addiction: None Cost: $1 per dose Type: pill, tablet, gel-cap Prescription Painkiller 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 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 |
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