Difference between revisions of "Psychopharmacopeia (The Reach Campaign)"

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== Recreational Drugs ==
 
== Recreational Drugs ==
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* Ivalo Light-Speed (no Heal min., +2 to Initiative & Evasion save for 1d10*10 min, -1 to Physical skill checks for 1 h afterwards, addictive, 1 System Strain)
 +
* Kuhmo Reverie (no Heal min., +1 to Cha skill checks and ignore effects of combat fatigue for 1d4 h, lethargic with -2 to Initiative and Lead during that time, 1 System Strain)
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* Pokka Bezel Nuts (no Heal min., +2 to save against Combat Fatigue for 1 h, -1 to Mental skill checks during that time, addictive, no System Strain)
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* Ranua Rumble (no Heal min., 1d6 temporary HP and +1 to melee to-hit & damage for 1d6*10 min, -2 to Cha skill checks for 2 h afterwards due to irritability, 2 System Shock)
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* Turku Daze (no Heal min., +1 to Mental saves for a day, -1 to Notice and Talk for duration, enhances religious experiences, addictive)

Revision as of 13:48, 11 February 2020


Medical Drugs

  • Brain-Clean (Heal-1, removes the effects of one night's lost sleep, 2 System Strain)
  • Boost (Heal-1, adds 5 temporary HP for 1d6*10 min, 2 System Strain)
  • Lift (Heal-0, cures 1d8+Heal skill HP, 1 System Strain)
    • Increase Heal skill minimum by one for each dose within a day
  • Medical Slow Drug (Heal-1, coma for 20+1d6 h, heals all HP damage, stabilizes for duration, 1d6 System Strain)
    • Second dose within a week can be lethal, Physical save or suffer 3d6 damage
  • Quick-Clot (Heal-1, cures 1 Con damage, 1 System Shock)

Psychotherapeutic Drugs

  • Comfort (Heal-0, reduces the amount of combat fatigue gained after combat by one, 1 System Strain)
  • Slumber (Heal-0, helps to gain a full night's sleep, if woken within 8 h of administering -1 to skill & to-hit rolls, 1 System Strain)
  • Suppress (Heal-0, suppresses one combat fatigue effect for 24 h, 2 System Strain)

Recreational Drugs

  • Ivalo Light-Speed (no Heal min., +2 to Initiative & Evasion save for 1d10*10 min, -1 to Physical skill checks for 1 h afterwards, addictive, 1 System Strain)
  • Kuhmo Reverie (no Heal min., +1 to Cha skill checks and ignore effects of combat fatigue for 1d4 h, lethargic with -2 to Initiative and Lead during that time, 1 System Strain)
  • Pokka Bezel Nuts (no Heal min., +2 to save against Combat Fatigue for 1 h, -1 to Mental skill checks during that time, addictive, no System Strain)
  • Ranua Rumble (no Heal min., 1d6 temporary HP and +1 to melee to-hit & damage for 1d6*10 min, -2 to Cha skill checks for 2 h afterwards due to irritability, 2 System Shock)
  • Turku Daze (no Heal min., +1 to Mental saves for a day, -1 to Notice and Talk for duration, enhances religious experiences, addictive)