As mentioned in my previous post on my campaign’s homebrew specialties, I’ve also added a few more drugs to the team medics’ pharmaceutical inventories. Here’s how we’re handling them:
Antacid
Provides +1 STAMINA to resist food poisoning.
Anti-Diarrheal
Once you’re ill, one dose provides +1 to one infection (STAMINA) roll made for any disease that has diarrhea as a symptom. Dying ass-first sucks.
Anti-Psychotics
Provides +2 to your EMPATHY roll to recover from long-term mental trauma after your counselor makes a successful MEDICAL AID roll.
Antiseptic
A liquid compound suitable for cleaning medical equipment. Used during a surgical procedure, one unit ensures the patient doesn’t have to make a STAMINA roll to avoid infection.
Hydration Salts
When taken in conjunction with one ration of clean water, a character suffering from dehydration immediately heals one point of dehydration damage. Further doses have no additional effect.
Morphine
Used for sedation and pain relief. One does allows an attending physician to roll an extra d8 (treat as an ammo die) for stabilizing critical injuries or otherwise conducting surgery. A second dose allows an additional d6 on the roll, but one or more 1s on an extra die mean the patient is addicted (if he survives the procedure).
Multivitamins
A month’s supply for one character gives +1 STAMINA to resist disease or infection during that month.
Stimulant, Mild
Once per day, one dose restores one point of Stress.
[We’re also using this rule for coffee, which makes it a desirable trade good for more than – ahem – flavor reasons.]
Stimulant, Strong
Injected pharmaceutical. One dose provides a +2 to MEDICAL AID when getting a downed character back on their feet from incapacitating damage. Also usable for other story-appropriate effects.