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Offline valadaar

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Chems
« on: February 12, 2015, 11:50:22 AM »
Chems

In addition to complex devices such as the STEM packs, many chemicals are available, partly the result of consumer-grade devices that allowed for replication of such things.

Most of those devices are long gone, but the formulations discovered by countless tinkers lived on and some are still brewable.

When a chem is taken, the use must succeed in in CON check against the chem’s condition.  Failure means they are subjected to the chems primary side effect.  Some chems have automatic side effect discussed in the general description. If the chem does not have a primary side effect, the chem fails completely and no effect - good or bad - applies.  A natural 1 on the check causes the chem’s Secondary side effect to take effect, if any, in addition to the primary side effect.  Chems administered by a proficient individual (medikit proficiency, Medical proficiency, etc) provide Advantage on the Constitution check.

Primary Side effects last double the Chems normal duration or until removed. Secondary side effects last for 1d10 x normal duration.

Chems with Condition of 5 or worse can usually be detected by causal examination. Those with conditions between 4 and 1 require a DC 10 Medicine check to be detected.



Permanent Duration

Some chems, and most Biochems have permanent duration. For these substances, a second duration may be listed - this is used for determining the duration of side effects. When no second duration is provided, Side effects are permanent as well.

Overdoses

If 2 or more doses are consumed, and the person is not Tolerant, they automatically are affected by the Primary side effect, and must pass a DC 10 Con check to avoid the Secondary effect. Each additional dose increases the DC by 2. A critical failure doubles the effects of the side effects where possible.

Cocktails

Combined chems are possible, but unless carried out by a proficient individual, the Condition of the chems is added together.  Note, you only need to make one CON check, but all effects and side effects are cumulative.  If the cocktail is prepared by someone proficient with Medicine or Chem Lab, the condition of the compound is the average of their Conditions.


Ability Score Damage

Some chemicals can cause permanent damage to the brain or other organs. This is simulated via ability score damage.  These are considered Lingering Wounds and be can be treated accordingly.  Those that are a simple -x STAT are temporary and return to normal at the same rate as other side effects.

Addiction

Where an Addiction DC is listed, the user must make an addition Charisma or Wisdom check (whichever is higher) against the DC to determine if they are addicted.  Each day that goes without using the Chem, they must make a CON check vs DC 10 or go into withdrawal (Poisoned).This DC increases by 2 each day until failed or they use again.

Withdrawal
.   Each day while in Withdrawal the user must make a DC 15 + Addiction DC check to break the addiction.  Once ‘free’ of this addiction, the user is at a disadvantage to resist the Chem in the future.


Manufacture

Producing Chems requires Regents of value equal to quarter of the value of the Chem.  Chem production takes 1 hour per 20 Casings of value, though you can attempt to produce them faster with an increased DC. You also need either a Chem lab or a Chem kit.

Creation DC is 10 + 1 per 20 Casing value of the chem.  Condition is 1 unless you roll under the needed DC, where the condition is reduced by as much as you missed your DC by.

 A Critical success (Natural 20) will produce a Condition 0 Chem, which has double the normal market value. A Critical failure (Natural 1) typically causes an accident, or creates a toxic chem - DC 10 Con check or subject to both side effects without any positive effects.




Specific Chems

Adrenex
Duration:       1d4 Rounds
Addiction DC:      3
Side Effects:      Poisoned, Organ Damage(-1 CON)
Cost:         50 Casings
Grants 4 points of temporary strength and an additional HD of Secondary HP. Once the chem wears off, the character gains a level of Exhaustion.

Acyros

Duration:      4 Hours
Addiction DC:      0
Side Effects:      Slowed, Poisoned
Cost:         200

Grants Advantage against cold damage and cold weather effects. Originally used to prepare people for Cryofreezing.

Adenature V

Duration:      2 Hours
Addiction DC:      0
Side Effects:      2 Levels of Exhaustion, Poisoned
Cost:         200

Grants Resistance against heat damage by blocking denaturing of proteins. Exhaustion increases by 1 level for each 30 minutes under its effects.

Asperz
Duration:      Instant(1 Hour)
Addiction DC:      2
Side Effects:      None, Organ Damage (-1 CON)
Cost:         10 Casings

Restores 1d4 Secondary HP. Side effects Only apply on Overdose. 

Atlas

Duration:      Permanent (1 Week)
Addiction DC:      2
Side Effects:      Uncontrolled Rage, Brain Damage (-1 WIS)
Cost:         200 Casings

Has a non-cumlative 10% chance of permanently increasing CON by 1 point.

Bloc-12

Duration:      4 hours
Addiction DC:      0   
Side Effect:      None, 3 Levels of Exhaustion
Cost:         100 Casings

Provides immunity to Chems, including Alcohol for duration. Does not protect against acids, blister agents or asphyxiation.

Booster

Duration:      Instant (8 Hours)
Addiction DC:      3
Side Effects:        None, Poisoned
Cost:         20 Casings

Endurance in a bottle. Restores 1d4 levels of Exhaustion, though you cannot derive benefit from a short rest until you take a Long rest.

Burst

Duration:      5 Minutes
Addiction DC:      2
Side Effects:      None, Poisoned
Cost:         20 Casings

Grants Inspiration that must be used before it runs out. User is at -2 for an additional 5 minutes afterwards.


Chimera

Duration:      1 Day
Addiction DC:      1
Side Effects:      Nausea, -1 CON
Cost:         50 Casings

Acts as a ‘wildcard’ for dealing with addiction. A dose of Chimera will count against withdrawal.
Sadly, Chimera can be addictive, and there is no substitute for it.

Endurex 

Duration:      4 Hours
Addiction DC:      3
Side Effects:      Poisoned, Death(DC 10 Con check, or take 1d10 Traumatic Wounds)
Cost:         200 Casings

Top of the line for endurance boosters, you cannot gain levels of Exhaustion while under its effect. However, the DM needs to keep track of how many exhaustion effects were skipped while under its effects.  When the chem stops, you gain 1 level of Exhaustion for every 2 gained under its effects.

Firestorm

Duration:       2d6 Rounds (24 Hours)
Addiction DC:      2
Side Effects:      Exhaustion, Blindness
Cost:         100 Casings

This Chem grants an additional die of damage for melee attacks and Advantage on strength checks. You have disadvantage on Int and Wis based checks.

Flash

Duration:      1 Hour
Addiction DC:      4
Side Effects:       None, Incapacitation
Cost:         50 Casings

Grants effects of a Long Rest and Inspiration. It has a mild Euphoric effect.


Gaint
Duration:      1 Week
Addiction DC:      2
Side Effects:        Incapacitation (pain) ,Insanity
Cost:         500 Casings
Spurs growth. Causes subject to grow 1/2” in height (over a 1 week period) and has a 10% chance of increasing Strength by one point. This change is cumulative with each dose taken, and resets on success.  Large beings, and those with stats of 20 or more in either category require 2 doses to have this effect.  Food and water requirements are doubled during the growth period. A second dose taken while the first is in effect will cause an overdose.

Hemosynth

Duration:      Instant (1 Day)
Addiction DC:      0
Side Effects:      1 level of Exhaustion, Incapacitation
Cost:         50 Casings

Restores 1 point of Traumatic injury.

Hype

Duration:      1 Hour
Addiction DC:      1
Side Effects:       Insomnia, D4 Traumatic Wounds
Cost:         50 Casings

Grants advantage on initiative rolls, disadvantage on skills requiring fine control (Tool proficiencies, stealth).



Ibuethin

Duration:      Permanent(1 hour)
Addition DC:      2
Side Effects:      None, -2 Dex (Shakes)
Cost:         20 Casings

Restores 1d10 Secondary HP.

Iodex

Duration:      4 Hours
Addiction DC:      0
Side Effects:       None, Poisoning
Cost:         20 Casings
Grants Resistance to radiation. May not benefit from a short rest under its effects.

Iodex Prime

Duration:      4 Hours
Addiction DC:      0
Side Effects:       Poisoning, Death (DC 10 Con check, or take  1d10 Traumatic Wounds)
Cost:         200 Casings
Grants Immunity to radiation of intensity 10 or less, resistance otherwise.

Knockout

Duration:      4 Hours
Addiction DC:      2
Side Effects:      Poisoned, Organ Damage (-1 INT, WIS)
Cost:         50 Casings

Causes user to go into a very deep sleep, allowing a Long Rest even in highly noisy/jostling environments, or even if the subject has psychological effects interfering with sleep.


Nighthawk

Duration:      4 Hours
Addiction DC:      0
Side Effects:      None, Light Sensitivity
Cost:         50 Casings

Causes user’s night vision to be greatly boosted. They have no disadvantage when operating under typical low-light condition. Provides no benefit in total darkness.

Neurogenicin

Duration:      Permanent(1 Day)
Addiction DC:      1
Side Effects:      Insanity, Brain Damage(-1 INT, -1 WIS, -1 CHA)
Cost:         1000 Casings

This chemical allows for repair of brain damage, either through trauma, or the side effects of other chemicals. While under its effects the user is considered Poisoned and Slowed.


Omniphine

Duration:      1 Hour
Addiction DC:      10
Side Effects:      Dex -2, Organ Damage (Con -2)
Cost:         200 Casings

Painkiller. Grants DR 2 against damage so long as the subject still has secondary HP.

Pentacidred

Duration:      Permanent(1 Hour)
Addiction DC:      0
Side Effects:      Poisoning, Organ Damage (-1 CON, -1 INT)
Cost:         200 Casings

Removes 50 Rads (100 on Critical Success). 

Relaxine

Duration:      10 Minutes
Addiction DC:      5
Side Effects:      Weakened (Disadvantage on Strength),Organ Damage (-1 CON)
Cost:         100 Casings

Causes significant relaxation. Strength and Initiative checks at disadvantage. Resistant to Falling damage and unarmed combat.


Mindrex

Duration:      30 Minutes
Addiction DC:      4
Side Effects:      Confusion, Brain Damage(-1 INT)
Cost:         200 Casings

Cognitive booster - boosting intelligence by 2 points for the duration.  Intelligence is decreased by 2 points for 1 hour after the boost period is over.

Peneothothizine

Duration:      1 Hour (1 Day)
Addition DC:      0
Side Effects:      Organ Damage (-1 Dex), Poisoned
Cost:         50 Casings

Advanced antibiotic. Grants a new save against a disease, and provides advantage againt acquiring new ones under its effects.

Purazine

Duration:      1 Hour
Addiction DC:      0
Side Effects:      Poisoned, Organ Damage (-1 STR)   
Cost:         500 Casings

A detoxification compound, it will remove the effects of Poisoning caused by other chems. Purazine cannot be used to treat Purazine poisoning.

Rapanzine

Duration:      1 Day
Addiction DC:      0
Side Effects:      Exhaustion, Permanent Hair Loss
Cost:         500 Casings

Greatly accelerates hair and nail growth, equal to 6 months over the day its effective for. Food requirement for the day is tripled.

Regenex

Duration:      1 Day
Addiction DC:      2
Side Effects:        Poisoned, Mutation
Cost:         1000 Casings

This powerful chem grants the user regenerative abilities allowing for healing of Lingering Wounds apart from brain damage. It causes the user to become immediately incapacitated for 1 day and they gain 3 points of Exhaustion. Limb loss may take multiple doses.

Satan

Duration       2d6 Rounds
Addiction DC:      3
Side Effects:      Insanity, Permanent Insanity
Cost:         200 Casings
Grants the effects of Rage to the user. Their level is considered a Barbarian level under the effects of this chem. When the Rage is over, 2 levels of Exhaustion are applied.  While under its effects, only close friends and family are considered friendly.


Sensoid 4

Duration:      4 Hours
Additiction DC;   1
Side Effects:      Confusion, Incapacitation (convulsions)
Cost:         50 Casings

User has Advantage for perception checks.  Side effects are due to hypersensitivity to stimulation.

Speed

Duration:      Special
Addiction DC:      3
Side effects:       Poisoned, 1d10 Traumatic Wounds
Cost:         200 Casings

Grants Advantage on initiative and a special bonus action.  Speed is short-lived, its effect lasting 5+1d10 minutes. Subject gains a level of Exhaustion afterwards.

Sharpin

Duration:      4 Hours
Addiction DC:      1
Side Effects:      1 Level of Exhaustion, Poisoned
Cost:         50 Casings

Grants Advantage on tasks requiring focus. Causes Disadvantage on Perception outside of current task and initiative.

Temporax

Duration:      30 Seconds (24 Hours)
Addition DC:      3
Side Effects:      -1 CON, Organ Damage (-2 INT)

User's time perception is greatly altered and their nervous system drastically boosted.  This has the effect of fully doubling their available actions, including attacks and interact with object.


Unlock

Addiction DC:      3
Duration:      4 Hours
Side Effects:      Delusions, Insanity (Permanent)
Cost:         50 Casings

This chem is normally mildly hallucinogenic and grants a +4 Wisdom bonus.


Willshred

Duration:      1 Hour
Addiction DC:      1
Side Effects:      1d6 Traumatic Wounds, Organ Damage (-2 CON)
Cost:         1000 Casings

Causes any Charisma Check to be made at a disadvantage and user must make wisdom checks against any suggestions. They have advantage against self-destructive suggestions.
« Last Edit: February 13, 2015, 10:24:58 AM by valadaar »
   
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Offline Murometz

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Re: Chems
« Reply #1 on: February 12, 2015, 11:59:34 AM »
cool stuff!  :)
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Offline Gossamer

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Re: Chems
« Reply #2 on: February 12, 2015, 02:33:09 PM »
Seconded, though why would anyone need a hair and nail growth drug?  :huh: Especially when you risk going bald.  :P Very few of these seems to be worth the risks.
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Offline valadaar

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Re: Chems
« Reply #3 on: February 12, 2015, 03:13:08 PM »
Some injuries/lingering wounds can only be cured certain ways, including through use of some of these chems.

There is a 5% chance of the bad side effects on most, and a 20% chance of the primary side effect for randomly found chems (4 being the most common condition for such items) assuming you have no Con modifier.

Good quality Cems are produced by Medically skilled individuals, so 'bad' chems are less common from those sources.   Are you expecting drugs randomly found in ruins not to be dangerous? :)

That said, Chems administered by a Medically skilled individual provide advantage to the CON check, so the chance of a major adverse reaction is 1/400. (Roll 2 '1's)  The 'doc can be a big help here, being able to identify chems with poor Condition values.  For reference, the condition numbers for your pills are 2, so a 10% chance of side effects.










« Last Edit: February 12, 2015, 03:17:19 PM by valadaar »
   
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Offline Gossamer

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Re: Chems
« Reply #4 on: February 12, 2015, 03:40:35 PM »
...So if I want a pain killer, the doc needs to pop it in my mouth? Or risk that the DC goes up, or wait, I'm also trained in first aid, but everyone else needs to? It sounds really good on paper those percentages, but I know how badly I roll sometimes.  :P Oh well, probably worrying too much...

Depends on what you mean by "drugs". :P As long as it's unopened it shouldn't really matter where I found it? Unless it was in a bin marked defective pills, or in a bottle with a self-made adhesive label done in crayon or something.
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Offline valadaar

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Re: Chems
« Reply #5 on: February 12, 2015, 03:49:06 PM »
Not all chems are pills. Many are injectable.  I didn't go to that level in the descriptions. And these are the closest to 'spells' you are going to get in this world. Well, apart from some special abilities.

As for drugs, most are very much past their 'expiry dates', much like everything else.  So all drugs except those recently manufactured are suspect.

   
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Re: Chems
« Reply #6 on: February 12, 2015, 04:00:32 PM »
Even injecting yourself with a needle shouldn't be all that hard though? Unless it needs to be injected into the spine or something. Some of those drugs looked like their only use would be as poison, like Temporax.

Isn't that like a scam? To make you buy new pills. I get it if they were to contain fungi or anything organic, but otherwise... I've never seen mold on pills or anything, but I guess there might be some sort of chemical process that could subside/evaporate of which I know nada. Anyways, I shouldn't be nit-picking, if it's balanced for game issues or whatever it's called that's all there is.  :)
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Offline Lady Wolf

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Re: Chems
« Reply #7 on: February 12, 2015, 05:33:07 PM »
Isn't that like a scam? To make you buy new pills. I get it if they were to contain fungi or anything organic, but otherwise... I've never seen mold on pills or anything, but I guess there might be some sort of chemical process that could subside/evaporate of which I know nada.

It's because the chemical compounds that make up the drugs over time break down lessening the effect, or can even recombine into other, toxic ingredients, also the chemicals within can interact with their package overtime which can cause expiration. For example the artificial sweetener aspartame is widely used in diet sodas in America, and when plastic bottles full are stored at room temperature (like on store shelves) over time it interacts with the plastic and breaks down into formaldehyde, similar processes can occur in some pharmaceuticals over time.



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Offline valadaar

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Re: Chems
« Reply #8 on: February 12, 2015, 06:09:49 PM »
The varied effect based on medical knowlege is a Fallout adaptation. In the crpg your medicine skill determined the effectiveness of chems. 

I havent listed them yet, but there are also biochems which are frequently live cells, stabilized (mostly) through handwavium. 

There are aspects to Therafter that draw a little away from realism and more towards the world of d&d and fallout, rather than hard sci fie.  Like how in heck is many year old food and medicines at all usable... :)
   
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Re: Chems
« Reply #9 on: February 13, 2015, 04:27:56 AM »
Ooooh, Lady Wolf!

That was the cool fact of the day!

Isn't that like a scam? To make you buy new pills. I get it if they were to contain fungi or anything organic, but otherwise... I've never seen mold on pills or anything, but I guess there might be some sort of chemical process that could subside/evaporate of which I know nada.

It's because the chemical compounds that make up the drugs over time break down lessening the effect, or can even recombine into other, toxic ingredients, also the chemicals within can interact with their package overtime which can cause expiration. For example the artificial sweetener aspartame is widely used in diet sodas in America, and when plastic bottles full are stored at room temperature (like on store shelves) over time it interacts with the plastic and breaks down into formaldehyde, similar processes can occur in some pharmaceuticals over time.




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Re: Chems
« Reply #10 on: February 13, 2015, 04:32:22 AM »
Wow, val! Just WOW!

You are on a roll these days!

So good, so useable!

You know I will steal these for my Bleakwood setting.... Right?
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Re: Chems
« Reply #11 on: February 13, 2015, 06:35:30 AM »
Diet soda turns into formaldehyde?!  :what: Good thing I don't drink that. That's the stuff they put on rags in movies and sedate people with yeah? I tried looking at the wiki, but it was too wordy.
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Offline valadaar

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Re: Chems
« Reply #12 on: February 13, 2015, 06:56:54 AM »
No, thats ether.  Formaldahyde is used to preserve corpses.
   
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Re: Chems
« Reply #13 on: February 13, 2015, 06:59:50 AM »
Ooooh, I knew it sounded familiar. Well that's different then! Immortality, here I come! :P
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Re: Chems
« Reply #14 on: February 13, 2015, 10:17:02 AM »
Steal away AG!

I will be updating that post from time to time. for example the missing Chem  Temporax, which is a high-order Haste chem. 

   
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Re: Chems
« Reply #15 on: February 13, 2015, 12:18:25 PM »
Handwavium... must remember this