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Drugs and Diseases

Page history last edited by Mace 14 years, 5 months ago

Disease and Diseases

This is a module for D20 to expand how medicine and illness works. Nothing here has been playtested, and are mostly pretty light notes.

 

Disease

Type

Incubation Period Initial Damage Secondary Damage
"Sprinter Virus"

Inhaled/DC 16 [1]

1D6 days 1 Str 1 Str
"Immunity Weakness Virus" Injury DC 18[2] 1D4 Days None[2] None[2]

[1] Does not cure on two saves in a row, but ends after 1D6 days. Treat Disease and simular effects puts the disease into remission (no save rolls) for 1D4 days.

[2]This disease's only effect is to give a -2 penalty to fort saves against diseases.

 

Medicines & Drugs

 

Sedatives (Craft DC 15, Purchase DC 9)

A Rophynol tablet (Same effect as the Chloroform poison). Causes unconsciousness for 1D3 hours. Has a DC 17 to resist, but can be bypassed by the recipient. Using this, or other kinds of sedation grants a +2 bonus to surgery attempts on this person.

 

Asprin (Craft DC 15, Purchase DC 6)

A simple over the counter pain reliever. Subject is granted a +2 from having to take concentration checks from taking damage for 1D6 hours. This does not prevent damage. Subject may also take a full action when they are at 0 HP. (They are knocked out if they take a strenuous action.)

 

Codeine (Craft DC 20, Purchase DC 10, Res (+2))

A strong prescription pain reliever. Subject is immune to concentration checks from taking damage for 1D6 hours. This does not prevent damage. Subject may also take a full action when they are at 0 HP. (They are knocked out if they take a strenuous action.) Every time it is used, they have a 10% chance of becoming dependant on it. [Realistic number?]

 

ImmunoBoost (Craft DC 20, Purchase DC 12)

Boosts subject's immune system against newly introduced diseases for 1D4+3 hours. Target has a +2 on all initial fort saves against diseases. This does not grant a bonus if the initial check fails.

 

Bone Strengtheners (Craft DC 15, Purchase DC 10)

Negates the -1 penalty to dex for old(?) or older characters for 1 day.

 

"Ragejuice" (Craft DC 20, Purchase DC 15, Illegal)

 An illegal stimulant drug that is currently popular with teenagers. The user temporarily gains a +2 morale bonus to strength and constitution, a +1 morale bonus to will saves and a -2 penalty to AC. The increase in Constitution increases the user’s hit points by 2 points per level, but these hit points go away when the effect of the drug wears off and the user's Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While under the effects of this drug, the user cannot use any Charisma, Dexterity or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. The drug lasts for 1D6 hours.

 

 

Side Effects

 [This is an idea I had for some kinds of drugs, though I havn't worked much on this yet.]

 Shortness of breath: Exausted

 Dizzyness -2 to Dex related skills. 

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