Post by KF5AQX on Sept 25, 2015 1:21:18 GMT
On the Wasteland, you are going to get hurt; it's just a fact of life. You can heal however, with lesser or greater amounts of ease depending on various factors. In general, we're not going to penalize players for taking damage in events. You'll be hurt for the event, and function normally the next 99% of the time, unless the player would prefer to RP it as still being damaged. To this end, there are multiple healing items you can use.
Stimpacks(2 for 1 GP):
The Fallout classic, a small syringe of prewar super science that allows for superhuman regeneration and healing. Expensive, rare, difficult to use, hard to mass produce, and easily life saving. When applied, these will INSTANTLY heal Medicine+2 levels of health, whether they're bashing or lethal, meaning a five medicine master doctor can heal a whopping 7 levels of health in one turn. This is literally shown as Wolverine style regeneration; bullets forced out of the body, wounds stitching shut fast enough to watch, bones mending properly, and fluids being replaced. These are rare, but not unheard of, as this sort of live saving tech would obviously be in high demand by just about anyone.
Radaway(3 for 1 GP):
Absolutely essential for life in the Wastes. Radaway comes in two forms. One is a large IV bag that is completely flushed into your system and dumped out via a method similar to dialysis. This obviously requires not moving, and basically necessitates bedrest for a day or two. The trade off is that it completely flushes all rads and fully heals any radiation damage or problems thereof. The second, more common method that players will use in the field, is a small EpiPen of a chemically altered dose of Radaway. This dose is smaller, but more aggressive at sucking rads, able to heal as many levels of radiation as you have points in medicine, with a base value of one with zero medicine. These EpiPens are designed to get in quick, and be flushed out within minutes. After you take one, you will sweat heavily, literally dripping from any possible point, and the sweat will have a strange yellow tinge and even glow slightly if you were irradiated badly enough. Your saliva will taste metallic and be produced in much higher quantities, meaning you will be spitting a lot. Large doses may result in lose of bowel control and possibly even explosive vomiting as it leaves your body, but the radiation will go with it. Obviously not something to use in combat, but a valuable tool outside of it.
Rad-X(3 doses for 1 GP):
Another classic med, these are small tablets of highly radiation absorbent material. Typically, two or three are dissolved under the tongue at once, where they are immediately absorbed into the blood stream. Though they taste horrible, the particles in the blood stream latch onto any rads that come into the body, holding them more or less safely off of the living cells. You're not perfectly safe; there's still radiation in your blood. But you're far less likely to keel over and vomit your guts out, or lose your eye sight, with these in your system. In role play terms, this is basically a handwave to radiation damage except in the most extreme of cases, such as fields intense enough to kill nigh instantly, or a burst from a Glowing One.
Freeform healing.
In addition to the in battle meds listed above, there are many and varying free form healing items to be used. The tribe that helped found the Oasis has an old recipe for making healing powder, a less effective form of a Stimpack that causes vivid hallucinatory dreams and fevers when used, but is fully capable of healing broken bones or repairing gaping wounds in a night or two of solid sleep. The Oasis's resident doctor can patch you up for caps, or just wrap a loose bandage yourself and sleep on it. In role play terms, you may still be wearing the bandage or have stitches, but you'll go into any event with full health levels and no penalties for dice. We don't want taking damage to be an immediate sign your character is out of anything fun for the next several weeks. In addition, NCR medics or caravan doctors will probably be carrying the much more common Med-X, a high power pain killer that is basically morphine. This can be used post events to get a wounded player on their feet long enough to explore the area, gather loot, and walk back safely, but it doesn't do squat to actually heal you, and the affects of adrenaline and stress in action means that it's basically pointless to attempt to use in combat.
Stimpacks(2 for 1 GP):
The Fallout classic, a small syringe of prewar super science that allows for superhuman regeneration and healing. Expensive, rare, difficult to use, hard to mass produce, and easily life saving. When applied, these will INSTANTLY heal Medicine+2 levels of health, whether they're bashing or lethal, meaning a five medicine master doctor can heal a whopping 7 levels of health in one turn. This is literally shown as Wolverine style regeneration; bullets forced out of the body, wounds stitching shut fast enough to watch, bones mending properly, and fluids being replaced. These are rare, but not unheard of, as this sort of live saving tech would obviously be in high demand by just about anyone.
Radaway(3 for 1 GP):
Absolutely essential for life in the Wastes. Radaway comes in two forms. One is a large IV bag that is completely flushed into your system and dumped out via a method similar to dialysis. This obviously requires not moving, and basically necessitates bedrest for a day or two. The trade off is that it completely flushes all rads and fully heals any radiation damage or problems thereof. The second, more common method that players will use in the field, is a small EpiPen of a chemically altered dose of Radaway. This dose is smaller, but more aggressive at sucking rads, able to heal as many levels of radiation as you have points in medicine, with a base value of one with zero medicine. These EpiPens are designed to get in quick, and be flushed out within minutes. After you take one, you will sweat heavily, literally dripping from any possible point, and the sweat will have a strange yellow tinge and even glow slightly if you were irradiated badly enough. Your saliva will taste metallic and be produced in much higher quantities, meaning you will be spitting a lot. Large doses may result in lose of bowel control and possibly even explosive vomiting as it leaves your body, but the radiation will go with it. Obviously not something to use in combat, but a valuable tool outside of it.
Rad-X(3 doses for 1 GP):
Another classic med, these are small tablets of highly radiation absorbent material. Typically, two or three are dissolved under the tongue at once, where they are immediately absorbed into the blood stream. Though they taste horrible, the particles in the blood stream latch onto any rads that come into the body, holding them more or less safely off of the living cells. You're not perfectly safe; there's still radiation in your blood. But you're far less likely to keel over and vomit your guts out, or lose your eye sight, with these in your system. In role play terms, this is basically a handwave to radiation damage except in the most extreme of cases, such as fields intense enough to kill nigh instantly, or a burst from a Glowing One.
Freeform healing.
In addition to the in battle meds listed above, there are many and varying free form healing items to be used. The tribe that helped found the Oasis has an old recipe for making healing powder, a less effective form of a Stimpack that causes vivid hallucinatory dreams and fevers when used, but is fully capable of healing broken bones or repairing gaping wounds in a night or two of solid sleep. The Oasis's resident doctor can patch you up for caps, or just wrap a loose bandage yourself and sleep on it. In role play terms, you may still be wearing the bandage or have stitches, but you'll go into any event with full health levels and no penalties for dice. We don't want taking damage to be an immediate sign your character is out of anything fun for the next several weeks. In addition, NCR medics or caravan doctors will probably be carrying the much more common Med-X, a high power pain killer that is basically morphine. This can be used post events to get a wounded player on their feet long enough to explore the area, gather loot, and walk back safely, but it doesn't do squat to actually heal you, and the affects of adrenaline and stress in action means that it's basically pointless to attempt to use in combat.