As a Fallout fan I kinda miss the useful stim-pak! In TME healing requires a lot of time and money if no skilled medic or mutations are available. How do you do in your games?
here's the description taken form Fallout.
A package of healing chemicals administered via a distinctly shaped syringe. Stim-paks can be used either generally to restore overall health, or can be used to target individual limbs to concentrate their healing effects on that appendage.
Here's an idea of how to translate it into TME:
weight: 500g value: 600+d1000 sp availability: 10% d3 effect: every stim-pak can treat one person only. The chemicals take effect over time, healing 5 END per hour, up to 24 hours. During this time the individual (83 % of the times) feels nausea and loses 20SV in combat. There's a 20% chance of vomiting when performing actions such as running, climbing, swimming or engaging in melee fights. This items are found in 2 variants: red colored, suited to treat purestocks and green colored, for mutant patients. If used on the wrong patient consider them as a dose of death poison type E.
I would remove the ability to heal crippled limbs and keep them as really rare items. I could let my PCs find one or two and hope they use them to get out from extreme situations.
Last Edit: Oct 5, 2013 16:29:05 GMT -8 by maxstone
Post by providence13 on Oct 5, 2013 20:30:57 GMT -8
It's nice to add side effects to chemical healing. Good job.
The following is just my take on the concepts. My post is based on bad physics further gunked up with years of sci-fi gaming, books, movies and even radio(!), written more for drama than a firm grasp of reality.