Age of Orion
Pharmaceutical Drugs
Public Reception
While Herbalism reigns supreme, there are some who work with pharmaceuticals. These rare individuals really only live in larger cities. However most of them sell their drugs to smaller towns, restricting their supplies but still providing health and welfare to smaller towns.
Production
The development has reached the point of employing people in factories to mass produce the pharmaceuticals, making basic pain relievers, fever reducers, and antacids available for most citizens. However due to poor production conditions, side effects are usually seen in the lower quality pharmaceuticals. Some say the grand irony of the age is that the best medications are made with the assistance of magic to control conditions or procedures.
Drug use and Addiction
See Home Rules
Production
Fail a production check by 5 or more and you overdose on the drug.
Kallium
A Chakain specialty, made from processed Wound Leaf and Ease.
Classification: Strong Stimulant.
Usage: Salve, apply over injury.
Duration: 1 hour.
Identification: Medicine DC 12.
Price: 60 Gold a usage.
Production: Medicine DC 15 (2 hours, a source of fire, and alchemist or herbalist tools).
Ingredients: Requires 1 Wound Leaf and 2 Ease, produces 5 uses of Kallium.
Effects: Gain Regeneration 6 for 3 minutes (180 hp), at the end of those 3 minutes gain a level of exhaustion and regain 3 Vitality.
Addiction: Fail two Wisdom 15 Saves in a row.
Details: A strong medicine created by Chakain doctors during the war for independence. The mix of Wound Leaf and Ease together produces a strong regenerative quality without the hallucinogenic effects usually associated with Wound Leaf.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: Lose consciousness for 2d4 hours, gain 2 levels of Exhaustion.
Any Depressant: Results in Heart Palpitations. Constitution Save DC 18, failure results in a heart attack, Medical check (proficiency required) DC 15 to resuscitate.
Strong or Extreme Stimulant: Automatically succeed the Constitution Save for the first 10 minutes then gain an extra level of exhaustion.
Fulgur
A Chakain specialty, made from processed Blitz and Glitter Weed.
Classification: an Extreme Stimulant and Neurotoxic.
Usage: Ingested, Liquid.
Duration: 3 minutes (effect) & 1 day (for Overlap).
Identification: Medicine DC 10.
Price: 125 Gold a usage.
Production: Medicine DC 16 (8 hours, a source of fire, and alchemist or herbalist tools).
Ingredients: Requires 1 Blitz and 1 Glitter Weed, produces 4 uses of Fulgur.
Effects: Remain conscious even when dying (continue making death saves), Regain 4d6 plus 12 health, regain 2 Vitality, can revive if applied within minutes of death (Constitution Save DC 5 plus 1 per turn to revive).
Addiction: Fail two Wisdom 16 Saves in a row.
Details: Developed for medical emergencies, it’s designed as a quick usage to help keep a person alive or to revive them if applied quickly enough. The problem is it takes a toll on the body, and it doesn’t handle other stimulants well for a full day afterwards. It was discovered during the Chakain war for independence when field medics discovered it could resurrect the warm dead.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: Heart attack, Medical check (proficiency required) DC 15 to resuscitate.
Mild or Strong Stimulants: Results in Heart Palpitations. Constitution Save DC 18, failure results in a heart attack, Medical check (proficiency required) DC 15 to resuscitate.
Extreme Stimulants: Overdose, Heart attack, Medical check (proficiency required) DC 15 to resuscitate.
Any Depressant: Remain conscious effect is removed.
Bellamora
A mixture of Belladonna, Badwolf, and River’s Sand, used to suppress Lycanthrope shifting, as well as Shifters.
Classification: an Extreme Depressant.
Usage: Ingested, Gel.
Duration: 16 hours.
Identification: Medicine DC 12.
Price: 10 Gold a usage.
Production: Medicine DC 15 (12 hours, a source of fire, water, and alchemist or herbalist tools).
Ingredients: Requires 1 Fresh Belladonna, 1 Belladonna, and 2 River’s Sand, produces 10 uses of Bellamora.
Effects: Lycanthropes are unable to shift for the duration of the drugs usage, it’s generally used by those afflicted by Lycanthropy during the full moon to avoid turning into a ravenous beast. However some agents and knights keep some on hand to more easily take down lycanthropes. It also prevents Shifters from shifting.
Addiction: Fail two Wisdom 8 Saves in a row.
Details: Developed as a suppressant for Lycanthropic Shape Shifting.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: Gain two levels of Exhaustion and lose consciousness for 2d4 hours.
Weak Depressant: Gain a level of Exhaustion.
Mild or Strong Depressant: Gain two levels of Exhaustion.
Mild or Strong Stimulant: Effect is completely countered.
White Pepper
A mixture of Moon Dust, Divine Frolic, and Alpha.
Classification: an Extreme Hallucinogen.
Usage: Inhaled, Powder.
Duration: 2 hours.
Identification: Medicine DC 16.
Price: 80 Gold a usage.
Production: Medicine DC 15 (12 hours, a source of fire, water, and alchemist or herbalist tools).
Ingredients: Requires 5 Moon Dust (1 gold each, 5 total), 2 Divine Frolic (20 gold each, 40 gold total), and 1 Alpha (15 gold), produces 2 uses of White Pepper, (60 gold in ingredients).
Effects: The user is immediately overwhelmed with feeling of euphoria and the world around them melts into a drug fueled hallucination. The most potent and powerful drug, it has no medical uses but it is used as a recreational drug. In combat the character becomes unable to interact with reality, and rolls a die, if it’s even they move in a direction (1d8, 1 going north, and going clock wise) a set amount of spaces (1d6 squares), if it’s odd they stand still.
Addiction: Fail two Wisdom 16 Save.
Details: Designed to be a recreational drug, extremely powerful.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: Character makes a Wisdom Save DC 15, failure results in the inability to tell the difference between dream, hallucination, and reality.
Weak Depressant: Duration of Hallucinations increases by an hour.
Mild or Strong Depressant: Duration of Hallucinations increases by three hours.
Strong Stimulant: Effect is completely countered.
Morpheus
A mixture of Glitter weed, Moon leaf, and Blitz. It gets its name from the numb feeling it provides, as if the areas effected have simply fallen asleep.
Classification: Pain Inhibitor, minor depressant.
Usage: Skin Application, Gel.
Duration: 2+1d2 hours.
Identification: Medicine DC 14.
Price: 50 Gold a usage.
Production: Medicine DC 16 (12 hours, a source of fire, water, and alchemist or herbalist tools).
Ingredients: Requires 1 Glitter weed (200 gold), 4 Moon Leaf (6 gold each, 24 gold total), and 1 Blitz (50 gold), produces 10 uses of Morpheus, (274 gold in ingredients).
Effects: Numbs an area of the body, preventing pain for the duration. Characters do not lose health or gain levels of exhaustion during successful medical procedures, and half the negative effects of unsuccessful medical procedures. Most commonly Automail implantation procedures. If applied all over the body gain Resistance Slashing, Piercing, and Bludgeoning for duration but you have Disadvantage on all perception checks.
Addiction: Not Chemically Addictive.
Details: Morpheus is a localized anesthetic, that was developed for the use in the Reforged Limb Implantation process, and is still used for the modern Automail implantation procedure. It’s also been picked up by many medical practitioners to ease injury pain and allow them to perform medical procedures without causing the patient excessive pain.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: More than the directed area is numbed.
Bronze Dust
A Bronze colored mixture of Wound Leaf and Clot Root. Increases the bodies natural regenerative properties.
Classification: minor stimulant.
Usage: Ingested, Powder.
Duration: 12 hours.
Identification: Medicine DC 15.
Price: 5 Gold a usage.
Production: Medicine DC 15 (4 hours, a source of fire, water, and alchemist or herbalist tools).
Ingredients: Requires 1 Wound Leaf (80 gold), 5 Clot Root (4 gold each, 20 gold total), and produces 40 uses of Bronze Dust, (100 gold in ingredients).
Effects: Increases the bodies natural regenerative properties. Gain advantage on Hit Dice rolls when regaining health for an hour or the next rest.
Addiction: Not Chemically Addictive.
Details: This bronze colored power aids in the bodies natural regenerative ability.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: Gain a level of exhaustion.
Deep Breath
This applied gel is a mixture of Journey, Moon Dust, and Wolf Sugar. Increases the bodies ability to adapt to low Oxygen levels and keeps the body running even at lower temperatures.
Classification: minor stimulant.
Usage: Applied, Gel.
Duration: ?? hours.
Identification: Medicine DC 16.
Price: 10 Gold a usage.
Production: Medicine DC 16 (4 hours, a source of fire, water, and alchemist or herbalist tools).
Ingredients: Requires 1 Journey (25 gold), 4 Moon Dust (1 gold each, 4 gold total), 2 Wolf Sugar (8 gold each, 16 gold total) and produces 6 uses, (45 gold in ingredients).
Effects: Increases the bodies capability to work at lower temperatures and lower oxygen levels reducing the effects of Nitrogen Narcosis. Gain advantage on Constitution checks, gain + 5 to Water Temperature Constitution checks, double time you can hold your breath. When the effect ends gain a level of exhaustion as the body returns to it’s original functionality.
Addiction: ??
Details: This gel is applied over the entire body, and seeps into the skin to boost the bodies ability to work in cold and low oxygen environments.
Drug Overlap: Mixing drugs can have negative side effects.
Overdose: ??