Showing posts with label healing. Show all posts
Showing posts with label healing. Show all posts

Thursday, March 29, 2012

"Hello, Nurse!": Healing in the City

The adventurer's life in the City is made a little less convenient by the absence of readily available clerical healing.  True faith healing is rare (though claims of it are a bit more common), and priests that bother to learn thaumaturgy don't usually spend a lot of time on the simple healing arts.  Medical technology is, of course, more advanced than in your standard Medieval setting, but accessing it sometimes brings questions adventurer-types would rather avoid.

The corner drug store offers a solution. On its shelves, various alchemical tonics and medications can be found that offer restored energy and faster healing. Many of these function similarly to standard cure light or (less commonly) medium wounds potions found in other worlds, but with an important difference: They offer the equivalent healing of 8 hours of restorative sleep plus enhanced energy in the form of temporary hit points. These dissipate within 12 hours.

Further consumption can extend this time period, but at diminishing returns. Consuming another dosage within a 24 hour period confers only temporary hit points--and these last 6 hours.  Further doses do nothing--most of the time.  Sometimes they shock the system and act as a poison causing light wounds.

Though Union laws require drugs to be pure, no human or animal testing is required prior to marketing. Sometimes alchemical medications have unintended consequences, and there are rare and tragic instances where they are outright toxic.  It's probably best to consume them only as directed by a physician.