'Wisdom from the Wastelands Issue 33: Drugs' Bonus Content

Chris Van Deelen

additional dose is taken before the previous dose wears off), and the user will automatically lose 1d3 points of Intelligence permanently, no matter what.


This drug was created to help soldiers and others in high-risk situations. It increases their situational awareness and allows the user to react quickly and often avoid potential lethal situations. The drug gives the user a bonus of +2 to Initiative rolls, and a +3 to all saving throws.

The drug will last for 1d4+3 hours and anyone attempting to imbue an additional dose will have to make a saving throw versus poison (they do NOT get the bonus of +3!) or suffer from serious neurological damage. Intelligence, Will Power and Dexterity lose 1d3 points (if either drop below zero, the victim dies!), and Initiative suffers a -2. All saving throws also suffer -4.


This drug is a powerful pain-killer with the added benefit that it provides a small but quick healing factor. When consumed, this drug will heal 2d3 points of damage, and it renders the consumer immune to the effects of pain from their wounds for 2d6 hours (see Wisdom from the Wastelands issue 11: Optional combat rules for injuries). Due to the heavy narcotic aspect to this drug, the user will suffer a -1 to both their Dexterity and Intelligence score, but will receive a bonus of +1 to Will Power.

Multiple doses will not harm the user, but this does not increase the length of time that the user is immune to the effect of their injuries. The downside is that the user will suffer a cumulative -1 to Dexterity and Intelligence for each dose of the drug that is imbued. Once the drug has worn off the lost statistics will return at the rate of 1 per hour (the user chooses which heals first).


A combat drug developed to enhance the effectiveness of troops in the field, this mixture of stimulants and various chemical compounds increase the attack roll of the user by +2 and doubles any Dexterity bonus they have (if any). This also increases the users hit points by +1 per point of Constitution and any saving throws against poisons or toxins is increased by +3 for the duration. This also allows the user to go to double their Constitution score in negatives (if the rule is used, see Wisdom from the Wasteland issue 8: Diseases and Medical Options)

The drug has a short duration of only 3d6 turns (a maximum of 180 minutes) and taking multiple doses is always FATAL! It is too much for the heart to withstand and a second dose will kill the consumer.

Once the drug wears off, if the victim is below zero hit points, they die (unless the optional rules mentioned above are used). Any bonus hit points are lost and the user is instantly heavily fatigued (see Wisdom from the Wastelands issue 8). Their Intelligence score drops by 3d3 and if it drops below zero, the user falls into a coma until the score returns to at least 1. The