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Old 04-24-2021, 10:35 PM
swaghauler swaghauler is offline
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Join Date: Jan 2015
Location: PA
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Quote:
Originally Posted by pmulcahy11b View Post
You know, IRL I know nothing about farming or taking care of animals other than dogs or cats. I'd need scads of teachers in T2K to become useful on a farm.

Of course, once my meds ran out, I be in a continual severe psychosis, and probably of no use to anyone, including myself. Probably spend a lot of time breaking into pharmacies looking for Invega, Ativan, and Modafinel.

Sorry to threadjack, but how would the mentally ill survive in a T2K world? Would they even?
One area where I'm STILL kind of working on for the SCAVENGING RULES IS the creation of meds and chemicals. We have people with Chemistry and Biology skills in the game and chemicals can be acquired or even created, so why can't people with prior careers as Chemists, Doctors, and RNs MAKE medicine? We humans have been doing that since the Dark Ages.

There IS a Pharmacy equivalent to the PHYSICIAN'S DESK REFERENCE for Pharmacists. It lists various drugs, their components, and potential interactions with other drugs. This would be like a "bible" for a fledgling "compounding lab." Once you know what's in a given drug, you should be able to either approximate it or replicate it.

My idea for this follows the same pattern that I use for salvaging industrial machines and electronics...

1) Set a Difficulty Level starting at EASY and moving up to IMPOSSIBLE based on the complexity of the item.
2) Determine the number and type of Tools and Resources [units] needed to perform the task. For example, a new radio might require 6 small repair parts units, 3 electronics parts units, and a battery. It would also require an Electronics toolkit.
3) Determine the Skill OR Skills required to make the item in question. ie. Electronics skill for the radio above.

This is the standard procedure I use for most of my Salvage rules.
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