| ACTH |
Adrenocorticotrophic hormone (ACTH) is a naturally occurring hormone used primarily as a trigger for voluntary activation of the adrenal pump. Packaged in inhalers with six doses, once administered it instantly activates the adrenal pump. Though ACTH is not addictive, a tolerance builds up over time, rendering it ineffective as an external trigger. |
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When inhaled, ACTH triggers the adrenal pump. The cost includes an inhaler with 6 doses. |
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| Anabolic Steroids |
Mimicking the effects of testosterone, steroids are used to promote the growth of muscle tissue. Popular with athletes, body builders and samurai wannabes, steroids have a number of unpleasant side effects associated with long-term use. |
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When taken regularly in large doses and combined with muscle-building exercises, steroids can help to increase strength. Such a character can reduce the Karma cost for raising the Strength Attribute by half (round up) or the Body Attribute by a quarter (also round up). To obtain this bonus, the number of weeks of steroid use and exercise should equal the desired Attribute score. |
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Continued steroid use may result in adverse effects such as acne, hallucinations, aggressive behavior, hair loss, sterility, impotence, muscle spasms and hypertension-among others. Gamemasters can simulate these effects with appropriate Flaws or modifiers, or perhaps even with occasional Stress damage. |
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| Arsenic |
Though widely found in small quantities throughout nature (in soil, water and metahumans), arsenic is poisonous in large quantities. It is a cumulative poison, meaning that it can be administered slowly, over time, until it has reached a level toxic to the body. |
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Arsenic can be delivered in a single lethal dose. It can also be delivered in minute quantities over time, by tainting the target's food and drink. Each mini-dose delivered has an escalating Damage Code; the Power equals the number of mini-doses ingested, and the Damage Level is equal to the number of mini-doses in damage boxes. For example, the first dose does 1 L (effectively 2L), the second 2L, the third 3M, the fourth 4M, then 5M, 6S, 7S, 8S, 9S and 10D. |
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Upon taking the sixth mini-dose, the side effects of arsenic poisoning become apparent. They include numbness (-2 dice for tactile Perception Tests), tingling sensations, vomiting and diarrhea. |
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| CS/Tear Gas |
Commonly referred to as tear gas, CS gas is an irritant that affects the skin, eyes and mucous membranes, causing them to burn and water. It also stimulates a physiological panic response-increased heart rate, shortness of breath and so forth. |
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Characters dosed with CS gas must make a Body (5) Test; they receive a +3 modifier to all actions, -1 per success. The effects of CS gas last for 5 minutes, -1 minute per success. Victims of CS gas also suffer a -2 reduction to Willpower for any tests to resist fear or intimidation. |
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| Jazz |
Developed by Lone Star's R&D Division, jazz was designed to better the odds for run-of-the-mill law-enforcement officers who run up against wired and chromed street samurai. Designated as an "energizer," jazz significantly boosts the user's reflexes and reactions for a short period. Jazz users frequently suffer a crash period, and long-term users suffer brutal side effects. |
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Usually taken from a single-dose inhaler (or "popper"), jazz increases the user's Quickness by 2 (which can increase Reaction) and Initiative by + 1 D6. Jazz has a duration of 10 x 1D6 minutes. When jazz wears off, the user crashes and is flooded with despondent and miserable emotions. The user must resist 8L Stun damage with Body. Also apply a + 1 modifier to all tests involving concentration and a -1 penalty to Quickness for 10 x 1D6 minutes. |
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| Kamikaze |
Kamikaze is a tailored amphetamine combat drug. In moderate doses, kamikaze can give users an edge, somewhat equalizing the odds when unaugmented (either biologically or cybernetically) individuals face augmented opponents in combat. As use continues and addiction grows, the individual requires larger doses, and adverse side effects begin to manifest. Large doses can cause excitement, tremors, momentary euphoria and dilated pupils. Excess doses (bordering on overdose level) cause anxiety, hallucinations and uncontrolled muscular movements. Even higher dosages lead to death. |
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Used as a battle stimulant, kamikaze adds + 1 Body, + 1 Quickness, +2 Strength, + 1 Willpower and + 1 D6 to calculated Initiative (these bonuses may also increase calculated reaction and Dice Pools). It also provides pain resistance equivalent to four levels of the adept power. The effects of kamikaze last 10 x 1 D6 minutes. |
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When kamikaze wears off, the user crashes and suffers -1 Quickness and -1 Willpower for 10 x 1 D6 minutes. They must also resist 6M Stun with Body. |
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The repeated use of kamikaze has a destructive effect on the user's metabolism. On top of the likelihood of addiction, every four applications of the drug inflict an automatic wound effect, causing damage to the character's cyberware or bioware. |
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| Laes |
Developed by the government of Tir Tairngire, laes erases short-term memories in a retrograde fashion, beginning the moment the drug is injected and flowing backward. Subjects also fall unconscious. Laes is used by the Tir to memory-wipe border infiltrators, who are dumped outside the nation. |
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When laes is injected, the subject must make a Body (6) Test. The drug erases 12 hours of memory, minus 1 hour for each success. Unless the subject manages to resist the entire effect (12 successes), he also falls unconscious for 120 minutes, minus 10 minutes per success. Memories erased by laes may not be recoverable by any means (including magic), as the drug changes the chemical structure of the memory neurons. |
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| Long Haul |
A combination of synthesized hormones and other brain-regulating chemicals, long haul stimulates the brain and keeps the user awake, obviating the need for sleep. A long haul user can go without sleep for approximately four days but suffers a tough "crash" period afterward. |
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A character dosed on long haul can remain awake for four days - without incurring any modifiers from fatigue or weariness. After this time, however, the user immediately passes out and sleeps soundly for 8D6 hours. If the character is kept awake during this period, he suffers +6 to all target numbers and is inflicted with hallucinations and disorientation, as well as an inability to concentrate. |
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If a second dose of long haul is taken after the first has worn off, the character can stay awake an additional 1d6/2 days. However, after that period, he suffers 10D Stun damage and must crash as detailed above. Long haul cannot keep a character awake past this point, no matter how many additional doses are administered. |
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| Nausea Gas |
Designed to incapacitate riotous crowds and break their willingness to cause a disturbance, nausea gas is a potent and loathed weapon. |
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A victim who breathes nausea gas will feel the need to vomit. Further, the character suffers a +5 modifier to all target numbers, -1 per Body (5) Test success. For example, a character with 2 successes would suffer a +3 modifier. |
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Characters who suffer a higher target number modifier than their Willpower must make another Body (5) Test or vomit. Vomiting characters are incapacitated for 3 Combat Turns. Nausea gas lasts for 5 minutes per + 1 modifier. Thus, a character with a +3 modifier is sick for 15 minutes. |
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Variants exist that produce the same mechanical effect while having different thematic ones. For example: Laughing Gas imposes the same penalties, but forces the victim to become giddy and fall down, laughing uncontrollably, rather than undergoing nausea and vomiting. |
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| Psyche |
This designer smart drug, allegedly produced by MCT, is especially prized by magicians. |
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Psyche users gain + 1 Intelligence for 12 - Body hours (minimum 1 hour). as the drug stimulates their brain into hyperactivity. Awakened users also gain the Focused Concentration Edge, allowing them to suffer only a + 1 modifier for each spell they have sustained. |