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Pharmaceuticals/Drugs Table

Hallucinogenic
no check; -20 INT/LOG; bizarre, random imagery; -10 or -1 CS on all skill
checks; duration 3d8 hours; no medical intervention available
Sedative
STA check; sluggishness; -20 DEX/RS, half movement rate;
duration 1d8 hrs
Anesthetic/Tranquilizer
no check; STA/10 turns to unconsciousness; stimdose leads to sedated
(see above); hyperstimulant returns to normal

state

Pain Killer
simply cuts percieved pain - randomly decide side-effects as either sedative,
tranquilizer, or happy pill
Happy Pill
no check; relaxed mood, euphoria, overconfidence; 1/2 damage
sustained
from melee/impact/bludgeon damage; highly suggestible (affected npcs do not
require a LDR roll to be ordered)
Purgative
no check; nausea and vomiting w/in 1d20 turns, negates ingested poisons if
taken within last 30 minutes; no effect on Humma (who do not get sick easily)
Skin Irritant
no check; uncontrollable itching; -10 DEX/RS; duration 1d6 hours
Psychotic Agent
LOG check every turn minimizes effects; uncontrollable paranoia and disjointed
thoughts; no hold on reality - character may become violently aggressive or
cower in a corner, all the while talking without making any sense; duration 1d4
days
Amnesic Agent
no check; complete loss of personal identity and past personal knowledge;
however all skills and common knowledge retained; duration 1d10 days
Phobic Agent (Foraline)
LOG check every turn to minimize effects; uncontrollable, non-directional fear;
character will tend to obey most reasonable commands given forcefully;
duration 1d8 hours - used mostly by Riot Police to control crowds
Hyperstimulant
no check; +10 DEX/RS; 2x number regular melee attacks; +20 to STA checks
vs. doze gas or stunning; duration 1d100 turns
Poison
mild

A1
A2
A3
A4

S1/T5
S2/T5
S3/T5
S4/T5

=
=
=
=

5
10
15
20

strongB1 - S3/T10 = 30
B2 - S6/T5 = 30
B3 - S2/T20 = 40
0

lethal C1
C2
C3
C4

S4/T15 = 60
S6/T10 = 60
S12/T5 = 60
S5/T16 = 80
C5 - S10/T8 = 80
C6 - S20/T4 = 80
fatal

D1 - S5/T20 = 10

B4 - S4/T10 = 40

D2 - S10/T10 = 1

B5 - S8/T5 = 40
B6 - S5/T10 = 50

D3 - S20/T5 = 100
D4 - S50/T2 = 10

00
0
B7 - S10/T5 = 50
Paralytic
1 - STA check negates effect; -5 DEX/RS every turn until zero;
duration d100 turns; anti-paralytic, Treat Poisons halts effects
and
requires same # turns to return to normal as has already passed
2 - STA check halves effect not duration; -10 DEX/RS every turn until
zero;
duration d100 turns; anti-paralytic, Treat Poisons halts effects
and
requires same # turns to return to normal as has already passed
3 - STA check halves effect not duration; -20 DEX/RS every turn until
zero;
duration d100 turns; anti-paralytic, Treat Poisons halts effects
and
requires same # turns to return to normal as has already passed
4 - no checks; -10 DEX/RS every turn until zero; duration 1d10 hrs;
2 units of anti-paralytic or Treat Poisons at -1 CS halts effect
s and
requires same # turns to return to normal as has already passed
5 - no checks; -20 DEX/RS every turn until zero; duration 1d4 days;
3 untis of anti-paralytic or Treat Poisons at -2 CS halts effect
s and
requires same # turns to return to normal as has already passed
Coagulant
no check; reduces bleeding; +5 STA pts from wound dmg
Bounce - helps control nausea experienced during periods of weightlessness
Anagathic Regimen - age-slowing medication; very rare and very expensive
Holonapsin - mild hallucinogenic that, when used properly, enhances the
experience of an individual in a Holosuite; drug acts on area of brain that
registers tactile sensations, increasing one's suggestibility to imagined tactil
e
sensations experienced in a Holosuite; user must be able to see the hologram
"touch" him/her to experience the sensation
Staput - constricting drug that temporarily reduces the elastic nature of
Dralasites' bodies; used mostly by law enforcement in controlling Dralasite
prisoners; no check; reduces Elasticity ability as if the character's Dexterity
were
10; duration of 2d10 hours

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