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SUBMIT A PHARMITECH BRAND |
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The oldest form of BodyTech by a large margin,
PharmiTech is any sort of drug or chemical
that can be taken to enhance performance.
While much more limited than Cybernetics,
PharmiTech is a cheaper alternative and
thus continues to persist particularly among
the less affluent such as Gangers, despite
the unpleasant side effects associated with
their use. PharmiTech is generally referred
to as "Juice" or "Dope"
on the street and in the media and those
that use it heavily are often called "Juicers". |
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COSTS OF OWNERSHIP |
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Unlike other types of BodyTech, PharmiTech
costs credits, not character points. |
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All forms of PharmiTech are designed
using the Aid Power; the cost of a
dose is determined by a combination of the
Active Points and the Fade Rate of the Aid. |
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The adjoining table gives "rule of
thumb" guidelines as to how much PharmiTech
should cost in credits.
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Simply enter the Active Point cost of the
Aid write up and select the Fade Rate from
the drop down list and the credit cost of
the dose will automatically be calculated
for you. |
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FADE RATES, GRADUAL EFFECT AND SIDE EFFECTS |
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Long term benefits from PharmiTech require
long term doping and careful monitoring,
and cutting corners can be dangerous.
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DELAYED FADE RATE |
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Any level of Delayed Fade Rate may be used
with PharmiTech Powers, but an equal Limitation
value of Gradual Effect and / or Side Effects
must be applied to the Power. A Fade Rate
of 5 points per Millennia can be considered
effectively permanent, baring the application
of a counter agent. |
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GRADUAL EFFECT |
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Gradual Effect represents undergoing a constant
program, and gaining progressively more
enhancement over time.
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SIDE EFFECTS |
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Side Effects represent the dangers inherent
in unsafe doping; while it offers a faster
pay off it is hard on the body.
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Most PharmiTech related Side Effects involve
equivalent Drains to other Characteristics
than those boosted by the Juice they are
on, Mental Transforms that apply Physical
or Psychological Disadvantages to the character,
damage done directly to the character, and
similar unpleasantness.
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PharmiTech Side Effects never harm the environment
or other people; they are strictly internal.
The GM has final approval of all Side Effects
applied to a PharmiTech Power. |
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EXAMPLE: The following PharmiTech
drug represents a long term testosterone
doping process that makes the recipient
potentially extremely strong. It takes a
Month to fully kick in, but lasts pretty
much for life from the perspective of people
with a normal lifespan.
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However, the testosterone boosts aren't
good for the brain or skin as represented
by the Side Effect Drains vs PRE, BODY,
INT, and EGO. Some people take to the drug
well with minimal side effects, but others
can get very little boost while suffering
acute side effects (based on the variability
of the Aid and Drain rolls). Unfortunately
there is no way to tell before hand if a
person is predisposed one way or the other. |
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Note that the Delayed Return Rate is a +3
1/4 Advantage, while the Gradual Effect
and Side Effect Limitations add up to -3
1/4, and thus comply with the restriction
requiring an equivalent Limitation value
between one or both of Gradual Effect and
Side Effects. |
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METABOMIGHT BRAND: |
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Metabomight: Aid STR 3d6, Delayed
Return Rate (points return at the rate of
5 per Century; +3 1/4) (127 Active Points);
Gradual Effect (1 Month; -2 1/4), Side Effects,
Side Effect occurs automatically whenever
Power is used (1d6+1 Drain vs. PRE, BODY,
INT, and EGO simultaneously; FADE 5/Century;
-1); ~2,080,768 credits |
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LONG TERM SIDE EFFECTS |
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All PharmiTech has the potential to cause
long term problems for a character whether
the individual Powers have the Side Effect
Limitation or not.
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Each time a character takes a dose of any
form of PharmiTech the GM should use the
following calculator to determine if the
character suffers some randomly determined
unpleasant effect. |
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The chance of long term side effects increases
when multiple doses of PharmiTech are taken.
A character must keep track of how many
doses of PharmiTech they have ever used,
and for each additional PharmiTech dose
the chance of suffering a Long Term Side
Effect is greater. This is factored into
the calculator below; enter the number of
doses of PharmiTech the character has taken
(including the current dose) and click "Check
for Long Term Side Effects". |
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NOTE: Any Disadvantage or Characteristic
loss is applied directly to the character,
with no return of points. Points from Disadvantages
can take a character over their Disadvantage
maximum, and points lost from Characteristics
can take a Characteristic below zero. |
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All losses are cumulative; in the case of
multiple instances of the same Disadvantage,
increase the severity of the Disadvantage
by one step. If that is not possible (the
Disadvantage is at its maximum severity)
then there is no further effect from that
particular Long Term Side Effect. |
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IMMUNITY TO POISONS |
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People that have LS: Immunity to Poison
never gain long term side effects from PharmiTech,
but they also gain no benefits from them
either. Their body's superior immune system
neutralizes the dosage for no net effect. |
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NOT EQUIPMENT |
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PharmiTech is not Equipment and cannot be
taken as part of a character's Equipment
Resource Pool. Each dose must be paid for
or otherwise acquired separately, and be
tracked individually.
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PHARMITECH POWER DESIGN |
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As mentioned previously, all PharmiTech
is defined by using the Aid Power.
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ACTIVE POINT LIMITS |
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PharmiTech enhancements do not have Active
Point caps, but can have no more than 5d6
or 30 points of effect. Further multiple
applications of different enhancements that
affect the same Characteristic cannot exceed
30 points of effect. |
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ONE NONRECOVERABLE CHARGE |
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When a person buys a hit of some PharmiTech
they are buying one unit of dosage, whether
its a barrel of pills they have to take
over a period of time or a single syringe
they shoot up all in one go. In effect each
dose has 1 Non-Recoverable Charge, but since
characters do not pay character points for
PharmiTech and the Real Cost is not part
of the calculation to determine monetary
costs, the various writeups for PharmiTech
forgo listing it to cut down on unnecessary
bookkeeping. |
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CHARACTERISTICS |
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PharmiTech can boost any Primary or Secondary
Characteristic, though some require more
creative SFX than others. |
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PHARMITECH STRENGTH |
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PharmiTech can grant sizable boosts in Strength
and usually the Strength gain is over the
entire body. BodyTech Strength is explained
in detail on the
BodyTech page. |
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PUSHING |
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A character using PharmiTech to increase
their Strength cannot also Push their Strength. |
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AUGER BRAND: |
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Auger-I: Aid STR 1d6; ~20 credits |
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Auger-II: Aid STR 2d6; ~40 credits |
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Auger-III: Aid STR 3d6; ~60 credits |
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Auger-IV: Aid STR 4d6; ~80 credits |
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Auger-V: Aid STR 5d6; ~100 credits |
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OTHER STRENGTH BOOSTING BRANDS: |
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REDZone: Aid STR 3d6, Delayed Return
Rate (points return at the rate of 5 per
Hour; +1) (60 Active Points); Gradual Effect
(20 Minutes; -1); ~1,920 credits |
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Odinine: Aid STR 5d6, Delayed Return
Rate (points return at the rate of 5 per
Day; +1 1/2) (125 Active Points); Side Effects,
Side Effect always occur whenever Power
is used (Side Effect does a predefined amount
of damage; Drain 5d6 STR with a 5 per Day
Fade Rate when Aid Fades ; -1 1/2); ~16,000
credits |
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BIOWARE MOVEMENT |
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Bioware can greatly enhance a characters
ability to Run, Swim, and Leap. However
no more than 20 Active Points can be applied
to improve Running, Swimming, or Leaping. |
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MARATHINE BRAND: |
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Marathine: Aid Running 3d6, Delayed
Return Rate (points return at the rate of
5 per Hour; +1) (60 Active Points); Gradual
Effect (20 Minutes; -1); ~1,920 credits |
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MISC JUICE |
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There are nigh-infinite variations of PharmiTech
possible and dozens of pharmaceutical companies
produce lines of similar competing products.
Just about any construct a GM or player
cooks up can be found on the market but
some forms of Juice commonly available follow.
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GENERICS: |
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Amphetamines: Aid DEX 5d6; ~100 credits |
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Painkillers: Aid CON 5d6; ~100 credits |
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Uppers: Aid EGO 5d6; ~100 credits |
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Downers: Aid PRE 5d6; ~100 credits |
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BRANDS: |
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Pheonoral: Aid BODY 5d6 (50 Active
Points); Lost After All Normal Body (-1);
~80 credits |
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Vitamin-M: Aid STUN 5d6; ~100 credits |
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Veritas: Aid INT 5d6, Delayed Return
Rate (points return at the rate of 5 per
6 Hours; +1 1/4) (112 Active Points); Gradual
Effect (1 Hour; -1 1/4); ~7,168 credits |
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Acceleron: Aid STR, DEX, CON, SPD
simultaneously 5d6 (+1), Delayed Return
Rate (points return at the rate of 1 per
Year; +2 3/4) (237 Active Points); Gradual
Effect (1 Month; -2 1/4), Side Effects,
Side Effect occurs automatically whenever
Power is used (1d6+1 Drain vs. PRE, BODY,
INT, and EGO simultaneously; FADE 1/Year;
-1/2); ~970,752 credits |
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Hermine: Aid SPEED 5d6, Delayed Return
Rate (points return at the rate of 5 per
Day; +1 1/2) (125 Active Points); Side Effects,
Side Effect occurs automatically whenever
Power is used (Side Effect does a predefined
amount of damage; Drain 5d6 SPD with 5 per
Day Fade when Aid Fades; -1 1/2); ~16,000
credits |
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PHARMITECH AS MEDICATION /
PSYCHOLOGICAL DISADVANTAGES |
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PharmiTech can also be used to overcome
Psychological Limitations and some forms
of Enraged based upon SFX, with the points
of effect from the Aid being allocated to
buy down the severity of the Disadvantage.
Medication must be bought specifically for
a particular type of Psychological Limitation,
and there may not be drugs available for
more unusual kinds of Psychological Limitations
at the GM's discretion. |
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For the purposes of Long Term Side Effects
a character counts PharmiTech of this nature,
which can be referred to as Medication,
as a single dose as it is more of a treatment
over time than repeated single hits. Thus
even if a character takes a dose of particular
Medication every day it counts as one dose
for purposes of Long Term Side Effects.
However each different Medication a character
takes counts as a seperate dose. |
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MEDICATIONS: |
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Tranq Medz: Aid to Enraged 5d6, Delayed
Return Rate (points return at the rate of
5 per 6 Hours; +1 1/4) (112 Active Points);
Major Side Effects, Side Effect occurs automatically
whenever Power is used (Drain INT, EGO,
PRE, DEX simultaneously 2d6, Delayed Return
Rate (points return at the rate of 5 per
20 Minutes), INT, EGO, PRE, DEX simultaneously;-1
1/4); ~7,168 credits |
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Daily Medz: Aid to Specific Psychological
Limitation 5d6, Delayed Return Rate (points
return at the rate of 5 per 6 Hours; +1
1/4) (112 Active Points); Gradual Effect
(1 Hour); -1 1/4); ~7,168 credits |
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Long Term Medz: Aid to Specific Psychological
Limitation 5d6, Delayed Return Rate (points
return at the rate of 5 per Month; +2) (150
Active Points); Gradual Effect (1 Week);
-2); ~76,800 credits |
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JUICED EXISTENCE |
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The downsides of using PharmiTech are two-fold.
The most obvious con is the chance of permanent
unpleasant side effect, however a more insidious
downside is that though professional sports
are now completely juiced (its expected,
even), those who use PharmiTech are often
not trusted with responsibility or authority.
Everyone has heard a story about a Juicer
that couldn't hold it together doing something
messed up.
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Thus, those known to be using PharmiTech
take the following Social Limitation. If
taken during character creation it counts
towards the character's Disadvantage total
and the points for it are gained; if it
is added after play starts the character
does not get the points for it.
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JUICER: |
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Social Limitation: Juicer (Occasionally,
Major, Not Limiting In Some Cultures); -5
points |
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SUBMIT A COMPLEX PHARMITECH BRAND |
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BACK TO TOP |
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The above PharmiTech doses were fairly simple
constructs based around a single Aid, using
the Expanded Effect Advantage to boost multiple
characteristics. However, more complicated
builds are possible, as illustrated in this
section. Some GM's may not want to deal
with the extra complexity of this style
of PharmiTech, so check with your GM before
becoming attached to the idea. |
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An advantage to using complex PharmiTech
of this sort is that though they combine
several boosts together they count as a
single dose for purposes of determining
Long Term Side Effects. However the downside
is they cost a lot more money, and they
often have deleterious effects bundled into
them. Use the Complex option in the cost
calculator. |
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NOTE: Individual Aid's in Complex
PharmiTech might have different Fade Rates;
use the longest term Fade Rate when determining
cost. |
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AUGMAX BRAND: |
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This form of PharmiTech increases adrenaline
output, allowing a user to pull off physical
feats that would normally be beyond them,
and to even keep going despite taking serious
injuries. |
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While the dose is active the GM should secretly
track the STUN the character takes as if
it were 1 1/2 times its actual value; the
character takes the normal amount while
the dose is active, but when the dose wears
off the character immediately takes all
of the extra STUN that got through their
defenses.
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The extra STUN damage is not affected by
Recoveries taken while the dose is active;
when the dose wears off all the excess STUN
is applied as a lump sum. Due to this it
is possible for a user to simply keel over
after a dose of Augmax wears off if they
have suffered significant injuries. |
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EXAMPLE: An Augmax user is hit with
an attack that does 10 STUN; the GM treats
this as 15 STUN. The user has 12 PD, so
3 STUN from the extra 5 STUN would get through
their defenses. Rather than apply the damage
from the extra STUN now the GM notes down
+3 STUN in a running tally. When the Augmax
dose wears off, the sum of all such excess
STUN is applied directly to the character
with no defenses (as they have already been
factored in).
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Aid STR 3d6 |
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Aid BODY 3d6; Lost After All Normal Body
(-1) |
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Aid STUN 3d6; Lost After All Normal Stun
(-1) |
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Aid DEX 3d6 |
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Vulnerability: 1 1/2 x STUN,
Taken When Effect Wears Off (Very Common) |
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TOTAL COST: 2,500 credits |
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GRRILLA BRAND: |
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This form of PharmiTech deadens pain; while
the dose lasts the user barely feels pain,
and can push their bodies without feeling
the damage they are doing to it. |
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The user can't feel pain accurately; the
GM should keep track of their CON and STUN
for the duration, including how much they
gained from the dose. When the does wears
off, the user feels fatigue similar to the
effects of running a full marathon and takes
5d6 Long Term Endurance loss. |
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Aid STR 1d6, Delayed Return Rate (points
return at the rate of 5 per Hour; +1) (20
Active Points); Gradual Effect (20 Minutes;
-1) |
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Aid CON 5d6, Delayed Return Rate (points
return at the rate of 5 per Hour; +1) (100
Active Points); Gradual Effect (20 Minutes;
-1) |
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Aid STUN 5d6, Delayed Return Rate (points
return at the rate of 5 per Hour; +1) (100
Active Points); Gradual Effect (20 Minutes;
-1) |
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Physical Limitation: Numb
(Infrequently, Slightly Impairing) |
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Physical Limitation: Fatigue
After Dose Ends: 5d6 Long Term Endurance
(Infrequently, Slightly Impairing) |
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TOTAL COST: 70,000 credits |
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KWKN BRAND: |
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This is a powerful but dangerous drug that
puts a user into a state of terminal overdrive.
While the dose remains in effect the user
is faster, more alert, and can move like
the wind. However when the dose wears off
the user is left in a pathetic, weakened
state and may not even be able to move due
to the strain they've placed on their body. |
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Also, whenever the user exerts themselves
for more than about thirty seconds (three
TURNs, essentially) at the heightened rate
of speed they must make a CON Roll; if the
roll is failed the character suffers a heart
attack immediately. |
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Aid SPEED 5d6, Delayed Return Rate (points
return at the rate of 5 per Day; +1 1/2)
(125 Active Points); Side Effects, Side
Effect occurs automatically whenever Power
is used (Side Effect does a predefined amount
of damage; Drain 5d6 SPD with 5 per Day
Fade when Aid Fades; -1 1/2) |
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Aid DEX 5d6, Delayed Return Rate (points
return at the rate of 5 per Day; +1 1/2)
(125 Active Points); Side Effects, Side
Effect occurs automatically whenever Power
is used (Side Effect does a predefined amount
of damage; Drain 5d6 DEX with 5 per Day
Fade when Aid Fades; -1 1/2) |
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Aid Running 5d6, Delayed Return Rate (points
return at the rate of 5 per Day; +1 1/2)
(125 Active Points); Side Effects, Side
Effect occurs automatically whenever Power
is used (Side Effect does a predefined amount
of damage; Drain 5d6 Running with 5 per
Day Fade when Aid Fades; -1 1/2) |
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Physical Limitation: Risk
of Heart Attack (Infrequently, Greatly Impairing) |
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TOTAL COST: 480,000 credits |
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