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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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STANDARD PHARMITECH
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Several standard forms of PharmiTech are presented for your convenience.
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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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The Auger Brand of short term strength enhancers were originally developed for the
military years ago, but the long term effects were too severe and its use was discontinued.
However, they are popular on the street with Gangers as they are cheap, work fast,
and individual Gangers are often too ignorant and hopeless to conider the long term
damage they are doing to themselves.
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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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PHARMITECH MOVEMENT
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PharmiTech 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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COMPLEX PHARMITECH
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SUBMIT
A COMPLEX PHARMITECH BRAND
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Most forms of PharmiTech are represented by 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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