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All forms of PharmiTech are designed using the Aid Power, generally applied against
Primary and / or Secondary Characteristics. Any of the Characteristics except COM
can be enhanced with Pharmitech, though there are some specific restrictions discussed
in more detail below.
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With GM's discretion some kinds of PharmiTech might be able to Aid other attributes
such as some Skills, however common sense should be applied. Physical Skills such
as Acrobatics and Climbing would probably be ok, but more abstract Skills likely
would not; regardless, boosting the base Characteristic that a Skill relies upon
has a similar net effect and should be sufficient.
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SuperSkills and MetaPowers should generally not be boostable by PharmiTech. Not
only would it be unbalancing, its also conceptually extremely unlikely that a drug
would be researched and developed specifically to boost a single individual's unique
abilities.
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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.
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STACKING
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PharmiTech enhancements from multiple doses do not stack.
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If a character is benefitting from a dose that enhances a characteristic, and takes
another dose that enhances the same characteristic if the new dose's enhancement
exceeds the current enhancement the character benefits from the higher level for
the duration of the second dosage.
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If the second dose's enhancement does not exceed the current dose's enhancement
the character gains +1 to the effected characteristic for the duration of the second
dosage; however if the original dose's effect wears off before the second dose's
the characteristic's enhancement drops to the second dose's level of effect for
the remainder of the second dose's duration.
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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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FADE RATES, GRADUAL EFFECT AND SIDE EFFECTS
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PharmiTech doses are built using the Aid Power to boost a Characteristic (or with
the use of Expanded Effect, several Characteristics). Aids normally "fade" away
pretty rapidly, at the rate of 5 points per TURN; however this can be prolonged
through the use of the Delayed Fade Rate Advantage.
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It is fully expected that this Advantage will be used in conjunction with PharmiTech
drugs, however the potential for abuse in this practice is checked by a restriction
that the Advantage value of Delayed Fade Rate be matched by a Gradual Effect and
/ or Side Effect Limitation. Thus an Aid that lasts a long time must either also
take a long time to take effect or else cause some form of harm to the user or some
combination of both.
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In effect, long term benefits from PharmiTech are possible but require long term
doping and careful monitoring to be done safely, and cutting corners or getting
a quick boost is 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.
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PERMANANCY
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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. This is covered in
more detail in the PharmiTech Costs document.
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IMMUNITY TO POISONS
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People that have LS: Immunity to Poison never suffer side effects from PharmiTech,
but they also gain no benefit from them either. Their body's superior immune system
neutralizes PharmiTech dosages 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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CHARACTERISTICS
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PharmiTech can boost any Primary or Secondary Characteristic except for COM, 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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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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