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Doomfullord

DRUGS

Mar 7th, 2020
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  1. Chem kit: Unique :A briefcase gene-locked to the User. It contains an assortment of drugs, each at 3 doses. Between missions the briefcase can be turned into the Inquisition to be completely refilled for free. They include:
  2.  
  3. frenZon
  4. Frenzon is a term for a number of combat drugs used in conscript
  5. and assault forces, especially in penal legions. A dose creates a
  6. fanatical and fearless state, leaving the user ready to fight any foe,
  7. no matter how suicidal it may seem.
  8. A character using frenzon gains the Frenzy talent and
  9. immediately becomes Frenzied. These effects last for the duration
  10. of the drug; a single dose of which lasts for 1d10 minutes. Frenzon
  11. is Addictive.
  12.  
  13. slaught
  14. This combat drug (also known as onslaught) is frequently taken
  15. to heighten awareness and improve reaction time. It literally speeds
  16. up the user, but causes neural and physiological damage with
  17. prolonged application.
  18. Taking a dose increases the user’s Agility bonus and Perception
  19. bonus by 3 for 2d10 minutes. Note this does not increase the
  20. actual characteristic values. When the drug runs its course, the
  21. user must pass a Challenging (+0) Toughness test or suffer a –20
  22. penalty to Agility tests and Perception tests for 1d5 hours. Slaught
  23. is Addictive.
  24.  
  25. stimm
  26. A dose of stimm is enough to
  27. energise the weary and mask
  28. pain with short-term vitality,
  29. often enough to finally bring
  30. a protracted combat to a
  31. successful conclusion. Each
  32. dose lasts for 3d10 rounds.
  33. During this time, a character
  34. ignores any negative effects to
  35. his characteristics from damage,
  36. Critical damage, and Fatigue,
  37. and cannot be Stunned. When
  38. the stimm wears off, the character
  39. suffers a –20 penalty to Strength,
  40. Toughness, and Agility tests for one
  41. hour and gains one level of Fatigue.
  42. Stimm is Addictive.
  43.  
  44. sPook
  45. A highly-proscribed drug, spook creates and augments that
  46. most hazardous of effects: psychic abilities. Even the briefest
  47. of connections to the Warp and the Ruinous Powers that dwell
  48. within can allow daemonic incursions or worse, but in desperate
  49. instances, even these horrific effects are brushed aside.
  50. If a character without any psy rating takes a dose of this
  51. drug, he must successfully make a Challenging (+0) Willpower
  52. test or gain 1d5 Insanity points due to his mind being filled with
  53. terrifying visions of the Warp. If he succeeds, the user gains a
  54. psychic power from Table 5–16: Spook Effects (see descriptions in
  55. Chapter VI: Psychic Powers). The power lasts for 1d5 hours, and
  56. the user makes all Focus Power tests during this time as
  57. if he had a psy rating of 1.
  58. If a character with a psy rating of 1 or more
  59. uses spook, he must make a Challenging (+0)
  60. Willpower test. If he fails, he gain 1 Insanity
  61. Point and the drug has no further
  62. effects. If he passes, he adds 1
  63. to his psy rating for the next
  64. hour. However, add +25 to
  65. rolls he makes on Table
  66. 6–2: Psychic Phenomena
  67. (see page 196).
  68. Spook is Addictive,
  69. and depending on the setting,
  70. its mere possession can incur
  71. intense and even lethal punishment
  72. from local authorities.
  73.  
  74. Blood Rage
  75. A Dark Eldar who imbibes this drug gains the Unnatural
  76. Strength (1d5) and Brutal Charge (5) traits.
  77.  
  78. Speed of Thought
  79. A Dark Eldar who imbibes this drug counts as rolling a 10
  80. on all Initiative rolls and increases the value of his Unnatural
  81. Agility trait by 1d5.
  82.  
  83. Enhanced Metabolism
  84. A Dark Eldar who imbibes this drug gains the Regeneration
  85. (4) and Undying traits.
  86.  
  87. Eternal Hatred
  88. A Dark Eldar who imbibes this drug grants his
  89. melee attacks the Vengeful (7) quality
  90.  
  91. 1 Dose Spur, A common drug for those who live by the sword,
  92. spur infuses the user with boundless energy until
  93. he feels ready to tackle any situation. The
  94. powerful stimulant increases reaction times
  95. and overall stamina for a short period, with the inevitable crash
  96. of depression and weariness following soon after. Each dose lasts
  97. 2d10 minutes, during which the user cannot be Stunned and
  98. takes no Fatigue. Afterwards, however, the character takes a –20
  99. Penalty for Toughness and Agility Tests for one hour, as well as
  100. one Fatigue level for every two they would have received while
  101. the drug was active. If used more than five times in a week long
  102. period, the user must make a Hard (–20) Willpower Test, or
  103. ingest the drug daily as he becomes addicted.
  104.  
  105. 1 Dose Mortis
  106. MORTIS (DRUG)
  107. Mortis acts to shut down metabolic processes to a near death
  108. level, rendering the user a corpse to all but the most dedicated
  109. of examiners. Users who have taken Mortis are so near death
  110. for the following 4d10 minutes that any Tests to determine the
  111. user’s status suffer a –30 penalty, with failure indicating the
  112. user is dead. Good Craftsmanship doses can be administered
  113. so the user can specify how long they last (up to 1 hour), while
  114. Poor doses only offer a –10 penalty to Tests.
  115.  
  116. 1 Doses Wideawake, A simple drug made in numerous styles from many different
  117. ingredients, Wideawake acts to ward off feelings of drowsiness
  118. and keeps the user alert for many hours beyond his normal
  119. limit. While multiple doses will keep the user awake even
  120. longer, once the effects wear off the resulting collapse will
  121. last much longer and lead to feelings of listlessness for
  122. several days. Wideawake allows the user to stay awake and
  123. alert, ignoring one level of Fatigue for 1d5 hours. Additional
  124. doses prolong the affect, but do not counteract more than
  125. one Fatigue level. fter the drug wears off the user suffers an
  126. additional level of Fatigue.
  127.  
  128. 1 dose of either two (Manic, Barrage, Satrophine, Sweep)
  129. Barrage (Drug)
  130. Barrage enhances the users physical abilities to super-human
  131. levels for a short period of time but rapidly causes damage to
  132. the strained flesh.
  133. Effects: The Heretic gains Unnatural Strength (5) and
  134. Unnatural Toughness (5) for a number of rounds equal to his
  135. base Toughness Bonus.
  136. Side Effects: Once the effect has worn, off the Heretic
  137. suffers 1d5 temproary Strength and Toughness Damage and
  138. becomes Stunned for 1d5 rounds.
  139.  
  140. Manic (Drug)
  141. A favourite of depraved princelings, Manic induces exactly
  142. the emotional state its name suggests. Feelings and sensations
  143. become exaggerated and uncontrolled as the user feels a sense
  144. of boundless energy.
  145. Effects: The Heretic adds +30 to any Willpower Tests,
  146. ignores Fatigue, and cannot be Stunned or Pinned. These
  147. effects last for 3d10 minutes.
  148. Side Effects: Once the drug wears off, the Heretic falls
  149. unconscious for 1d5 hours unless he can pass a Hard (–20)
  150. Toughness Test.
  151.  
  152. Satrophine (Drug)
  153. Satrophine is a tremendously powerful drug that enhances
  154. the user’s reflexes, strength, and endurance, but does so at a
  155. dire cost. Most users become shells of their former selves, and
  156. some believe that the Vortex itself drains the user’s soul as
  157. they slip deeper and deeper into Satrophine addiction.
  158. Effects: The Heretic gains +30 to Agility, Perception,
  159. Strength, and Toughness Tests for 1 hour.
  160. Side Effects: Heretics addicted to Satrophine do not gain
  161. Fatigue from withdrawal. Instead they gain 1d5 Corruption
  162. points every day until they take their next dose.
  163.  
  164. Sweep (Drug)
  165. Sweep is a bizarre chemical commonly used to cure addiction
  166. to other drugs. Ironically, Sweep is itself quite addictive, and
  167. dulls the senses of those who consume it.
  168. Effects: A single dose of Sweep allows the Heretic to
  169. remove any addictions he currently has. Note it does not
  170. eliminate any other side effects a drug may impart.
  171. Side Effects: The Heretic suffers –10 to all Agility and
  172. Perception Tests for 1d5 hours. Sweep addictions are twice as
  173. hard to remove than other addictions. Sweep cannot be used
  174. to cure an addiction to Sweep.
  175.  
  176. de-toX
  177. De-tox can negate most of the dangerous effects of other drugs
  178. or toxins. A dose immediately ends the effects, both positive and
  179. negative, for any chemicals the subject has inhaled, ingested, or
  180. injected, unless the item specifically states de-tox cannot work
  181. against it. Its use is extremely unpleasant, however, with common
  182. side-effects so extreme (excessive vomiting and diarrhoea being the
  183. mildest) that many would rather abide their current woes.
  184. Using de-tox, however, is both painful and debilitating, and
  185. can cause several unpleasant side effects such as vomiting, nose
  186. bleeds, and a great voiding of the bowels. Upon taking this drug, a
  187. character is Stunned for a number of rounds equal to 1d10 minus
  188. his Toughness bonus. A result of 0 or less means that the character
  189. suffers no ill effects.
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