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- 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:
- frenZon
- Frenzon is a term for a number of combat drugs used in conscript
- and assault forces, especially in penal legions. A dose creates a
- fanatical and fearless state, leaving the user ready to fight any foe,
- no matter how suicidal it may seem.
- A character using frenzon gains the Frenzy talent and
- immediately becomes Frenzied. These effects last for the duration
- of the drug; a single dose of which lasts for 1d10 minutes. Frenzon
- is Addictive.
- slaught
- This combat drug (also known as onslaught) is frequently taken
- to heighten awareness and improve reaction time. It literally speeds
- up the user, but causes neural and physiological damage with
- prolonged application.
- Taking a dose increases the user’s Agility bonus and Perception
- bonus by 3 for 2d10 minutes. Note this does not increase the
- actual characteristic values. When the drug runs its course, the
- user must pass a Challenging (+0) Toughness test or suffer a –20
- penalty to Agility tests and Perception tests for 1d5 hours. Slaught
- is Addictive.
- stimm
- A dose of stimm is enough to
- energise the weary and mask
- pain with short-term vitality,
- often enough to finally bring
- a protracted combat to a
- successful conclusion. Each
- dose lasts for 3d10 rounds.
- During this time, a character
- ignores any negative effects to
- his characteristics from damage,
- Critical damage, and Fatigue,
- and cannot be Stunned. When
- the stimm wears off, the character
- suffers a –20 penalty to Strength,
- Toughness, and Agility tests for one
- hour and gains one level of Fatigue.
- Stimm is Addictive.
- sPook
- A highly-proscribed drug, spook creates and augments that
- most hazardous of effects: psychic abilities. Even the briefest
- of connections to the Warp and the Ruinous Powers that dwell
- within can allow daemonic incursions or worse, but in desperate
- instances, even these horrific effects are brushed aside.
- If a character without any psy rating takes a dose of this
- drug, he must successfully make a Challenging (+0) Willpower
- test or gain 1d5 Insanity points due to his mind being filled with
- terrifying visions of the Warp. If he succeeds, the user gains a
- psychic power from Table 5–16: Spook Effects (see descriptions in
- Chapter VI: Psychic Powers). The power lasts for 1d5 hours, and
- the user makes all Focus Power tests during this time as
- if he had a psy rating of 1.
- If a character with a psy rating of 1 or more
- uses spook, he must make a Challenging (+0)
- Willpower test. If he fails, he gain 1 Insanity
- Point and the drug has no further
- effects. If he passes, he adds 1
- to his psy rating for the next
- hour. However, add +25 to
- rolls he makes on Table
- 6–2: Psychic Phenomena
- (see page 196).
- Spook is Addictive,
- and depending on the setting,
- its mere possession can incur
- intense and even lethal punishment
- from local authorities.
- Blood Rage
- A Dark Eldar who imbibes this drug gains the Unnatural
- Strength (1d5) and Brutal Charge (5) traits.
- Speed of Thought
- A Dark Eldar who imbibes this drug counts as rolling a 10
- on all Initiative rolls and increases the value of his Unnatural
- Agility trait by 1d5.
- Enhanced Metabolism
- A Dark Eldar who imbibes this drug gains the Regeneration
- (4) and Undying traits.
- Eternal Hatred
- A Dark Eldar who imbibes this drug grants his
- melee attacks the Vengeful (7) quality
- 1 Dose Spur, A common drug for those who live by the sword,
- spur infuses the user with boundless energy until
- he feels ready to tackle any situation. The
- powerful stimulant increases reaction times
- and overall stamina for a short period, with the inevitable crash
- of depression and weariness following soon after. Each dose lasts
- 2d10 minutes, during which the user cannot be Stunned and
- takes no Fatigue. Afterwards, however, the character takes a –20
- Penalty for Toughness and Agility Tests for one hour, as well as
- one Fatigue level for every two they would have received while
- the drug was active. If used more than five times in a week long
- period, the user must make a Hard (–20) Willpower Test, or
- ingest the drug daily as he becomes addicted.
- 1 Dose Mortis
- MORTIS (DRUG)
- Mortis acts to shut down metabolic processes to a near death
- level, rendering the user a corpse to all but the most dedicated
- of examiners. Users who have taken Mortis are so near death
- for the following 4d10 minutes that any Tests to determine the
- user’s status suffer a –30 penalty, with failure indicating the
- user is dead. Good Craftsmanship doses can be administered
- so the user can specify how long they last (up to 1 hour), while
- Poor doses only offer a –10 penalty to Tests.
- 1 Doses Wideawake, A simple drug made in numerous styles from many different
- ingredients, Wideawake acts to ward off feelings of drowsiness
- and keeps the user alert for many hours beyond his normal
- limit. While multiple doses will keep the user awake even
- longer, once the effects wear off the resulting collapse will
- last much longer and lead to feelings of listlessness for
- several days. Wideawake allows the user to stay awake and
- alert, ignoring one level of Fatigue for 1d5 hours. Additional
- doses prolong the affect, but do not counteract more than
- one Fatigue level. fter the drug wears off the user suffers an
- additional level of Fatigue.
- 1 dose of either two (Manic, Barrage, Satrophine, Sweep)
- Barrage (Drug)
- Barrage enhances the users physical abilities to super-human
- levels for a short period of time but rapidly causes damage to
- the strained flesh.
- Effects: The Heretic gains Unnatural Strength (5) and
- Unnatural Toughness (5) for a number of rounds equal to his
- base Toughness Bonus.
- Side Effects: Once the effect has worn, off the Heretic
- suffers 1d5 temproary Strength and Toughness Damage and
- becomes Stunned for 1d5 rounds.
- Manic (Drug)
- A favourite of depraved princelings, Manic induces exactly
- the emotional state its name suggests. Feelings and sensations
- become exaggerated and uncontrolled as the user feels a sense
- of boundless energy.
- Effects: The Heretic adds +30 to any Willpower Tests,
- ignores Fatigue, and cannot be Stunned or Pinned. These
- effects last for 3d10 minutes.
- Side Effects: Once the drug wears off, the Heretic falls
- unconscious for 1d5 hours unless he can pass a Hard (–20)
- Toughness Test.
- Satrophine (Drug)
- Satrophine is a tremendously powerful drug that enhances
- the user’s reflexes, strength, and endurance, but does so at a
- dire cost. Most users become shells of their former selves, and
- some believe that the Vortex itself drains the user’s soul as
- they slip deeper and deeper into Satrophine addiction.
- Effects: The Heretic gains +30 to Agility, Perception,
- Strength, and Toughness Tests for 1 hour.
- Side Effects: Heretics addicted to Satrophine do not gain
- Fatigue from withdrawal. Instead they gain 1d5 Corruption
- points every day until they take their next dose.
- Sweep (Drug)
- Sweep is a bizarre chemical commonly used to cure addiction
- to other drugs. Ironically, Sweep is itself quite addictive, and
- dulls the senses of those who consume it.
- Effects: A single dose of Sweep allows the Heretic to
- remove any addictions he currently has. Note it does not
- eliminate any other side effects a drug may impart.
- Side Effects: The Heretic suffers –10 to all Agility and
- Perception Tests for 1d5 hours. Sweep addictions are twice as
- hard to remove than other addictions. Sweep cannot be used
- to cure an addiction to Sweep.
- de-toX
- De-tox can negate most of the dangerous effects of other drugs
- or toxins. A dose immediately ends the effects, both positive and
- negative, for any chemicals the subject has inhaled, ingested, or
- injected, unless the item specifically states de-tox cannot work
- against it. Its use is extremely unpleasant, however, with common
- side-effects so extreme (excessive vomiting and diarrhoea being the
- mildest) that many would rather abide their current woes.
- Using de-tox, however, is both painful and debilitating, and
- can cause several unpleasant side effects such as vomiting, nose
- bleeds, and a great voiding of the bowels. Upon taking this drug, a
- character is Stunned for a number of rounds equal to 1d10 minus
- his Toughness bonus. A result of 0 or less means that the character
- suffers no ill effects.
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