Difference between revisions of "SR5:Gear Lists:Medical"
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==Drugs== | ==Drugs== | ||
<center> | <center> | ||
− | {| | + | {|class="sortable wikitable" |
− | ! | + | !Drug!!Vector!!Speed!!Duration!!Addiction type!!Addiction rating!!Addiction threshold!!Effects!!Crash!!Availability!!Cost!!Source |
+ | {{SR5:Drug Row|Name=AEXD|Vector=Ingestion|Speed=Immediate|Duration=10*2d6 minutes|Addiction type=Physiological|Addiction rating=1|Addiction threshold=1|Effects=+3 dice to resist TLE-x Seizures|Crash=N/A|Availability=4|Cost=80|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Aisa|Vector=Ingestion|Speed=Immediate|Duration=20*2d6 minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=Disorientation, Hallucinations|Crash=2S, 4S for every dose past the first|Availability=4|Cost=25|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Animal Tongue|Vector=Ingestion|Speed=3d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=Critter Power: Animal Control|Crash=Fear of animals for time equal to the drug's duration. Treat all animals as having the Fear power.|Availability=6R|Cost=1500|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Ayao's Will|Vector=Ingestion|Speed=2 Combat Turns|Duration=10*1d6 Minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+2 Dice to resist manipulation spells|Crash=N/A|Availability=14F|Cost=750|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Betameth|Vector=Inhalation|Speed=1 minute|Duration=9-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Reaction, +1 Intuition|Crash=6S|Availability=5F|Cost=30|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Betel|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=|Addiction threshold=2|Effects=+1 Perception|Crash=Addiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild.|Availability=4|Cost=5|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Bliss|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(6-BOD) hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=–1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3|Crash=N/A|Availability=3F|Cost=15}} | ||
+ | {{SR5:Drug Row|Name=Cereprax|Vector=Ingestion|Speed=1d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality|Crash=-2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage.|Availability=14F|Cost=800|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Cram|Vector=Ingestion, Inhalation|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=4|Addiction threshold=3|Effects=+1 Reaction, +1D6 Initiative Dice|Crash=6 Stun Damage|Availability=2R|Cost=10}} | ||
+ | {{SR5:Drug Row|Name=Crash|Vector=Injection|Speed=Immediate|Duration=N/A|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Allows a dying person to make an immediate stabilization test, using Body instead of First Aid or Medicine|Crash=N/A|Availability=3|Cost=800|Source={{B&B}}}} | ||
+ | {{SR5:Drug Row|Name=Crimson Orchid|Vector=Injection|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=-3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral Beacon|Crash=N/A|Availability=6F|Cost=300|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Cryo|Vector=Rapid Infuser|Speed=Immediate|Duration=(30-Body) minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject only receives an additional box of progressive or overflow damage every (Body*4) combat turns.|Crash=Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0.|Availability=8R|Cost=1000|Source={{B&B}}}} | ||
+ | {{SR5:Drug Row|Name=Deepweed|Vector=Ingestion, Inhalation|Speed=Immediate|Duration=(6-BOD) hours|Addiction type=Physiological|Addiction rating=-|Addiction threshold=-|Effects=+1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive|Crash=-1 to all dicepool modifiers, -1 all limits|Availability=8F|Cost=400}} | ||
+ | {{SR5:Drug Row|Name=Dopadrine|Vector=Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=3|Addiction threshold=2|Effects=Cancels Berserk, -1 Dice to Physical Actions|Crash=N/A|Availability=8|Cost=45|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=eX|Vector=Ingestion|Speed=1d6 Minutes|Duration=8-Body Hours|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=3R|Cost=20|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Forget-Me-Not|Vector=Ingestion|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Psychological|Addiction rating=-|Addiction threshold=-|Effects=Immunity to Laes, or similar drugs. +3 Dice to resist Alter Memory Spells|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=G3|Vector=Ingestion|Speed=1 Hour|Duration=15-Body Hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Body when resisting Fatigue Damage, "Longevity" (Not Mechanical)|Crash=N/A|Availability=2|Cost=15|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Galak|Vector=Ingestion|Speed=1d6 Minutes|Duration=9-Body Hours, Minimum 3|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=4R|Cost=45|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Guts|Vector=Inhalation|Speed=Immediate|Duration=12-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=Immunity to Fear|Crash=Recklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion.|Availability=8R|Cost=60|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Hecate's Blessing|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=2|Effects=+1 Drain Resist Dice|Crash=-1 Magic for twice the duration|Availability=12F|Cost=500|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Hemosynth|Vector=Rapid Infuser|Speed=(Body) combat turns|Duration=(Body) combat turns|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow.|Crash=Subject continues to accumulate damage during and after the infusion, until stabilization occurs.|Availability=4|Cost=2000|Source={{B&B}}}} | ||
+ | {{SR5:Drug Row|Name=Hurlg|Vector=Ingestion|Speed=2d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=-1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests|Crash=9S, resisted by Body|Availability=2R|Cost=10|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Immortal Flower|Vector=Ingestion|Speed=16 Combat Rounds|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=Regeneration|Crash=Lose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware.|Availability=14R|Cost=2500|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Jazz|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=+1 Reaction, +1 Physical Limit, +2d6 Initiative Dice|Crash=Disorientation|Availability=2R|Cost=75}} | ||
+ | {{SR5:Drug Row|Name=K-10|Vector=Injection|Speed=Immediate|Duration=5*1d6 Minutes|Addiction type=Both|Addiction rating=11|Addiction threshold=3|Effects=+3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk|Crash=18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk.|Availability=16F|Cost=900|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Kamikaze|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=9|Addiction threshold=3|Effects=+1 Body, +1 Agility, +2 Strength, +1 Willpower, | ||
+ | +2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance | ||
+ | 3|Crash=–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage|Availability=4R|Cost=100}} | ||
+ | {{SR5:Drug Row|Name=Laés|Vector=Ingestion, Inhalation, Injection|Speed=1 Combat Turn|Duration=20*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 12-Body Hours of Memories erased.|Crash=N/A|Availability=12F|Cost=750|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Leäl|Vector=Ingestion|Speed=1 Combat Turn|Duration=5*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 120-Body(minimum 100) minutes of memories erased|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Little Smoke|Vector=Inhalation|Speed=2d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Concealment and Confusion|Crash=Perception and Willpower reduced to 1 for an equivalent duration|Availability=12F|Cost=1800|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Long Haul|Vector=Injection|Speed=10 Minutes|Duration=4 days|Addiction type=Psychological|Addiction rating=2|Addiction threshold=1|Effects=Alleviates the need for sleep. A second dose extends the period for 1d6/2 days.|Crash=Dose 1: Pass out for 8d6 hours. | ||
+ | Dose 2: 10 Stun, as above.|Availability=-|Cost=50}} | ||
+ | {{SR5:Drug Row|Name=Memory Fog|Vector=Ingestion|Speed=1 minute|Duration=14-Body Hours, minimum 2|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=-2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2.|Crash=N/A|Availability=6R|Cost=100|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Nanoscan|Vector=Injection|Speed=Immediate|Duration=24 hours, or (Nano-hive Rating) Days|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Acts as a biomonitor, transmits data to a subscribed commlink or medkit|Crash=N/A|Availability=5|Cost=500|Source={{B&B}}}} | ||
+ | {{SR5:Drug Row|Name=Neostigmine|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis.|Crash=N/A|Availability=2|Cost=100|Source={{B&B}}}} | ||
+ | {{SR5:Drug Row|Name=Nightwatch|Vector=Contact|Speed=Immediate|Duration=20*1d6 Minutes|Addiction type=Pyschological|Addiction rating=1|Addiction threshold=2|Effects=Low-Light Vision, Glare increased by one category.|Crash=N/A|Availability=3R|Cost=25|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Nitro|Vector=Inhalation|Speed=1 Combat Turn|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Strength, +2 Willpower, +2 Perception, +2 | ||
+ | Physical limit, High Pain Tolerance 6|Crash=-2 to all limits, 9 Stun|Availability=2R|Cost=50}} | ||
+ | {{SR5:Drug Row|Name=NoPaint|Vector=Contact|Speed=Immediate|Duration=1d6 hours|Addiction type=Both|Addiction rating=3|Addiction threshold=1|Effects=High Pain Tolerance 3 | ||
+ | Special: Two doses needed for Orks and Trolls|Crash=N/A|Availability=3|Cost=15|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Novacoke|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(10-Body) hours|Addiction type=Both|Addiction rating=7|Addiction threshold=2|Effects=+1 Reaction, +1 Charisma, +1 Perception, +1 | ||
+ | Social Limit, High Pain Tolerance 1|Crash=Charisma and Willpower reduced to 1, -1 to all limits|Availability=2R|Cost=10}} | ||
+ | {{SR5:Drug Row|Name=Ondansetron|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea.|Crash=N/A|Availability=2|Cost=50|Source={{B&B}}}} | ||
+ | {{SR5:Drug Row|Name=Oneiro|Vector=Inhalation|Speed=Immediate|Duration=3d6 Minutes|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Paralysis, Divination Metamagic|Crash=Disoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual.|Availability=6F|Cost=1250|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Overdrive|Vector=Inhalation|Speed=1 Combat Turn|Duration=10-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Reaction, +1 to all Logic-linked Skills|Crash=Long term use can cause the user to get Poor-Self Control: Braggart or Paranoia|Availability=10F|Cost=800|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Oxygenated Fluorocarbons|Vector=Transfusion|Speed=1d6 Hours|Duration=1 week|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Agility, double the time to hold breath.|Crash=-1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted|Availability=12R|Cost=2000|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Pixie Dust|Vector=Inhalation|Speed=Immediate|Duration=1d6 Minutes|Addiction type=Both|Addiction rating=10|Addiction threshold=4|Effects=+1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug.|Crash=N/A|Availability=8F|Cost=800|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Psyche|Vector=Ingestion|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=2|Effects=+1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2)|Crash=N/A|Availability=-|Cost=200}} | ||
+ | {{SR5:Drug Row|Name=Psyche Chips (illegal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=No negative penalties from negative mental qualities up to Severe, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=6F|Cost=500|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Psyche Chips (legal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=No negative penalties from negative mental qualities up to Moderate, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=4R|Cost=350|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Push|Vector=Ingestion|Speed=1 Minute|Duration=15-Body minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=Get High|Crash=N/A|Availability=4F|Cost=25|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Reaper|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Same as Slab, -8 Dice to assense subject's aura|Crash=-4 Reaction for half the duration|Availability=8R|Cost=250|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Red Mescaline|Vector=Ingestion|Speed=1 Hour|Duration=18-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with Psyche|Crash=Charisma and Willpower reduced to 1 for 18-Body Hours|Availability=4R|Cost=50|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Ripper|Vector=Injection, Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1.|Crash=N/A|Availability=6F|Cost=60|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Rock Lizard Blood|Vector=Ingestion|Speed=30 Minutes|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Physical|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Immunity against Diseases and Toxins|Crash=2P, -4 dice for all resist disease and toxin tests for an equivalent duration|Availability=10R|Cost=1700|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Shade|Vector=Inhalation|Speed=Immediate|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Psychological|Addiction rating=7|Addiction threshold=3|Effects=Forces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes.|Crash=10S, user dies if they don't return to their bodies before the duration ends.|Availability=6R|Cost=1000|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Slab|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Suspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment.|Crash=-4 Reaction for half the duration.|Availability=8R|Cost=250|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Snuff|Vector=Ingestion, Inhalation|Speed=1 Minute|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=2|Addiction threshold=2|Effects=+1 Reaction, Pain Resistance 1|Crash=-1 Intuition for twice the duration|Availability=1R|Cost=10|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Sober Time|Vector=Contact|Speed=1 Combat Turn|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Negates penalties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice >6.|Crash=Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off.|Availability=6F|Cost=125|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Soothsayer|Vector=Contact, Injection|Speed=1 minute|Duration=(12 - Body) Hours, minimum 1 hour|Addiction type=none|Addiction rating=-|Addiction threshold=-|Effects=8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application.|Crash=N/A|Availability=12F|Cost=150|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Trance|Vector=Inhalation|Speed=1 Combat Turn|Duration=(6 - Body) hours, minimum 1 hour|Addiction type=Both|Addiction rating=6|Addiction threshold=3|Effects=+1 Intuition, +2 to all Logic-linked skills, Paralysis|Crash=Paralysis continues for an equal duration|Availability=10F|Cost=1100|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Woad|Vector=Ingestion|Speed=1 Combat Turn|Duration=5 x 1d6 minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=2|Effects=+2 Agility and Berzerk (when wounded)|Crash=-2 to all Social Tests for Duration x 10|Availability=3R|Cost=15|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Wudu'aku|Vector=Ingestion, Injection|Speed=2d6 minutes|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=N/A|Addiction rating=4|Addiction threshold=1|Effects=The user receives +2 dice on all Conjuring skill | ||
+ | group tests and adds +2 to her effective Charisma when | ||
+ | dealing with spirits of man.|Crash=N/A|Availability=12F|Cost=2350|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Zen|Vector=Inhalation|Speed=5 Minutes|Duration=10*1d6 minutes|Addiction type=Psychological|Addiction rating=3|Addiction threshold=1|Effects=–2 Reaction, +1 Willpower, –1 physical action dice pool modifier|Crash=N/A|Availability=4R|Cost=5}} | ||
+ | {{SR5:Drug Row|Name=Zero|Vector=Ingestion, Injection|Speed=1 hour|Duration=(20 - Body) Hours, Minimum 1|Addiction type=Physiological|Addiction rating=1|Addiction threshold=3|Effects=Allergy and Addiction reduction, promotion of cyberware adaptation, –2 to Disease Resistance Tests and Toxin Resistance Tests|Crash=N/A|Availability=8R|Cost=150|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Zombie Dust|Vector=Contact, Injection|Speed=2 Combat Turns|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=3|Effects=Causes a target to be instantly prepared for possession. While this can offer a rapid conversion for a friendly ally, it can also be used aggressively against unwilling targets. Note they still get their Intuition + Willpower Test to resist possession.|Crash=N/A|Availability=12F|Cost=1500|Source={{CF}}}} | ||
+ | {{SR5:Drug Row|Name=Zone|Vector=Ingestion|Speed=1 Hour|Duration=12-Body Hours|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Ignore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1|Crash=N/A|Availability=-|Cost=-|Source={{CF}}}} | ||
− | + | |} | |
− | { | + | </center> |
− | {{SR5: | + | |
− | + | ==Toxins== | |
− | + | <center> | |
− | {{SR5: | + | {|class="sortable wikitable" style="text-align:center;" |
− | + | !TOXIN!!VECTOR!!SPEED!!PENETRATION!!POWER!!EFFECTS!!AVAIL!!COST (PER DOSE)!!SOURCE | |
− | + | {{SR5:Toxins Row|Name=CS/Tear Gas|Vector=Contact,Inhalation|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Disorientation, Nausea, Stun Damage|Availability=4R|Cost=20}} | |
− | {{SR5: | + | {{SR5:Toxins Row|Name=Gamma-Scopolamine|Vector=Injection|Speed=Immediate|Penetration=0|Power=12|Effects=Paralysis, Truth Serum|Availability=14F|Cost=200}} |
− | + | {{SR5:Toxins Row|Name=Narcojet|Vector=Injection|Speed=Immediate|Penetration=0|Power=15|Effects=Stun Damage|Availability=8R|Cost=50}} | |
− | + | {{SR5:Toxins Row|Name=Nausea Gas|Vector=Inhalation|Speed=3 Combat Turns|Penetration=0|Power=9|Effects=Disorientation, Nausea|Availability=6R|Cost=25}} | |
− | {{SR5: | + | {{SR5:Toxins Row|Name=Neuro-Stun VIII|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=12R|Cost=60}} |
− | + | {{SR5:Toxins Row|Name=Neuro-Stun IX|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=13R|Cost=60}} | |
− | + | {{SR5:Toxins Row|Name=Neuro-Stun X|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=15|Effects=Disorientation, Stun Damage|Availability=14R|Cost=100}} | |
− | {{SR5: | + | {{SR5:Toxins Row|Name=Pepper Punch|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=11|Effects=Nausea, Stun Damage|Cost=5}} |
− | + | {{SR5:Toxins Row|Name=Seven-7|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=12|Effects=Physical Damage, Disorientation, Nausea|Availability=20F|Cost=1,000}} | |
− | + | {{SR5:Toxins Row|Name=Aconite|Vector=Injection, Ingestion|Speed=1 Combat Turn|Penetration=0|Power=5|Effects=Physical Damage, Nausea, Special: Willpower + Magic (Power) to not revert to natural shape|Availability=11F|Cost=200|Source={{HT}}}} | |
− | {{SR5: | + | {{SR5:Toxins Row|Name=Atropine|Vector=Injection|Speed=Immediate|Penetration=0|Power=5|Effects=Physical Damage,Disorientation|Availability=10F|Cost=150|Source={{HT}}}} |
− | + | {{SR5:Toxins Row|Name=Dog asp venom|Vector=Injection|Speed=1 minute|Penetration=0|Power=10|Effects=Physical Damage|Availability=12F|Cost=350|Source={{HT}}}} | |
− | + | {{SR5:Toxins Row|Name=Ekyelebenie venom|Vector=Injection|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Physical Damage, Blindness (Special)|Availability=16F|Cost=575|Source={{HT}}}} | |
− | {{SR5: | + | {{SR5:Toxins Row|Name=Naga venom|Vector=Injection|Speed=Immediate|Penetration=0|Power=Special|Effects=Physical Damage|Availability=Power*3F|Cost=Power*100|Source={{HT}}}} |
− | + | {{SR5:Toxins Row|Name=Nova scorpion venom|Vector=Injection|Speed=1 hour|Penetration=-2|Power=12|Effects=Physical Damage|Availability=14F|Cost=600|Source={{HT}}}} | |
− | + | {{SR5:Toxins Row|Name=Tetrodotoxin|Vector=Injection, Ingestion|Speed=1 Combat Turn with Injection, 10 minutes with Ingestion|Penetration=0|Power=7|Effects=Physical Damage,Paralysis/Suffocation (Special)|Availability=8F|Cost=1000|Source={{HT}}}} | |
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Latest revision as of 01:20, 1 August 2021
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Health Gear
TYPE | NAME | AVAIL | COST | SOURCE |
---|---|---|---|---|
Biotech | Biomonitor | 3 | 300¥ | Core |
Biotech | Disposable syringe | 3 | 10¥ | Core |
Biotech | Medkit (R 1-6) | Rating | Rating x 250¥ | Core |
Biotech | Medkit Supplies | - | 100¥ | Core |
DocWagon Contract | Basic | - | 5,000¥ per year | Core |
DocWagon Contract | Gold | - | 25,000¥ per year | Core |
DocWagon Contract | Platinum | - | 50,000¥ per year | Core |
DocWagon Contract | Super-platinum | - | 100,000¥ per year | Core |
Slap Patch | Antidote patch (R 1-6) | Rating | Rating x 50¥ | Core |
Slap Patch | Chem patch | 6 | 200¥ | Core |
Slap Patch | Stim patch (R 1-6) | Rating x 2 | Rating x 25¥ | Core |
Slap Patch | Tranq patch (R 1-10) | Rating x 2 | Rating x 20¥ | Core |
Slap Patch | Trauma patch | 6 | 500¥ | Core |
Drugs
Drug | Vector | Speed | Duration | Addiction type | Addiction rating | Addiction threshold | Effects | Crash | Availability | Cost | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
AEXD | Ingestion | Immediate | 10*2d6 minutes | Physiological | 1 | 1 | +3 dice to resist TLE-x Seizures | N/A | 4 | 80¥ | SR5:CF |
Aisa | Ingestion | Immediate | 20*2d6 minutes | Psychological | 5 | 2 | Disorientation, Hallucinations | 2S, 4S for every dose past the first | 4 | 25¥ | SR5:CF |
Animal Tongue | Ingestion | 3d6 Minutes | Essence+1d6 Hours, Maximum 12 | Psychological | 3 | 2 | Critter Power: Animal Control | Fear of animals for time equal to the drug's duration. Treat all animals as having the Fear power. | 6R | 1500¥ | SR5:CF |
Ayao's Will | Ingestion | 2 Combat Turns | 10*1d6 Minutes | Psychological | 5 | 2 | +2 Dice to resist manipulation spells | N/A | 14F | 750¥ | SR5:CF |
Betameth | Inhalation | 1 minute | 9-Body Hours | Both | 9 | 3 | +2 Reaction, +1 Intuition | 6S | 5F | 30¥ | SR5:CF |
Betel | Ingestion | Immediate | 10*1d6 minutes | Physiological | 2 | +1 Perception | Addiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild. | 4 | 5¥ | SR5:CF | |
Bliss | Inhalation, Injection | 1 Combat Turn | (6-BOD) hours | Both | 5 | 3 | –1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3 | N/A | 3F | 15¥ | Core |
Cereprax | Ingestion | 1d6 Minutes | 12-Body Hours | Both | 9 | 3 | +2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality | -2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage. | 14F | 800¥ | SR5:CF |
Cram | Ingestion, Inhalation | 10 Minutes | (12-BOD) hours | Psychological | 4 | 3 | +1 Reaction, +1D6 Initiative Dice | 6 Stun Damage | 2R | 10¥ | Core |
Crash | Injection | Immediate | N/A | N/A | - | - | Allows a dying person to make an immediate stabilization test, using Body instead of First Aid or Medicine | N/A | 3 | 800¥ | SR5:B&B |
Crimson Orchid | Injection | 1 Combat Turn | 12-Body Hours | Both | 9 | 3 | -3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral Beacon | N/A | 6F | 300¥ | SR5:CF |
Cryo | Rapid Infuser | Immediate | (30-Body) minutes | N/A | - | - | Subject only receives an additional box of progressive or overflow damage every (Body*4) combat turns. | Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0. | 8R | 1000¥ | SR5:B&B |
Deepweed | Ingestion, Inhalation | Immediate | (6-BOD) hours | Physiological | - | - | +1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive | -1 to all dicepool modifiers, -1 all limits | 8F | 400¥ | Core |
Dopadrine | Contact | Immediate | 10*1d6 Minutes | Both | 3 | 2 | Cancels Berserk, -1 Dice to Physical Actions | N/A | 8 | 45¥ | SR5:CF |
eX | Ingestion | 1d6 Minutes | 8-Body Hours | Psychological | 5 | 2 | +1 Charisma, -1 Logic, +1 Perception, -1 Willpower | -2 Mental Limit for Body Hours | 3R | 20¥ | SR5:CF |
Forget-Me-Not | Ingestion | 1 Combat Turn | 12-Body Hours | Psychological | - | - | Immunity to Laes, or similar drugs. +3 Dice to resist Alter Memory Spells | N/A | 10F | 400¥ | SR5:CF |
G3 | Ingestion | 1 Hour | 15-Body Hours | Physiological | 2 | 1 | +1 Body when resisting Fatigue Damage, "Longevity" (Not Mechanical) | N/A | 2 | 15¥ | SR5:CF |
Galak | Ingestion | 1d6 Minutes | 9-Body Hours, Minimum 3 | Psychological | 6 | 3 | +1 Charisma, -1 Logic, +1 Perception, -1 Willpower | -2 Mental Limit for Body Hours | 4R | 45¥ | SR5:CF |
Guts | Inhalation | Immediate | 12-Body Hours | Both | 5 | 3 | Immunity to Fear | Recklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion. | 8R | 60¥ | SR5:CF |
Hecate's Blessing | Ingestion | Immediate | 10*1d6 Minutes | Both | 4 | 2 | +1 Drain Resist Dice | -1 Magic for twice the duration | 12F | 500¥ | SR5:CF |
Hemosynth | Rapid Infuser | (Body) combat turns | (Body) combat turns | N/A | - | - | Subject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow. | Subject continues to accumulate damage during and after the infusion, until stabilization occurs. | 4 | 2000¥ | SR5:B&B |
Hurlg | Ingestion | 2d6 Minutes | 12-Body Hours | Both | 4 | 3 | -1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests | 9S, resisted by Body | 2R | 10¥ | SR5:CF |
Immortal Flower | Ingestion | 16 Combat Rounds | Essence+1d6 Hours, Maximum 12 | Both | 8 | 3 | Regeneration | Lose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware. | 14R | 2500¥ | SR5:CF |
Jazz | Inhalation | Immediate | 10*1d6 minutes | Both | 8 | 3 | +1 Reaction, +1 Physical Limit, +2d6 Initiative Dice | Disorientation | 2R | 75¥ | Core |
K-10 | Injection | Immediate | 5*1d6 Minutes | Both | 11 | 3 | +3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk | 18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk. | 16F | 900¥ | SR5:CF |
Kamikaze | Inhalation | Immediate | 10*1d6 minutes | Physiological | 9 | 3 | +1 Body, +1 Agility, +2 Strength, +1 Willpower,
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance 3 |
–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage | 4R | 100¥ | Core |
Laés | Ingestion, Inhalation, Injection | 1 Combat Turn | 20*1d6 Minutes | N/A | - | - | 12S, 12-Body Hours of Memories erased. | N/A | 12F | 750¥ | SR5:CF |
Leäl | Ingestion | 1 Combat Turn | 5*1d6 Minutes | N/A | - | - | 12S, 120-Body(minimum 100) minutes of memories erased | N/A | 10F | 400¥ | SR5:CF |
Little Smoke | Inhalation | 2d6 Minutes | Essence+1d6 Hours, Maximum 12 | Psychological | 6 | 3 | Critter Power: Concealment and Confusion | Perception and Willpower reduced to 1 for an equivalent duration | 12F | 1800¥ | SR5:CF |
Long Haul | Injection | 10 Minutes | 4 days | Psychological | 2 | 1 | Alleviates the need for sleep. A second dose extends the period for 1d6/2 days. | Dose 1: Pass out for 8d6 hours.
Dose 2: 10 Stun, as above. |
- | 50¥ | Core |
Memory Fog | Ingestion | 1 minute | 14-Body Hours, minimum 2 | Both | - | - | -2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2. | N/A | 6R | 100¥ | SR5:CF |
Nanoscan | Injection | Immediate | 24 hours, or (Nano-hive Rating) Days | N/A | - | - | Acts as a biomonitor, transmits data to a subscribed commlink or medkit | N/A | 5 | 500¥ | SR5:B&B |
Neostigmine | Injection | Immediate | 10*1d6 minutes | N/A | - | - | Double the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis. | N/A | 2 | 100¥ | SR5:B&B |
Nightwatch | Contact | Immediate | 20*1d6 Minutes | Pyschological | 1 | 2 | Low-Light Vision, Glare increased by one category. | N/A | 3R | 25¥ | SR5:CF |
Nitro | Inhalation | 1 Combat Turn | 10*1d6 minutes | Both | 9 | 3 | +2 Strength, +2 Willpower, +2 Perception, +2
Physical limit, High Pain Tolerance 6 |
-2 to all limits, 9 Stun | 2R | 50¥ | Core |
NoPaint | Contact | Immediate | 1d6 hours | Both | 3 | 1 | High Pain Tolerance 3
Special: Two doses needed for Orks and Trolls |
N/A | 3 | 15¥ | SR5:CF |
Novacoke | Inhalation, Injection | 1 Combat Turn | (10-Body) hours | Both | 7 | 2 | +1 Reaction, +1 Charisma, +1 Perception, +1
Social Limit, High Pain Tolerance 1 |
Charisma and Willpower reduced to 1, -1 to all limits | 2R | 10¥ | Core |
Ondansetron | Injection | Immediate | 10*1d6 minutes | N/A | - | - | Double the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea. | N/A | 2 | 50¥ | SR5:B&B |
Oneiro | Inhalation | Immediate | 3d6 Minutes | Psychological | 6 | 3 | Paralysis, Divination Metamagic | Disoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual. | 6F | 1250¥ | SR5:CF |
Overdrive | Inhalation | 1 Combat Turn | 10-Body Hours | Both | 5 | 3 | +1 Reaction, +1 to all Logic-linked Skills | Long term use can cause the user to get Poor-Self Control: Braggart or Paranoia | 10F | 800¥ | SR5:CF |
Oxygenated Fluorocarbons | Transfusion | 1d6 Hours | 1 week | Physiological | 2 | 1 | +1 Agility, double the time to hold breath. | -1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted | 12R | 2000¥ | SR5:CF |
Pixie Dust | Inhalation | Immediate | 1d6 Minutes | Both | 10 | 4 | +1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug. | N/A | 8F | 800¥ | SR5:CF |
Psyche | Ingestion | 10 Minutes | (12-BOD) hours | Psychological | 6 | 2 | +1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2) | N/A | - | 200¥ | Core |
Psyche Chips (illegal) | DNI | Immediate | 48 Hours | Psychological | 6 | 3 | No negative penalties from negative mental qualities up to Severe, -1 Reaction. | If the user gets addicted, and stops using the chips, the negative quality goes up one step. | 6F | 500¥ | SR5:CF |
Psyche Chips (legal) | DNI | Immediate | 48 Hours | Psychological | 3 | 2 | No negative penalties from negative mental qualities up to Moderate, -1 Reaction. | If the user gets addicted, and stops using the chips, the negative quality goes up one step. | 4R | 350¥ | SR5:CF |
Push | Ingestion | 1 Minute | 15-Body minutes | Both | 4 | 3 | Get High | N/A | 4F | 25¥ | SR5:CF |
Reaper | Injection | 2 Combat Turns | 10-Body Hours | N/A | - | - | Same as Slab, -8 Dice to assense subject's aura | -4 Reaction for half the duration | 8R | 250¥ | SR5:CF |
Red Mescaline | Ingestion | 1 Hour | 18-Body Hours | Both | 5 | 3 | +1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with Psyche | Charisma and Willpower reduced to 1 for 18-Body Hours | 4R | 50¥ | SR5:CF |
Ripper | Injection, Contact | Immediate | 10*1d6 Minutes | Both | 5 | 3 | +1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1. | N/A | 6F | 60¥ | SR5:CF |
Rock Lizard Blood | Ingestion | 30 Minutes | Essence+1d6 Hours, maximum 12 hours | Physical | 6 | 3 | Critter Power: Immunity against Diseases and Toxins | 2P, -4 dice for all resist disease and toxin tests for an equivalent duration | 10R | 1700¥ | SR5:CF |
Shade | Inhalation | Immediate | Essence+1d6 Hours, maximum 12 hours | Psychological | 7 | 3 | Forces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes. | 10S, user dies if they don't return to their bodies before the duration ends. | 6R | 1000¥ | SR5:CF |
Slab | Injection | 2 Combat Turns | 10-Body Hours | N/A | - | - | Suspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment. | -4 Reaction for half the duration. | 8R | 250¥ | SR5:CF |
Snuff | Ingestion, Inhalation | 1 Minute | 10*1d6 Minutes | Both | 2 | 2 | +1 Reaction, Pain Resistance 1 | -1 Intuition for twice the duration | 1R | 10¥ | SR5:CF |
Sober Time | Contact | 1 Combat Turn | 10*1d6 Minutes | Both | - | - | Negates penalties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice >6. | Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off. | 6F | 125¥ | SR5:CF |
Soothsayer | Contact, Injection | 1 minute | (12 - Body) Hours, minimum 1 hour | none | - | - | 8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application. | N/A | 12F | 150¥ | SR5:CF |
Trance | Inhalation | 1 Combat Turn | (6 - Body) hours, minimum 1 hour | Both | 6 | 3 | +1 Intuition, +2 to all Logic-linked skills, Paralysis | Paralysis continues for an equal duration | 10F | 1100¥ | SR5:CF |
Woad | Ingestion | 1 Combat Turn | 5 x 1d6 minutes | Both | 5 | 2 | +2 Agility and Berzerk (when wounded) | -2 to all Social Tests for Duration x 10 | 3R | 15¥ | SR5:CF |
Wudu'aku | Ingestion, Injection | 2d6 minutes | Essence +1d6 Hours, Maximum 12 hours | N/A | 4 | 1 | The user receives +2 dice on all Conjuring skill
group tests and adds +2 to her effective Charisma when dealing with spirits of man. |
N/A | 12F | 2350¥ | SR5:CF |
Zen | Inhalation | 5 Minutes | 10*1d6 minutes | Psychological | 3 | 1 | –2 Reaction, +1 Willpower, –1 physical action dice pool modifier | N/A | 4R | 5¥ | Core |
Zero | Ingestion, Injection | 1 hour | (20 - Body) Hours, Minimum 1 | Physiological | 1 | 3 | Allergy and Addiction reduction, promotion of cyberware adaptation, –2 to Disease Resistance Tests and Toxin Resistance Tests | N/A | 8R | 150¥ | SR5:CF |
Zombie Dust | Contact, Injection | 2 Combat Turns | Essence +1d6 Hours, Maximum 12 hours | Physiological | 2 | 3 | Causes a target to be instantly prepared for possession. While this can offer a rapid conversion for a friendly ally, it can also be used aggressively against unwilling targets. Note they still get their Intuition + Willpower Test to resist possession. | N/A | 12F | 1500¥ | SR5:CF |
Zone | Ingestion | 1 Hour | 12-Body Hours | Both | - | - | Ignore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1 | N/A | - | -¥ | SR5:CF |
Toxins
TOXIN | VECTOR | SPEED | PENETRATION | POWER | EFFECTS | AVAIL | COST (PER DOSE) | SOURCE |
---|---|---|---|---|---|---|---|---|
CS/Tear Gas | Contact,Inhalation | 1 Combat Turn | 0 | 8 | Disorientation, Nausea, Stun Damage | 4R | 20¥ | Core |
Gamma-Scopolamine | Injection | Immediate | 0 | 12 | Paralysis, Truth Serum | 14F | 200¥ | Core |
Narcojet | Injection | Immediate | 0 | 15 | Stun Damage | 8R | 50¥ | Core |
Nausea Gas | Inhalation | 3 Combat Turns | 0 | 9 | Disorientation, Nausea | 6R | 25¥ | Core |
Neuro-Stun VIII | Contact, Inhalation | 1 Combat Turn | 0 | 15 | Disorientation, Stun Damage | 12R | 60¥ | Core |
Neuro-Stun IX | Contact, Inhalation | 1 Combat Turn | 0 | 15 | Disorientation, Stun Damage | 13R | 60¥ | Core |
Neuro-Stun X | Contact, Inhalation | 1 Combat Turn | -2 | 15 | Disorientation, Stun Damage | 14R | 100¥ | Core |
Pepper Punch | Contact, Inhalation | 1 Combat Turn | 0 | 11 | Nausea, Stun Damage | - | 5¥ | Core |
Seven-7 | Contact, Inhalation | 1 Combat Turn | -2 | 12 | Physical Damage, Disorientation, Nausea | 20F | 1,000¥ | Core |
Aconite | Injection, Ingestion | 1 Combat Turn | 0 | 5 | Physical Damage, Nausea, Special: Willpower + Magic (Power) to not revert to natural shape | 11F | 200¥ | SR5:HT |
Atropine | Injection | Immediate | 0 | 5 | Physical Damage,Disorientation | 10F | 150¥ | SR5:HT |
Dog asp venom | Injection | 1 minute | 0 | 10 | Physical Damage | 12F | 350¥ | SR5:HT |
Ekyelebenie venom | Injection | 1 Combat Turn | 0 | 8 | Physical Damage, Blindness (Special) | 16F | 575¥ | SR5:HT |
Naga venom | Injection | Immediate | 0 | Special | Physical Damage | Power*3F | Power*100¥ | SR5:HT |
Nova scorpion venom | Injection | 1 hour | -2 | 12 | Physical Damage | 14F | 600¥ | SR5:HT |
Tetrodotoxin | Injection, Ingestion | 1 Combat Turn with Injection, 10 minutes with Ingestion | 0 | 7 | Physical Damage,Paralysis/Suffocation (Special) | 8F | 1000¥ | SR5:HT |