Difference between revisions of "SR5:Gear Lists:Medical"

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{{SR5:List Navigation}}
 
{{SR5:List Navigation}}
 
{{SR5:Gear Navigation}}
 
{{SR5:Gear Navigation}}
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==Health Gear==
 +
<center>
 +
{| class="sortable wikitable" style="text-align:center;"
 +
!TYPE!!NAME!!AVAIL!!COST!!SOURCE
 +
<!-- Biotech -->
 +
{{SR5:Health Gear Row|Type=Biotech|Name=Biomonitor|Availability=3|Cost=300}}
 +
{{SR5:Health Gear Row|Type=Biotech|Name=Disposable syringe|Availability=3|Cost=10}}
 +
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit (R 1-6)|Availability=Rating|Cost=Rating x 250}}
 +
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit Supplies|Cost=100}}
 +
 +
<!-- DocWagon Contracts -->
 +
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Basic|Cost=5,000|CostNote= per year}}
 +
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Gold|Cost=25,000|CostNote= per year}}
 +
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Platinum|Cost=50,000|CostNote= per year}}
 +
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Super-platinum|Cost=100,000|CostNote= per year}}
 +
 +
<!-- Slap Patches -->
 +
{{SR5:Health Gear Row|Type=Slap Patch|Name=Antidote patch (R 1-6)|Availability=Rating|Cost=Rating x 50}}
 +
{{SR5:Health Gear Row|Type=Slap Patch|Name=Chem patch|Availability=6|Cost=200}}
 +
{{SR5:Health Gear Row|Type=Slap Patch|Name=Stim patch (R 1-6)|Availability=Rating x 2|Cost=Rating x 25}}
 +
{{SR5:Health Gear Row|Type=Slap Patch|Name=Tranq patch (R 1-10)|Availability=Rating x 2|Cost=Rating x 20}}
 +
{{SR5:Health Gear Row|Type=Slap Patch|Name=Trauma patch|Availability=6|Cost=500}}
 +
|}
 +
</center>
 +
 +
==Drugs==
 +
<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>
 +
 +
==Toxins==
 +
<center>
 +
{|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: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: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: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: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: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}}}}
 +
|}
 +
</center>

Latest revision as of 01:20, 1 August 2021

5th Edition Lists
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 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 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 - 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