SR5:Gear Lists:Medical

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5th Edition Lists
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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