Aberrant 2.0 Miscellaneous Equipment

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Chemicals

The year of 2150 has brought a lot of physiopharmaceutical enhancement methods to the table, and just as many methods of causing harm. Trinity-era drugs use the rules for Chemicals but are generally more targeted.

Toxins

Drugs

Berserker: An illegal combat drug, Berserker is PCP on steroids. It provides a fierce high, removes the person's ability to feel pain or incapacitation, removing limiters on their strength and speed, and also drives them into a fierce, unrelenting rage.

Potency: +5
Onset: 1 round
Interval: 1 scene
Addiction: +2
Effect: +2 to all physical attributes, no wound penalties (doesn't even notice Incapacitation). A Willpower roll (+2 difficulty) is required to not fly into a berserker rage in any stressful situation. Berserking means you are incapable of doing anything which requires significant thought, like trigger discipline or power usage.

Reaper: A drug designed to block fear and pain while keeping the person in question fully mentally capable, Reaper deadens emotions, blocks pain, and has few side effects save for the complete dispassionate mindset which can make it easier for a user to commit atrocities or kill.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +3 Willpower, Iron Will, no wound penalties, 2 bonus successes on any roll to resist emotional manipulation, no Virtue or Vice (no way to gain or lose WP for the duration). A character on Reaper has a highly dispassionate (some would say sociopathic) mindset and may do things they would not normally be willing to do to accomplish a goal.

Nebula: A social drug that increases everyone else's perceived attractiveness and one's own via pheromonal and other cues.

Potency: +3
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: Lusty flaw, +1 Appearance, +2 to all Sway rolls playing on lust or sexual attractiveness.