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STANDARD MEDICAL DRUGS</br>
 
STANDARD MEDICAL DRUGS</br>
 
A standard Medic's Advanced Field Medical Kit carries 2 each doses and a tube of Medi-Gel. Price -2.
 
A standard Medic's Advanced Field Medical Kit carries 2 each doses and a tube of Medi-Gel. Price -2.
:'''Antibiotics''': As an Action to inject into a subject and adds +2 to checks to recover from any most disease.  
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:'''Antibiotics''': adds +2 to checks to recover from any most disease.  
:'''Antitoxin''': As an Action to inject into a subect, adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected (positive or negative) but painful to administer. After taking drug Distracted and Vulnerable for 2d6 rounds. Wealth +1 each dose
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:'''Antitoxin''': an Action to inject into a subect, adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected (positive or negative) but painful to administer. After taking drug Distracted and Vulnerable for 2d6 rounds. Wealth +1 each dose
 
:'''Calm Mind''': an Action to inject into a subect, adds +2 to any check for a subject to recover from temporary madness or other mental states. Wealth +1 each dose
 
:'''Calm Mind''': an Action to inject into a subect, adds +2 to any check for a subject to recover from temporary madness or other mental states. Wealth +1 each dose
 
:'''Healing Spray''': if admistered within 10 minutes of suffering a Wound, as a free action when applied adds +2 to ''Healing'' checks (stacks with any other bonus to heal Wounds) and +2 to Vigor checks to avoid Bleeding Out. Wealth +1 per dose
 
:'''Healing Spray''': if admistered within 10 minutes of suffering a Wound, as a free action when applied adds +2 to ''Healing'' checks (stacks with any other bonus to heal Wounds) and +2 to Vigor checks to avoid Bleeding Out. Wealth +1 per dose
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Non-Standard Drugs...
 
Non-Standard Drugs...
:'''Frenzon''': combat drug, lasts 1d10 minutes. Takes an Action to inject into a subect, gains Immunity to fear and the Frenzy Edge. Wt. nil, Wealth +0 per dose. Illegal (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).   
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:'''Frenzon''': combat drug, lasts 1d10 minutes. an Action to inject into a subect, gains Immunity to fear and the Frenzy Edge. Wt. nil, Wealth +0 per dose. Illegal (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).   
:'''Obscura''': As an Action to inject into a subect, makes a Vigor test at -2 or in 1d4 rounds they enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards from depression (-1 to all non-Soak rolls). Fairly additive. Wt. nil, Wealth +0 per dose, Illegal.
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:'''Obscura''': an Action to inject into a subect, makes a Vigor test at -2 or in 1d4 rounds they enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards from depression (-1 to all non-Soak rolls). Fairly additive. Wt. nil, Wealth +0 per dose, Illegal.
 
:'''Slaught''': Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose.
 
:'''Slaught''': Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose.
  

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