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Post by Admin on Nov 27, 2013 3:00:03 GMT
Whoever is the Doctor will be able to administer Drugs and Symbiotic creatures (Symbiotes) to their patients. You of course have to have some drugs and symbiotes to administer them. These creatures give benefits to the host but like drugs they only last so long and that varies. The details of them is in the Doctor Class section of the Wars RPG book.
I'll have to stock the Med Lab on the ship with a variety of Drugs and Symbiotes at the start of the campaign.
Cybernetics are implants that replace body parts or increase some natural ability. Non-Gongen are limited to having a number of Cybernetic parts equal to their Stamina. Mavericks have a limit of Stamina + 2. Mavericks also have a 25% discount in price to purchasing them (and start with 3,000 Creds worth of them at the start of the campaign).
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Post by Admin on Jan 5, 2014 4:34:13 GMT
When the number of drugs in the patient's system and/or the symbiotes attached to the patient reaches a number equal to their Stamina they can have some side effects (page 45 Wars PDF, but I modified it for NWOD).
The ship's Medlab contains the following Drugs and Symbiotes at the start of the campaign:
32 Class I Enhancements: 3 Neuromuscular Accelerant (+2 to Initiative, lasts for 10 rounds) 2 Claw Graft Symbiote (Small hard-shelled organisms that grow into your hands, Deal Lethal DMG, Lasts 6 hours) 5 Symbiotic Digestive Bacteria (You need to eat 1/4th a normal person's amount of food per day, Lasts 4 days) 5 Thermozine Shot (+3 Dice to resist environmental heat, Lasts 2 days) 10 Polarzine Shot (+3 Dice to resist environmental cold, Lasts 2 days) 3 Adrenal Boost (+1 Dice to Strength, Lasts for 10 rounds) 2 Mitochondrial Trigger (+1 Dice to Stamina, Lasts for 10 rounds) 2 Neural Speed Gain (+1 Dice to Dexterity, Lasts for 10 rounds)
10 Class II Enhancements: 1 Ocular Gel (Cures blindness) 2 Tranquiline (Completely calms an upset, irate, dillusional, etc. patient for 10 rounds) 3 Advanced Clotting Agent (Take 2 levels less of damage when wounded, Lasts 6 hours) 2 Adrenal Boost Shots (+2 Dice Strength, Lasts 10 rounds) 2 Neural Connection Boost (+2 Dice Intelligence, Lasts 10 rounds)
4 Class III Enhancements: 1 Cellular Resiliency Treatment (Ignore the first 4 levels of damage from all sources, Lasts 4 days) 2 Counter Infection (Negates the disease affecting the patient) 1 Combat Enhancer (+2 Dice on all violent actions, and +2 to Defense, Lasts 6 hours)
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