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content:official:rules:drugs_and_toxins

Drugs and Toxins

Drugs

25cr, mass 1, non-energized, rq# -

Drugs generate effects as indicated and can be neutralized like a Toxin with a Science check of 11 and a MedKit or 8 in a Sick Bay or with administration of a “Detox” drug. It is an automatic action to administer drugs to an unresisting target (willing, stunned, unconscious, dead, etc.) Resisting targets can be drugged with a successful grapple attempt (page 40).

Patches

Drugs can be applied as patches. This increases their mass to 2 but does not require a free hand to activate. If you want to apply your patch to somebody else, it requires 3 automatic actions: remove it from your body, apply it to target’s body and activation.

*Drugs marked with an asterisk give the listed benefit but put a +1 difficulty penalty on all other skill checks.

DRUGS DAMAGE/EFFECT
Aggro* Combat skill check difficulties reduced by 1.
Charme* Diplomacy skill check difficulties reduced by 1.
Detox Eliminate all drugs and toxins in the recipient's system.
Dull* -1 point of damage per die.
Equilout* Ignore OOC.
FlyBoy* Piloting skill check difficulties reduced by 1.
Numb Reroll highest die in your skill check and nay reroll highest damage die you suffer.
Patches Drug patch technology mass +1 but need not be in hand.
Roid* Athletics skill check difficulties reduced by 1. +100 to your Carry and +1 melee damage.
Stim* +3 to movement even if unconscious or dying (up to -20 hp).
StunGone Reroll vs stun effects. Athletics check of 11 or be stunned when administered.
SupSci* Science skill check difficulties reduced by 1.
TecKnow* Engineering skill check difficulties reduced by 1.
* These drugs give the listed benefit but a +1 penalty on all other skill checks.

Toxins

Needlers and Gas grenades are loaded with poisons. Consult the specific Toxin to see the effect it generates. You can purchase single doses of toxins to administer just like any other drug with a successful grapple (page 40)

Needlers

Any character shot with a Needler is automatically under the effect of the Needler toxin.

See Needler on page 83.

Gasses

A character in a module with a gas cloud at any point during the phase including the end of the phase must make a passive Athletics check of 11 to avoid the Gas effect. Once a character is affected, they suffer just as if shot by a needler with the toxin.

Ending Toxic Effects

A Science skill check of 11 as an action with a MedKit can be taken to neutralize all toxins and drugs in a character’s system. (Science check vs. 8 with a Sick Bay).

The Detox drug clears all drugs and toxins from the system.

TOXINS DAMAGE/EFFECT
Death Target makes an Athletics check of 8 or drop to -6 hit points.
Goof Target must reroll the highest die of each active skill check.
Ionizer Raise the target's ionization level by 2.
Kayo Athletics check of 8 or target knocked out until damaged.
Nervo Target makes Athletics check of 11 or drops everything in hand.
Oucho Target suffers 1d6-1 damage at the end of each phase.
Paino Target takes +2 points per die from all dice-based damage sources.
Slowgo Target's move attribute is reduced to 1.
Stun Target must make an Athletics check of 11 or be stunned see page 85.
Suscepto Target must reroll the highest die of any otherwise successful Athletics check
content/official/rules/drugs_and_toxins.txt · Last modified: 2020/09/22 22:15 by lektu