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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).
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. |
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)
Any character shot with a Needler is automatically under the effect of the Needler toxin.
See Needler on page 83.
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.
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 |