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Re: [HOE] Browsers & such
Nope, haven't seen this. Cool!
Jeff S
-----Original Message-----
From: Kai Tave <kaitave@harborside.com>
To: hoe@gamerz.net <hoe@gamerz.net>
Date: Saturday, July 06, 2002 10:44 PM
Subject: Re: [HOE] Browsers & such
>As requested, one of my homebrew Junker powers. This is a long one, just
so
>you know. Copyright 2001-2002 me.
>
>
>
>Chem
>
>Associated Spirits: Tool
>TN: 9
>Required Components:
> Chemical: 50%
> Electronic: None
> Mechanical: None
> Structural: None
>Drain: None
>
> From high-carbon steel to ultra-lightweight polymers to WD-40,
>chemistry is as important to technology as any other science. Chem allows
>your junker to whip up all manner of chemical compounds, from simple
>household cleaners to tailored drugs. All it takes is a few simple steps,
>and your waster can begin enjoying a better life through chemistry.
>
>Puttin’ Things Together
>
> Before you get started, be aware that chem works slightly differently
>than most other junker powers. When putting a chemical formula together,
>the total slot size you get is the cost for one helping of the chemical.
>Note that this slot size doesn’t represent physical size, but the
complexity
>of the formula. Chemicals can be made in batches like bullets; just
>multiply the slot cost by the desired amount of doses, then find the
minimum
>Frame size that the batch’s slot size fits in. This is the batch’s Frame
>size. Add this to the chem TN to determine the Target Number for that
batch
>of chemicals. The structural components required for each Frame are used
to
>construct a distillery. These distilleries can be reused to make
additional
>batches of chemicals as long as they aren’t any larger than the original
>batch. Note that Instability applies to the entire batch of chemicals
>created. If one dose of the chemical becomes unstable, so does the entire
>batch.
>
>Basic Chemistry
>
> The first thing chem can be used for is creating basic household
>chemical products. These include cleaning products, dyes, adhesives,
>lubricants, insecticides, and so on. These are fairly simple to create,
and
>have a slot cost of 4 slots per four ounces of product created.
>
>The Good Stuff
>
> Chem can also be used to create a variety of performance-enhancing
drug
>s. These drugs can pump up a brainer’s mind and body, but they can also
>have dangerous side effects. Some less-than-scrupulous junkers make a
>living out of creating and selling these concoctions.
> To create a drug, you have to choose that drug’s characteristics from
>the lists below. Each characteristic can be taken multiple times, up to a
>maximum of three times per characteristic.
>
>Strength, Quickness, Deftness:
> +2 Bonus: 0.3 slots/level
> +1 Step: 0.5 slots/level
>
>Cognition, Knowledge, Smarts:
> +2 Bonus: 0.5 slots/level
> +1 Step: 0.7 slots/level
>
>Wound penalties:
> Ignore one level of wound penalties: 0.3 slots/level
>
> Next, you need to determine the delivery method, onset time, and
>duration of the drug. Onset time is linked to the delivery method; taking
>the drug in an ingested form increases the onset time as the chemical has
to
>make its way through your body, while injecting the drug directly into your
>bloodstream works much faster. Injectors that hold a single dose of any
>drug can be made for one structural and one mechanical component. Larger
>auto-injector systems can also be built into other devices. These cost one
>slot and one structural component for each dose of the drug to be stored,
>plus two slots and two mechanical components for the delivery system and
>switch. The duration is simply how long the drug’s effects last in
minutes.
>All drugs must have a duration of at least one minute.
>
>Delivery method:
> Ingestion (2d6 minutes): 0.1 slots
> Ingestion (1d6 minutes): 0.5 slots
> Injection: (2 rounds): 1 slot
> Injection: (1 round): 3 slots
>
>Duration:
> Per minute: 0.5 slots
>
> Now that you’ve got all that stuff figured out, you have to see how
>addictive your formula is. All performance-enhancing drugs made with chem
>are addictive to some degree, either physiologically or psychologically.
>Corners can be cut, and drugs can be made cheaply and quickly, but such
>creations tend to be highly addictive. The side effects of such drugs can
>be lessened, but doing so requires extra refining and attention.
> Each drug has an Addiction code comprised of two parts: a Target Number
>and a severity. Each time a waster takes a dose of the drug in question he
>has to make a Spirit check against the Addiction TN of the drug. If he
>fails, he develops a hankerin’ for the drug. The severity of the Addiction
>indicates just how bad the hankerin’ is. This acts just like a normal
>hindrance, and can be bought off with Bounty Points just like normal.
>
>Target Number:
> Foolproof (3): 1.5 slots
> Fair (5): 1 slot
> Onerous (7): 0.7 slots
> Hard (9): 0.5 slots
> Incredible (11): 0.3 slots
>
>Severity:
> Mild: 1 slot
> Severe: 0.5 slots
>
> Take all the slot costs for each part of the drug, add them together,
>and you have the slot cost for one complete dose of the drug.
>
>The Silent Killer
>
> Now that we’ve made chemicals that help folks, let’s talk about
>chemicals that harm folks instead. Chem can be used to create various
kinds
>of poisons, from slow, lingering toxins to instant killers. To create a
>poison, you need to first determine how deadly it is. Use the tables for
>the ammo power to determine the potency of your formula, then use the slot
>cost for that damage level as the base slot cost for the poison. From
>there, simply determine the delivery method, onset time, and duration.
>Poisons do their damage at the beginning of each minute of their duration.
>The victim must roll a Vigor roll against the poison’s damage level. If he
>fails, he takes the difference in damage to his guts.
> The junker can also create paralytic toxins that incapacitate rather
>than kill. These poisons have a maximum damage type of d6, and only do
Wind
>damage. If the target is reduced to 0 Wind, then he is completely
>paralyzed, except for simple things like blinking and breathing. Even if
>the target isn’t completely paralyzed, he suffers a -2 penalty to his
>Nimbleness, Quickness, and Pace until the effects wear off. Wind lost in
>this manner returns at a rate of one point every 10 minutes.
> If your junker also knows the ammo power, he can manufacture injector
>rounds that can be fitted into most firearms. To do this, he has to choose
>what size round he’s making, then add an extra 10% structural and 20%
>mechanical components when making the ammo. Regardless of size, injector
>rounds only have damage levels of d4. Each injector round holds a single
>dose of any chemical.
>
>"Stan the Junkman wants to make some injector rounds for his trusty 10mm
>pistol. A normal 10mm round does 3d6 damage, so Stan figures each round’s
>size to be 0.6 slots. However, each round only does 3d4 damage. Stan
makes
>a batch of 20 10mm rounds, which costs him 2 chemical components, 3
>mechanical components, and 3 structural components."
>
> In order for the chemical to be injected, an injector round must cause
>at least one wound to the target. Injector rounds are stopped cold by
>anything heavier than light armor. Injector rounds may not be made
>armor-piercing or anti-personnel.
>
>Take two of these, and call me in the morning
>
> If your junker knows the healing power, he can use chem to create
>chemicals that bolster the body’s defenses against toxins or disease.
> These drugs boost the Vigor of the patient in an attempt to combat the
>affliction. First, choose how powerful the medicine is. A +2 bonus costs
3
>slots a level, while a +1 Step bonus costs 5 slots a level. Then, choose a
>delivery method and onset time, but not a duration. The duration depends
on
>what kind of medicine it is.
> Antitoxins immediately cause a contest between the poison and the
>boosted Vigor of the patient. If the patient wins, the toxin is
>neutralized. If the poison overpowers the antitoxin, the antitoxin was
>ineffective and the patient takes the difference in damage to his guts.
> Antibiotics last 24 hours per dose. They help the patient fight of
>diseases and infections, and add to his Vigor for those ailments only.
>However, the same drugs that strengthen your immune system can ravage the
>rest of your body. Every 24 hours someone is on antibiotics, they need to
>roll an unmodified Vigor roll against a TN of 5. If they fail, they suffer
>a -2 to all their physical attributes for the next 24 hours.
>
>* * *
>
>I may go back and tweak this some later. I've been thinking of having
>paralytic toxins force a massive Stun check rather than deplete wind.
>That's something I may get around to sometime soon, assuming I can find the
>time.
>
>--Kai Tave
>
>
>
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