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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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