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BTLS Better-Than-Life chips: pleasurable & addictive ADDICTION: WITHDRAWAL Fix Needed:
simsense programs (protective filters off), p. 413 Mild: 1/Month: 1 dose or 1 hour of activity
Speed: Immediate, Addiction Type: Psychological, Moderate: 1/2weeks: 1 dose or 1 hour of activity
Duration: Varies (usually 10 x 1d6 minutes) Severe: 1/week: 2 doses or 2 hours of activity
Illegal: usually sold as actual chips rather than online Burnout: 1/day: 3 doses or 3 hours of activity
Dreamdeck chips: require simsense with Hot-Sim mod If don’t get fix, make Withdrawal Test:
Direct-input chips: only require datajack Psychological: LOG + WIL, Physiological: BOD + WIL
All chips auto-erase when done (forced to buy more) Success: Can stay clean until next Withdrawal Test
Bypass with Hardware + LOG (10, 1 hour) Failure: Must seek out fix, penalties until you get fix:
Mild: Psychological: –2 to Mental Attribute tests,
GAINING ADDICTION Addiction Test Time Period: Physiological: –2 to Physical Attribute tests
( 11 – Addiction Rating) weeks Moderate: Psychological: –4 to Mental Attribute
Reduce Addiction Threshold by 1 for each week in tests, Physiological: –4 to Physical Attribute tests,
Addiction Test Time Period you didn’t use (if Severe: Psychological: –4 to Mental Attribute tests,
reduce Addiction Threshold to 0, don’t need test) Physiological: –4 to Physical Attribute tests
Addiction Test based on Addiction Type: Burnout: Psychological: –6 to Mental Attribute
Psychological: LOG + WIL, Physiological: BOD + WIL tests, Physiological: –6 to Physical Attribute tests
Both: Must succeed on both tests
If Hits < Addiction Threshold (modified as above):
ALLERGY Attacked by Allergic substance:
Gain Mild Addiction Quality (p. 77). If Already addict
Penalty to Damage Resistance Test: –1/–2/–3/–4 for
increase 1 level (Mild-Moderate-Severe-Burnout)
Mild/Moderate/Severe/Extreme
If Burnout fails Addiction Test : permanently lose 1
Additional effects: see Allergy Table
BOD or WIL (choose highest), reduces racial Max
If tied, Physiological: BOD, Psychological: WIL
If either reduced to 0, fall into coma DOC WAGON RFID Tag (implant/wristband): activate
to call for help (creates
homing beacon).
Biomonitor with
Wireless ON can
automatically alert if
dying.
Won’t enter megacorp
or government SLAP PATCHES Antidote Patch: +Rating to Toxin
property without Resistance Test
permission. Stim Patch: Heals Rating Stun Damage for Rating x 10
Extra fees for each minutes. Can’t rest while in effect. After duration,
resuscitation, HTR take Rating + 1 Stun Damage (unresisted). Repeated
team (if needed), use is addictive: Addiction Rating 2, Threshold 1.
and each DocWagon Trauma Patch: For dying patient (in Overflow
employee killed. damage). Wireless ON: Stabilize automatically.
(see p.450) Wireless OFF: Allow patient BOD (3) test to Stabilize
TOXIN LIST NOTE: Gases can be dispersed by wind & TOXIN LIST NOTE: Gases can be dispersed by wind & BTL LIST NOTE: Addicts often loop BTLs in
other environmental conditions at GM’s discretion. other environmental conditions at GM’s discretion. continuous playback: causes catatonia, amnesia,
dissociative identity disorder, flashbacks, synaesthesia
CS/Tear Gas Neuro-Stun (sensory “crossover”). May die from malnutrition/
Vector: Contact, Inhalation Vector: Contact, Inhalation dehydration (no will to do anything), or suicide.
Speed: 1 Turn Speed: 1 Turn
Penetration: 0 Penetration: Neuro-Stun VIII & IX: 0, Neuro-Stun X: –2 Dreamchips: Standard simsense recording (studio-
Power: 8 Power: 15 produced sim/movie, heroic fantasy, recorded crime,
Effect: Disorientation, Nausea, Stun Damage Effect: Disorientation, Stun Damage porn) modified for BTL output
Notes: Washing with soap and water stops Nausea. Notes: Colorless and odorless gas. Neuro-Stun VIII:
Inert after exposed to air for 2 minutes. inert after exposed to air for 10 minutes. Neuro-Stun Moodchips: Most common on the street. Pure
IX & X: inert after exposed to air for 1 minute. emotion (euphoria, terror, hate), usually feel opposite
Gamma-Scopolamine emotion for 1-2 hours after completion. RAS override
Vector: Injection Pepper Punch frequently disabled so user can walk around in real
Speed: Immediate Vector: Contact, Inhalation world while experiencing chip.
Penetration: 0 Speed: 1 Turn
Power: 12 Penetration: 0 Personafix (P-fix) chips: Combined with skillsoft
Effect: Paralysis, Truth Serum (see below) Power: 11 technology, modifies basic personality and behavior
Notes: Paralysis lasts for 1 hour (includes speech loss Effect: Nausea, Stun Damage patterns to become different person (usually
& delirium), then functions as “truth serum” for Notes: Typically a liquid spray. Often tagged with RFID historical figure or celebrity). RAS override frequently
another hour (–3 to Target’s WIL, minimum WIL of 1) tags or special dye to identify victim later. If sprayed disabled so user can walk around in real world while
in eyes: trouble seeing & breathing. experiencing chip.
Narcoject
Vector: Injection Seven-7 Tripchips: Similar to Moodchips, produce specific
Speed: Immediate Vector: Contact, Inhalation sensory output/sensation such as simulating being
Penetration: 0 Speed: 1 Turn underwater, deliberately causing synaesthesia
Power: 15 Penetration: –2 (sensory “crossover”). RAS override frequently
Effect: Stun Damage Power: 12 disabled so user can walk around in real world while
Effect: Physical Damage, Disorientation, Nausea experiencing chip.
Nausea Gas Notes: Colorless and odorless gas. Inert after exposed
Vector: Inhalation to air for 10 minutes.
Speed: 3 Turns
Penetration: 0
Power: 9
Effect: Disorientation, Nausea
Notes: Inert after exposed to air for 2 minutes.
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