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MisterVimes
Feb 21st, '03, 05:26 AM
I'm trying to think of the best way to create a supply of pills/injections/whatever to temporarily boost enemy agents' stats. Would continuing charges in an OAF/OIF be the best way to go here. I think a framework might be cheesy especially where REC would be concerned.

Help a brotha out?

Klytus
Feb 21st, '03, 05:35 AM
Nevr mind continuing charges on stats... I'd go with a simple Aid to the stats you want boosted, set the fade rate to the duration you have in mind, and define the charges as whatever delivery system you like: pills, slap-patches, injections, etc. Of course, there should be built-in side-effects and Limitations to the wonder drug: highly addictive and/or suffering from a stat drain when the effects of the drug fade.

MisterVimes
Feb 21st, '03, 05:40 AM
Originally posted by Klytus
Of course, there should be built-in side-effects and Limitations to the wonder drug: highly addictive and/or suffering from a stat drain when the effects of the drug fade.

Oh yes, considering the 'source' of this miracle aids to the crime community, you can expect nasty side effects.

Monolith
Feb 21st, '03, 05:50 AM
If you just want the agents to have some augmented stats when they are given something, then I would buy the stats as Characteristic/Powers and give them a Continuing Charge limitation.

Caveman Colonic: +10 STR, +5 DEX, +5 CON, +5 STUN (40 AP) 1 Continuing Charge lasting 1 hour: -1/4, Major Side Effect (always occurs when charge runs out): -1/4, IIF (colonic bag): -1/4. Total Cost 23 points.

:D

MisterVimes
Feb 21st, '03, 05:59 AM
Originally posted by Monolith
IIF (colonic bag): -1/4

I am frightened and disgusted, but much like a trainwreck I cannot avert my eyes...:D

The hanging point is REC. I want them to have an annoying little booster pill that they use to recover STUN and END. So, STUN and END Aid with charges? or +20 REC (2 charges)...

Basically a 'potion' to get them back fighting when they shouldn't be, while still keeping them human.

what's your take oh living Titan?

Monolith
Feb 21st, '03, 06:12 AM
Originally posted by MisterVimes
The hanging point is REC. I want them to have an annoying little booster pill that they use to recover STUN and END. So, STUN and END Aid with charges? or +20 REC (2 charges)...
I would just buy it as:
Vitalife: +20 STUN, +20 END, 1 continuing charge lasting 5 minutes: -3/4, Major Side Effect when charge runs out: -1/4, OIF Vitalife Pill: -1/2. Total Cost: 12 points.

I only use Aid when someone can grant a characteristic to someone else (Vitalife Man charges up the thugs with a touch). If the character can grant himself the characteristics then to me it is just a limited characteristic.

I would only go with Recovery on a charge if the person taking the drug can only recover back to his normal levels. If the character gets a boost beyond his normal 20 STUN/20 END, then I would go with the above.

MisterVimes
Feb 21st, '03, 06:15 AM
Originally posted by Monolith
I would just buy it as:
Vitalife: +20 STUN, +20 END, 1 continuing charge lasting 5 minutes: -3/4, Major Side Effect when charge runs out: -1/4, OIF Vitalife Pill: -1/2. Total Cost: 12 points.

I only use Aid when someone can grant a characteristic to someone else (Vitalife Man charges up the thugs with a touch). If the character can grant himself the characteristics then to me it is just a limited characteristic.

I would only go with Recovery on a charge if the person taking the drug can only recover back to his normal levels. If the character gets a boost beyond his normal 20 STUN/20 END, then I would go with the above.

The plan was to ONLY let them recover back to their normal levels, so I may do that. Essentially the REC pill will be used to take a recovery and the recovery is so high as to reset them back to their starting STUN and END.

Monolith
Feb 21st, '03, 06:25 AM
Originally posted by MisterVimes
The plan was to ONLY let them recover back to their normal levels, so I may do that. Essentially the REC pill will be used to take a recovery and the recovery is so high as to reset them back to their starting STUN and END.
An interesting spin might be to buy the recovery as a 1 turn charge, so that the person who takes the drug will get to use it 3-5 times before it wears off and causes damage to him.

Vitapill: +20 REC, 1 continuing charge for a Turn:-11/4, Major Side Effect as above: -1/4, OIF Pill: -1/2. Total Cost 13 points.

The character takes the pill and for 1 turn gets major recoveries. After that he takes a 40 point Major Side Effect (BODY Drain, INT Drain, whatever).

Klytus
Feb 21st, '03, 06:26 AM
The Heart-Attack Hyper-Caffeene Pill:

3d6 Aid (30 pts) to STUN and END (+¼) Fade Rate 5 per minute (+¼), IIF (pills -¼), 1 charge (-2) , Extreme Side Effect: STUN and END drained the same amount Aided for 10 minutes after the effects fade (-2) Total: 9 real points.
Plus : +10 REC (20 points). A 1 Hour single Continuing Charge (-¼) IIF: pill (-¼), Extreme Side Effect: Addiction and withdrawl. TOTAL: 13 real points.
GRAND TOTAL: 22 points.

Monolith
Feb 21st, '03, 06:26 AM
Stupid miss-post! :)

Lord Liaden
Feb 21st, '03, 07:09 AM
Depending on how addicted to this drug you want these agents to be, another approach might be to buy the agents with the heightened REC, END and/or STUN that you want them to have when using it, then give them all a Dependence on the drug leading to Weakness in those Characteristics.

BTW, Mr. Vimes, I'm familiar with the history of Miraclo, but who uses (ick!) mongoose blood?!

MisterVimes
Feb 21st, '03, 07:14 AM
Originally posted by Lord Liaden
BTW, Mr. Vimes, I'm familiar with the history of Miraclo, but who uses (ick!) mongoose blood?!

The Golden Age Whizzer (All-Winners Squad) got his powers from a transfusion of mongoose blood (instead of toxemia and dying :D ).

When Alan Moore was writing the book Top Ten (which is about a city populated by nothing but supers) one of the more popular 'booster' drugs selling on the black market was called 'Mongoose Blood' in tribute...

So to further the tribute to both stories I created the most byzantine title I could think of... and ended a sentence with a preposition... bad Vimes!:D

MisterVimes
Feb 21st, '03, 09:52 AM
<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Equipment</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top"> </td><td>Combat Drugs, all slots: 1 Continuing Charges lasting 1 Hour each (-1/4), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act -1/4) [<b>Notes:</b> Each Agent carries 40 APs worth of combat drugs - Side effect occurs when charges run out - Side effect is -10 AP to each boosted stat for 24 hours] </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td>1) <b><i>Boost: </i></b>+20 END (10 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td>2) <b><i>Celine: </i></b>+5 EGO (10 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4 </td><td>3) <b><i>Flex: </i></b>+5 CON (10 Active Points); No Figured Characteristics (-1/2) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7 </td><td>4) <b><i>Juice: </i></b>+15 STR (15 Active Points); No Figured Characteristics (-1/2) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11 </td><td>5) <b><i>Jazz: </i></b>+10 REC (20 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td>6) <b><i>Jenner: </i></b>Running +5" (10 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td>7) <b><i>Scream: </i></b>+1 SPD (10 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8 </td><td>8) <b><i>Spook: </i></b>+15 PRE (15 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td>9) <b><i>Tyson: </i></b>+10 STUN (10 Active Points) (not added to totals) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7 </td><td>10) <b><i>Wire: </i></b>+5 DEX (15 Active Points); No Figured Characteristics (-1/2) (not added to totals) </td><td valign="top" align="right"></td></tr></table>

Monolith
Feb 21st, '03, 10:10 AM
Looks pretty good MisterVimes. Consider it stolen. :)

MisterVimes
Feb 21st, '03, 10:13 AM
Originally posted by Monolith
Looks pretty good MisterVimes. Consider it stolen. :)

Exxxxxxxxcellent
I'm steal-worthy:D

Peregrine
Feb 21st, '03, 10:46 AM
What does the note 'not added to totals' mean, exactly?

(And yeah, I stole it too...)

Monolith
Feb 21st, '03, 10:47 AM
Originally posted by Peregrine
What does the note 'not added to totals' mean, exactly?
That is just an internal software issue with HD to signify that it does not show up under Characteristics on the character sheet.

MisterVimes
Feb 21st, '03, 10:48 AM
Originally posted by Peregrine
What does the note 'not added to totals' mean, exactly?

(And yeah, I stole it too...)

Sorry, that's at note from Hero Designer. It means that when the character sheet is printed that those numbers are not added to the character's base stats.

As you can see at the end of this thread. (http://www.herogames.com/forums/showthread.php?s=&threadid=573)

Chaosliege
Feb 21st, '03, 10:50 AM
Originally posted by Monolith
Looks pretty good MisterVimes. Consider it stolen. :)

I was thinking the same thing.. I know a few thugs that would love this stuff.....:D

MisterVimes
Feb 21st, '03, 10:51 AM
Originally posted by Chaosliege
I was thinking the same thing.. I know a few thugs that would love this stuff.....:D

That's the plan... Pinehurst (see this thread (http://www.herogames.com/forums/showthread.php?s=&threadid=573) ) and Project: Pantheon may be giving out freebies to some of the street thugs. The first one's always free.

Klytus
Feb 21st, '03, 12:10 PM
ROTFLMAO!

You named the Ego-boosing drug "Celine!" I love it! :D

MisterVimes
Feb 21st, '03, 12:20 PM
Originally posted by Klytus
ROTFLMAO!

You named the Ego-boosing drug "Celine!" I love it! :D

YAY! Someone noticed!

MisterVimes
Feb 21st, '03, 12:23 PM
For those of you using HD who want to use the Combat Drug Suite, here it is as a HD Prefab.

Chaosliege
Feb 21st, '03, 12:27 PM
You rock MisterVimes.. I feel like the ferengi.. I just steal ideas from others. Oh well, I can live with myself.. :)

Superskrull
Feb 22nd, '03, 04:09 AM
Somehow this topic reminds me of a scenario Champsguy ran for me and a few others. We were playing supervillains in a combined Marvel/DC world. I was having a blast playing Superskrull for once. Our stated goal was killing the major superheroes off. For some reason, they wanted to start with Aquaman. :) Anyway, one of us was playing the grandson of Baron Blitzkrieg and he'd been this complete idiot and jerk in game so we talked him into a "surefire way to put you up there on Superman's power level" by dosing him up with a coctail of Miraclo & Velocity 9. The way we explained it to the poorly educated neoNazi superthug was that it would enable him to use all his energy on ALL his powers at once for like an hour a day. We, of course, had made sure that he was gonna go up like a drummer for Spinal Tap after like 5 minutes of running in overdrive. We figured he might even take a hero or two with him. That accursed Richards tracked us down however and we had to cut our losses and leave the little bastard to the heroes without juicing him up first.

Anyway, Velocity 9 is a wonderful plot device.

Law Dog
Feb 22nd, '03, 08:19 AM
Now, of course, if this was a Golden Age campaign, the drugs wouldn't be addictive or have any side effects. Hourman used to pop Miraclo without worry, but of course, whith the modern age overlay they are putting on these old stories, now come to find out the stuff was messing with Rex Tyler pretty bad.

Mavnn
Feb 22nd, '03, 08:34 AM
MisterVimes, your idea has been official stolen (again). My players hate you already, they just don't know it yet :).

Any complaints if it's being distributed by a Mister Vimes in my background? I quite liked your pantheon idea, and was thinking of remaining it's head after you in honour of the ideas source.

Michael

MisterVimes
Feb 22nd, '03, 09:17 AM
Originally posted by Mavnn
MisterVimes, your idea has been official stolen (again). My players hate you already, they just don't know it yet :).

Any complaints if it's being distributed by a Mister Vimes in my background? I quite liked your pantheon idea, and was thinking of remaining it's head after you in honour of the ideas source.

Michael

Sir, I would be HONORED to be the head of a criminal organization in your game.

Mutant for Hire
Feb 22nd, '03, 09:28 AM
Originally posted by Law Dog
Now, of course, if this was a Golden Age campaign, the drugs wouldn't be addictive or have any side effects. Hourman used to pop Miraclo without worry, but of course, whith the modern age overlay they are putting on these old stories, now come to find out the stuff was messing with Rex Tyler pretty bad.

I always loved how often these people would be horrified at all the drug dealers running around loose and then turn around and go and get this wonder drug from somewhere so they could go arrest the nasty drug dealers...

There's just something about the Golden Age that encourages, nay requires a glorious shutdown of all higher brain functions to properly appreciate. :)

More seriously, there should also be a Culminative Mental Transform in the side effects to generate Psych Lim: Addicted for some of these drugs. Culminative and allowing for partial effects (the Psych Lim grows stronger over time).

Law Dog
Feb 22nd, '03, 09:37 AM
Originally posted by Mutant for Hire
I always loved how often these people would be horrified at all the drug dealers running around loose and then turn around and go and get this wonder drug from somewhere so they could go arrest the nasty drug dealers...

There's just something about the Golden Age that encourages, nay requires a glorious shutdown of all higher brain functions to properly appreciate. :)



Keep in mind that this isn't totally without logic. Even in the 80's, before we learned the massively bad side effects, that anabolic steroids looked very attractive. It's the difference between construtive and destructive. From a social perprective, if steroids (or Miraclo) had no bad effects, they would actually provide a benefit without a being destructive. Even in most cases, illicit narcotics will not be destructive to most people who are casual users (I know there are some people gritting their teeth over this, but it is a fact), but the people it does crash, crash hard. Society has of course determined that the price is too great, so nobody whould use these drugs, even the people who could use them responsibly. I'm not going to say that this policy is good or bad, but it does merit some reflection.
If somebody could come up with a Miraclo or a "smart" drug that was proven to have absolutely no negative side effect, you can bet, I wouldn't mind taking it.

wcw43921
Feb 22nd, '03, 08:01 PM
You named the Ego-boosing drug "Celine!" I love it! :D

Actually, wouldn't it been more appropriate to call the ego-boosting drug J-LO? Hmmm???:p

MisterVimes
Feb 23rd, '03, 06:24 AM
Originally posted by wcw43921
Actually, wouldn't it been more appropriate to call the ego-boosting drug J-LO? Hmmm???:p

That will be the next line of drugs. The booty-enhancer.

MisterVimes
Feb 24th, '03, 06:38 AM
Here are a few modified Drugs from the Drug Designer's own stash that are sans side effects:

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mr. Vimes' Special Combat Drugs, all slots: , 4 Continuing Charges lasting 1 Hour each (+1/2); IIF (-1/4) [<b>Notes:</b> Unlike the Drugs Mr. Vimes sells, this drugs have no side-effects.]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">17&#160;&#160;</td><td>1) <b><i>Juice: </i></b>+20 STR (30 Active Points); No Figured Characteristics (-1/2) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">26&#160;&#160;</td><td>2) <b><i>Wire: </i></b>+10 DEX (45 Active Points); No Figured Characteristics (-1/2) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">17&#160;&#160;</td><td>3) <b><i>Flex: </i></b>+10 CON (30 Active Points); No Figured Characteristics (-1/2) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>4) <b><i>Celine: </i></b>+10 EGO (30 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>5) <b><i>Spook: </i></b>+20 PRE (30 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>6) <b><i>Scream: </i></b>+2 SPD (30 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">36&#160;&#160;</td><td>7) <b><i>Jazz: </i></b>+15 REC (45 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>8) <b><i>Boost: </i></b>+40 END (30 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>9) <b><i>Tyson: </i></b>+20 STUN (30 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>10) <b><i>Jenner: </i></b>Running +10" (30 Active Points) (not added to totals)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 240

hdp attached

MisterVimes
Mar 8th, '12, 08:17 AM
I clearly haven't found the prefered export format for the Hero Boards -- I'll keep looking :)
Here is an updated and cleaned up pre-fab for 5thED version of Drug Labs 1-4

42124

concord
Mar 8th, '12, 09:42 AM
quick clean up of post #33 - I will look at a 5E export template using tables as soon as I can...



Cost
Power
END



Mr. Vimes' Special Combat Drugs, all slots: 4 Continuing Charges lasting 1 Hour each (+1/2); IIF (-1/4)
Notes: Unlike the Drugs Mr. Vimes sells, these drugs have no side-effects.



17
1) Juice: +20 STR (30 Active Points); No Figured Characteristics (-1/2) (not added to totals)



26
2) Wire: +10 DEX (45 Active Points); No Figured Characteristics (-1/2) (not added to totals)



17
3) Flex: +10 CON (30 Active Points); No Figured Characteristics (-1/2) (not added to totals)



24
4) Celine: +10 EGO (30 Active Points) (not added to totals)



24
5) Spook: +20 PRE (30 Active Points) (not added to totals)



24
6) Scream: +2 SPD (30 Active Points) (not added to totals)



36
7) Jazz: +15 REC (45 Active Points) (not added to totals)



24
8) Boost: +40 END (30 Active Points) (not added to totals)



24
9) Tyson: +20 STUN (30 Active Points) (not added to totals)



24
10) Jenner: Running +10" (30 Active Points) (not added to totals)



Powers Cost: 240

MisterVimes
Mar 8th, '12, 11:17 AM
Thanks concord!

MisterVimes
Mar 8th, '12, 12:43 PM
Formatted for quick review




Cost
Power
END




Mister Vimes's Drug Lab I - Drugs for Thugs, all slots 1 Continuing Charge lasting 1 Hour (-1/4), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4) [Notes: Each Agent carries 40 APs worth of combat drugs - Side effect occurs when charges run out - Side effect is -10 AP to each boosted stat for 24 hours]




3
1) Boost: +20 END (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




3
2) Celine: +5 EGO (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




3
3) Flex: +5 CON (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), No Figured Characteristics (-1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




4
4) Juice: +15 STR (15 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), No Figured Characteristics (-1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




7
5) Jazz: +10 REC (20 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




3
6) Jenner: Running 5" (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




3
7) Scream: +1 SPD (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




5
8) Spook: +15 PRE (15 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




3
9) Tyson: +10 STUN (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)




4
10) Wire: +5 DEX (15 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), No Figured Characteristics (-1/2), IIF (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; -1/4)











Mister Vimes's Drug Lab II: Electric Bugaloo, all slots OAF (chemical spray) (-1)




9
1) Comfortably Numb: Touch Group Flash 10d6 (30 Active Points); 4 Charges (-1), OAF (chemical spray) (-1), Limited Power Characters with LS: Immune to Toxins are immune to the Drug (-1/4)
[4]



15
2) Fearoin: Drain PRE 5d6 (50 Active Points); 4 Charges (-1), OAF (chemical spray) (-1), Limited Power Characters with LS: Immune to Toxins are immune to the Drug (-1/4)
[4]



9
3) Halucinol: Mental Illusions 5d6, Invisible Power Effects (Fully Invisible; +1/2) (37 Active Points); 2 Charges (-1 1/2), OAF (chemical spray) (-1), Does Not Provide Mental Awareness (-1/4), Limited Power Characters with LS: Immune to Toxins are immune to the Drug (-1/4)
[2]



8
4) Molecular Debonder: Dispel Armor (Metals, Ceramics and Plastics) 10d6 (30 Active Points); 2 Charges (-1 1/2), OAF (chemical spray) (-1), Limited Power Does not affect armor not composed of Metals, Ceramics or Plastic (-1/4)
[2]



11
5) Pixie Dust: Change Environment (Causes Confusion) 8" radius (-5 to Characteristic Roll or Skill Roll), Personal Immunity (+1/4) (40 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), OAF (chemical spray) (-1), Explosion (-1/4), Limited Power Characters with LS: Immune to Toxins are immune to the Drug (-1/4)
[2 cc]



12
6) Slow-vacaine: Drain SPD 4d6 (40 Active Points); 4 Charges (-1), OAF (chemical spray) (-1), Limited Power Characters with LS: Immune to Toxins are immune to the Drug (-1/4)
[4]










Mister Vimes's Drug Lab III: Solvents, Glues and Modern-day Alchemy, all slots OAF (Chemical Agents) (-1)




8
1) Molecular Debonder: Dispel Armor (Metals, Ceramics and Plastics) 10d6 (30 Active Points); 2 Charges (-1 1/2), OAF (Chemical Agents) (-1), Limited Power Does not affect armor not composed of Metals, Ceramics or Plastic (-1/4) [Notes: This reagent just loves Metals, ceramics and plastics. Toss (or spray) it on the armored subject and watch them scatter.]
[2]



7
2) Mr. Potato Head: Shapeshift (Sight and Hearing Groups) (15 Active Points); OAF (Chemical Agents) (-1), Limited Effect (-1/4), 2 Continuing Charges lasting 1 Hour each (-0) [Notes: This nerve agent was originally intended to stun the enemy but the batch proved too weak. Now it's the greatest getaway tool around. One shot loosens muscle control in the face an vocal chords making you look years older.]
[2 cc]



15
3) Phantom of the Opera: Drain COM 2d6, Custom Modifier (+1 1/2) (50 Active Points); 4 Charges (-1), OAF (Chemical Agents) (-1), Limited Power Characters with LS: Immune to Toxins are immune to the Drug (-1/4) [Notes: This splash of non-reactive acid is enough to foul anyone's secret identity.

Recovers 5 AP/6 Hours]
[4]



12
4) Safe-T Acid: Tunneling 1" through 14 DEF material (44 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), OAF (Chemical Agents) (-1), Limited Medium Limited (-1/2) [Notes: Use new Safe-T Acid to cut through the densest of materials. Works on Metals, Ceramics and Plastics, but doesn't harm human skin! Safe Cracking is a breeze with Safe-T Acid.]
[2 cc]



21
5) Sand Castle: Force Wall (10 PD/10 ED/5 Flash Defense: Sight Group) (Opaque Hearing Group) (73 Active Points); 2 Charges (-1 1/2), OAF (Chemical Agents) (-1) [Notes: This bacterial wall building organism is based on a gene-splice of coral and yeast with a special growth accelerant. Need a quick bit of cover? Just plop down your Sand Castle and blast away from the safety of cover.]
[2]



14
6) Stick Around: Drain Running/Flight that must touch surface 2d6, Sticky (+1/2), Area Of Effect (3" Radius; +1) (50 Active Points); 2 Charges (-1 1/2), OAF (Chemical Agents) (-1) [Notes: This tacky glue was an obvious out growth of the Post-it note. Spread this sticky sustance to the ground and have your enemies stick around.]
[2]










Mister Vimes's Drug Lab IV: Designer Combat Drugs for the Discerning Villain, all slots 4 Continuing Charges lasting 1 Hour each (+1/2); all slots IIF (-1/4) [Notes: Unlike the Drugs Mr. Vimes sells, this drugs have no side-effects.]




8
1) Juice: +20 STR (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), No Figured Characteristics (-1/2), IIF (-1/4)




12
2) Wire: +10 DEX (30 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), No Figured Characteristics (-1/2), IIF (-1/4)




8
3) Flex: +10 CON (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), No Figured Characteristics (-1/2), IIF (-1/4)




10
4) Celine: +10 EGO (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)




10
5) Spook: +20 PRE (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)




10
6) Scream: +2 SPD (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)




15
7) Jazz: +15 REC (30 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)




10
8) Boost: +40 END (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)




10
9) Tyson: +20 STUN (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)




10
10) Jenner: Running 10" (20 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), IIF (-1/4)

concord
Mar 8th, '12, 12:48 PM
Formatted for quick review... lots of snippageLooks good... rep if I could...

MisterVimes
Mar 8th, '12, 12:50 PM
Thanks. This was a case of building the tool I needed to work with. Now that I have that, I can get to work on creating gadgets and gear.

Christopher
Mar 8th, '12, 01:14 PM
I think you could add a Extra Time (Extra Phase) Limitation, to simulate taking one pill/using the autoinjector in your armor. Would be a serious step down from the current 0-Phase activation time.

MisterVimes
Mar 8th, '12, 07:09 PM
I think you could add a Extra Time (Extra Phase) Limitation, to simulate taking one pill/using the autoinjector in your armor. Would be a serious step down from the current 0-Phase activation time.

As I refine this old set of power, consider it added. Great idea.

Hawknight
Mar 11th, '12, 11:16 AM
That list is making me plan an Dark Champions adventure about the underworld pushing these drugs onto regular crooks and how the players can stop the flood of super junkies in Hudson City. Thanks for this great premise. It will probably run for at least a dozen sessions and continue to be a part of the games in the future (old drugs, users having flashbacks etc.)

MisterVimes
Mar 12th, '12, 05:00 AM
That list is making me plan an Dark Champions adventure about the underworld pushing these drugs onto regular crooks and how the players can stop the flood of super junkies in Hudson City. Thanks for this great premise. It will probably run for at least a dozen sessions and continue to be a part of the games in the future (old drugs, users having flashbacks etc.)

Thanks. I'm glad you like it. Apparently a heinous drug pusher named "Mr. Vimes" has made a few appearances in a couple of campaigns run by board members.

Christopher
Mar 12th, '12, 10:16 AM
If you want it to be really wierd, let them make a Ninja Drug:
http://drmcninja.com/archives/comic/4p1/

MisterVimes
Mar 12th, '12, 10:22 AM
If you want it to be really wierd, let them make a Ninja Drug:
http://drmcninja.com/archives/comic/4p1/

Not as weird as we might imagine. What if Mister Vimes creates a rug that uses a cocktail of boosters with some modified RNA to extend skills to the user?

bigbywolfe
Mar 12th, '12, 09:32 PM
Not as weird as we might imagine. What if Mister Vimes creates a rug that uses a cocktail of boosters with some modified RNA to extend skills to the user?That would be an impressive piece of carpet. ;)

MisterVimes
Mar 13th, '12, 04:39 AM
That would be an impressive piece of carpet. ;)

What? You have never heard of Mister Vimes's assistant "The Hairdresser" and his famed "Tenchu Toupee"!?!?!