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Miraclo pills and Mongoose Blood


MisterVimes

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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.

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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

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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.

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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).

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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.

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Here are a few modified Drugs from the Drug Designer's own stash that are sans side effects:

 

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, this 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

 

hdp attached

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  • 9 years later...

Re: Miraclo pills and Mongoose Blood

 

quick clean up of post #33 - I will look at a 5E export template using tables as soon as I can...

 

[table]

[tr]

[td]Cost[/td]

[td]Power[/td]

[td]END[/td]

[/tr]

[tr]

[td] [/td]

[td]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. [/td]

[td] [/td]

[/tr]

[tr]

[td]17 [/td]

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

[td] [/td]

[/tr]

[tr]

[td]26 [/td]

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

[td] [/td]

[/tr]

[tr]

[td]17 [/td]

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

[td] [/td]

[/tr]

[tr]

[td]24 [/td]

[td]4) Celine: +10 EGO (30 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[tr]

[td]24 [/td]

[td]5) Spook: +20 PRE (30 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[tr]

[td]24 [/td]

[td]6) Scream: +2 SPD (30 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[tr]

[td]36 [/td]

[td]7) Jazz: +15 REC (45 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[tr]

[td]24 [/td]

[td]8) Boost: +40 END (30 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[tr]

[td]24 [/td]

[td]9) Tyson: +20 STUN (30 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[tr]

[td]24 [/td]

[td]10) Jenner: Running +10" (30 Active Points) (not added to totals) [/td]

[td] [/td]

[/tr]

[/table]

Powers Cost: 240

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Re: Miraclo pills and Mongoose Blood

 

Formatted for quick review

 

 

[table]

[tr]

[td=align: right]Cost [/td]

[td]Power[/td]

[td=align: right]END[/td]

[/tr]

 

[tr]

[td=align: right] [/td]

[td]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] [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]3 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]3 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]3 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]4 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]7 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]3 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]3 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]5 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]3 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]4 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right] [/td]

[td] [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right] [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]9 [/td]

[td]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) [/td]

[td= valign=top""align: right][4][/td]

[/tr]

 

[tr]

[td=align: right]15 [/td]

[td]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) [/td]

[td= valign=top""align: right][4][/td]

[/tr]

 

[tr]

[td=align: right]9 [/td]

[td]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) [/td]

[td= valign=top""align: right][2][/td]

[/tr]

 

[tr]

[td=align: right]8 [/td]

[td]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) [/td]

[td= valign=top""align: right][2][/td]

[/tr]

 

[tr]

[td=align: right]11 [/td]

[td]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) [/td]

[td= valign=top""align: right][2 cc][/td]

[/tr]

 

[tr]

[td=align: right]12 [/td]

[td]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) [/td]

[td= valign=top""align: right][4][/td]

[/tr]

 

[tr]

[td=align: right] [/td]

[td] [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right] [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]8 [/td]

[td]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.] [/td]

[td= valign=top""align: right][2][/td]

[/tr]

 

[tr]

[td=align: right]7 [/td]

[td]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.] [/td]

[td= valign=top""align: right][2 cc][/td]

[/tr]

 

[tr]

[td=align: right]15 [/td]

[td]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] [/td]

[td= valign=top""align: right][4][/td]

[/tr]

 

[tr]

[td=align: right]12 [/td]

[td]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.] [/td]

[td= valign=top""align: right][2 cc][/td]

[/tr]

 

[tr]

[td=align: right]21 [/td]

[td]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.] [/td]

[td= valign=top""align: right][2][/td]

[/tr]

 

[tr]

[td=align: right]14 [/td]

[td]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.] [/td]

[td= valign=top""align: right][2][/td]

[/tr]

 

[tr]

[td=align: right] [/td]

[td] [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right] [/td]

[td]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.] [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]8 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]12 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]8 [/td]

[td]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) [/td]

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]10 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]10 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]10 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]15 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]10 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]10 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[tr]

[td=align: right]10 [/td]

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

[td= valign=top""align: right][/td]

[/tr]

 

[/table]

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Re: Miraclo pills and Mongoose Blood

 

I think you could add a Extra Time (Extra Phase) Limitation' date=' to simulate taking one pill/using the autoinjector in your armor. Would be a serious step down from the current 0-Phase activation time.[/quote']

 

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

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Re: Miraclo pills and Mongoose Blood

 

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.)

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Re: Miraclo pills and Mongoose Blood

 

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' date=' users having flashbacks etc.)[/quote']

 

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.

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