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Mailing List Logs for ShadowRN

Message no. 1
From: DS01813@*******
Subject: MORE TOYS FOR SHADOWRUN (GOOD SHIT!!!!!!!!!!!!!!)
Date: Wed, 8 Apr 92 12:21:00 CDT
Additional Equipment for Shadowrun


CYBERWARE

SIGHT SYSTEMS

Microvision: E.C.= .1, Cost= Rating * 5 000. This can only be
used to view things that are 20cm or closer. Rating * 100 is
the multiple. Maximum Rating= 20.

Spectral Range: E.C.= .2 each, Cost= 5 000 each. Allows the user
to perceive wavelengths other than those of the visible
spectrum, such as Short Wave, Radio Wave, VHF, UHF,
SHF(Radar), U.V., X-Rays, Gamma Rays, or Microwaves.

Visual Processor: E.C.= .1 * Rating, Cost= 10 000 * Rating.
Compares pictures in memory with those being viewed,
analyzes, overlays, etc. Maximum Rating= 5.


AUDITORY SYSTEMS

Directional Microphone: If inserted in the ear then it is totally
concealed, otherwise Cncl.= 24 - (Rating * 4).

Rating Field Essence Cost Cost
1 1o .2 5 000
2 10o .2 5 000
3 30o .2 5 000
4 variable .3 10 000

Sonic Range: E.C.= .2 each, Cost= 4 000. Allows the user to hear
in the following bands: Subsonic Freq., Short Wave, FM, VHF,
UHF, SHF(Radar), EHF.

Audio Processor: E.C.= .1 * Rating, Cost= 10 000 * Rating.
Compares, modulates and demodulates, analyzes, and overlays.
Maximum Rating= 5.

TASTE SYSTEMS

Taste Sensor: E.C.= .3, Cost= 2 500 * Rating. Maximum Rating= 12.
The rating of the system gives the user a bonus to the skill
dice to identify known tastes. Improved replacement
tastebuds.

Taste Processor: E.C.= .1 * Rating, Cost= 10 000 * Rating.
Compares, analyzes, and categorizes diff. tastes. It can be
put on any section of the body. Maximum Rating= 5.


OLFACTORY SYSTEMS

Olfactory Sensor: E.C.= .1 * Rating, Cost= 10 000 * Rating.
Maximum Rating= 5. Adds a bonus equal to the rating to a
perception test to identify known scents.

Olfactory Range: E.C.= .1 * Rating, Cost= 10 000 * Rating,
Maximum Range of 2 * Rating in meters. Maximum Rating= 5.
Allows extended range to identify scents.

Scent Edit-Out: E.C.= .2, Cost= 10 000 * Rating. Maximum Rating=
5. Roll as per Select Sound Filter but affects scents rather
than sounds.

Scent Processor: E.C.= .1 * Rating, Cost= 10 000 * Rating.
Compares, analyzes, categorizes diff. scents, can be put on
any section of the body. Maximum Rating= 5.

TACTILE SYSTEMS

Sensitouch: E.C.= .02 * Rating/hand size area, Cost= 2 000. Can
be placed on any area of the body. The pads are more
sensitive than normal skin and add a bonus to any skill
requiring delicate touch equal to the rating. It must be
placed so as to cover every area of the involved appendages
to receive the bonus. Maximum Rating= 5.

Tactile Edit-Out: E.C.= .2, Cost= 10 000 * Rating. Maximum
Rating= 5. Roll as per Select Sound Filter but affects
tactile sensations.


SPECIAL SENSORY SYSTEMS

Thermal Sense: E.C.= .1 if subdermal, negligible with display
link, Cost= 1 000. This is little more than a highly
accurate thermometer that measures in Celsius, and
Fahrenheit.

Thermal Edit-Out: E.C.= .25, Cost= 7 500. Allows the user to
ignore the affects of extreme temperatures. Note: this does
not cancel the damage of extreme temperatures; it just allows
the user to ignore the penalties.

Bioradar: E.C.= 1 if 360o, .75 if visual arc only, and .5 if SHF
vision is possessed. Cost= 50 000, 20 000, 15 000 resp.
Range= 50 meters. This emenates super-high frequency radio
waves and then receives them and routes the image to a
display link for cybereyes. A display link is mandatory.

Biosonar: E.C.= 1 if 360o, .75 if hearing only, and .5 if
Sub-Sonic Frequency hearing is possessed. Cost= 50 000, 20
000, 15 000 resp. Range= 75 meters. This emenates
sub-sonic sound waves and then receives them and routes the
image to a display link for cybereyes. A display link is
mandatory.


VOICE SYSTEMS

Vocal Amplifier: E.C.= .1 * Rating, Cost= Rating * 1 000. Rating
x.5 is the volume multiplier. Maximum Rating= 30. Every two
rating points adds 3 decibels.


MANIPULATION SYSTEMS

FastHand: E.C.= N.A., Cost= Rating * 50 000. Increases the
maximum number of shots equal to the Rating for
semi-automaticseven if this excedes the Firearms Skill +1
rule. This does not affect weapons on Automatic Fire. Maximum
Rating= 10.

Eye/Hand Coordinator: E.C.= .1 * Rating without CyberArm, .05 *
Rating with CyberArm, Cost= Rating * 150 000, Maximum Rating
3. Adds to the skill a number of dice equal to the Rating for
all B/R skill rolls concerning the time taken. Roll the extra
dice only for determining the extra reduction in time. Also
adds the Rating to the skill dice when used in Combat because
of greater accuracy.

FastArm: E.C.= N.A., Cost= Rating * 75 000. Adds Rating to the
Reaction only for the purpose of determining who gets first
strike in Hand-to-Hand Combat. Maximum Rating= 5.

FastLeg: E.C.= N.A., Cost= Rating * 75 000. Must be both legs.
Adds Rating to Quickness for movement purposes only. Maximum
Rating= 5.

AgileArm: E.C.= N.A., Cost= Rating * 100 000. Reduces the T# by
the Rating for throwing, etc. Maximum Rating= 5.

AgileLeg: E.C.= N.A., Cost= Rating * 100 000. Reduce the T# by
the Rating for Dancing, etc. Maximum Rating= 5.


REFLEXES

Adrenal Booster: E.C.= .2, Cost= Rating * 5 000. Add Rating to
Quickness ,Willpower, Body, and Strength. Subtract Rating
from Intelligence. Affects last for 1d6 minutes and can only
be used every 10 minutes.


REPRODUCTIVE

Contraceptive: E.C.= None, Cost= 300 + 50/year. 100% effective
and implanted in the fallopian tubes.

Proceptive: E.C.= .1, Cost= 1000. Prompts the female body to
produce ovum regardless of menstrual stage. 90% effective.

Ovulation Control: E.C.= .2, Cost= 4000. Acts as both a
Contraceptive and as a Proceptive.

Sperm/Ovum Filter: E.C.= .5, Cost= 10 000. Screens all cells that
don't pass a DNA check for mutations and birth defects.


MUSCULAR/SKELETAL

Rigidbone: E.C.= .25 * Rating * Level, Cost= 50 000 * Rating *
Level. Level 1= Central Body only. Level 2= Waist Up. Level
3= Full Body. Add the Rating to the Body Attribute vs. Impact
attacks only if that hit location is covered.

Flexbone: E.C.= .15 * Rating * Level, Cost= 25 000 * Rating *
Level. Level 1= Central Body only. Level 2= Waist Up. Level
3= Full Body. Add the 2 * Rating to the Body Attribute vs.
Impact attacks only if that hit location is covered.

Densebone: E.C.= .5 * Rating * Level, Cost= 75 000 * Rating *
Level. Level 1= Central Body only. Level 2= Waist Up. Level
3= Full Body. Add the 2 * Rating to the Body Attribute vs.
Impact attacks only if that hit location is covered. It also
increases the weight of the person by 5% per Rating per
Level. Level 2 allows the person to attack @ (Str)M3.

Fangs: E.C.= .1 or .2 for retractable, Cost= 4500 or 9000 for
retractable. Damage is (Str+3)L2, has no range, and for 5000
more and .1 E.C. a five dose refillable poison sack can be
installed.


DIGESTIVE

Ingestion Storage: E.C.= .2 * rating, Cost= 10 000 * Rating. Thi
allows a person to eat far more than his stomach has room
for. Each rating adds 25% normal food capacity.

Supermetabolism: E.C.= .5, Cost= 50 000. This doubles the users
metabolic capacity, effectively allowing him to eat half as
much and operate for the same length of time or to eat
normally and operate for twice as long as usual.

Ultrametabolism: E.C.=1, Cost= 150 000. This allows the user to
obtain nutrients from almost any source. The user may have to
eat a lot more than normal to get the daily required
nutrients from different sources.


RESPIRATORY

Oxygen Extractor: E.C.= .2 * Rating, Cost= 10 000 * Rating. Each
Rating point double the length of time the person can go
without air.

Air Storage: E.C.= .1 * Rating, Cost= 5 000 * Rating. This is a
small tank with a super small-super powerful attached
compressor to store small quantities of air. Each rating
allows the storage of a breath of air.


CIRCULATORY

Blood Loss Healer: E.C.= .3, Cost= 10 000. Works when Condition
Monitor reaches Moderate damage, it has five doses. This item
can be filled with other chemicals and set to work on
cybernetic control for .2 essence and 5 000 for five doses.
Additional chemicals or more doses cost an additional .1
essence each for five doses and 2 500 each. The device is
refilled with a large syringe and a Biotech(3) skill roll.

Chemical Analyzer: E.C.= .25 * Rating, Cost= 50 000 * Rating.
This grants the user a bonus to the appropriate skill, equal
to the rating in extra dice, for a perception or skill test
when attempting to identify any compound.


NEUROLOGICAL SYSTEMS

Painblocker: E.C.= .5, Cost= 10 000. This can be turned on or off
at will. It reduces the nerve signals above the pain
threshold to below the threshold. The users Reaction is at -2
while in use and is not aware of the level of his Condition
Monitor.

Balance Rig: E.C.= .25, Cost= 25 000. This reduces the users
Target numbers by 2 for all balance maneuvers. The device is
implanted in the inner ear and works like a gyro-balance.


IMPLEMENTARY SYSTEMS

Toolhand: E.C.= Must be on a cyberarm, Cost= 25 * the appropriate
tool kit. This is an attachment with tools all over it
instead of a hand. Because of the higher precision of control
through cybernetics, all target numbers using this device are
at -2.

Megaknuckles: E.C.= .1, Cost= 5 000. All hand-to-hand attacks to
physical damage at (Str)M1. This has replaced the infamous
roll of quarters. <Note: What's a roll of quarters?>

Gas Projector: E.C.= Only in a cyberarm, Cost= 1 200 for set
width and 1 800 for variable width. This projects either a
cloud or stream of chemical agents. The different types along
with the area of effect and ranges are listed below. It has a
magazine just like other weapons that is good for 20 shots.

Type Range Type Range
180o 1 m 10o 4 m
90o 2 m 1o 5 m stream
45o 3 m variable variable

CyberMole: E.C.= .2, Cost= 15 000 * Rating. Damage is (Rating)L3.
The mole has a Body of 3, is considered to be a Highly
Processed Object, and has 2 points of armor. Its Strength is
equal to its Rating. *

CybeSnake: E.C.= .5, Cost= 30 000 * Rating. Damage is (Rating)M2.
The mole has a Body of 5, is considered to be a Highly
Processed Object, and has 5 points of armor. Its Strength is
equal to its Rating. *

CyberBeast: E.C.= 1, Cost= 45 000 * Rating. Damage is (Rating)S2.
The mole has a Body of 7, is considered to be a Highly
Processed Object, and has 8 points of armor. Its Strength is
equal to its Rating. *

* All of these cybersystems must have an Active Skillsoft in
Unarmed Combat (general only) in order to function. This is
bought seperatly to facilitate upgrading. The system attacks
on the users actions but does not penalize the user in any
way and is considered as a seperate attack.


ARMOR
All of the following type of armor use the following
definitions. Level is 1 for chest and abdomin only. Level 2
is from waist up. Level 3 is the entire body. Rating is the
type and amount of material used.

Subdermal Padding: E.C.= level * rating * .1, Cost= level * rating
* 30 000. Resilient high-density plastic fibers placed in
layers under the skin. The Rating adds to the persons Body
vs. Ballistic only, as the padding is flexible and easily
cut. Maximum Rating is 5. Cncl= 20 - (level * rating).

Body Plating: E.C.= level * rating * .05, Cost= level * rating * 5
000. A skin-grafted exoskeleton made of synthetic polymers
and alloys, jointed with armorplast. Just like wearing a suit
of permanent armor. Armor types may not be layered. The armor
may be made in any color, including natural skin, camouflage,
and chrome. Cncl= 15 - (level * rating).

Rating 1= 1 Ballistic, 1 Impact.
Rating 2= 1 Ballistic, 1 Impact, +1 Body.
Rating 3= 1 Ballistic, 1 Impact, +2 Body.
Rating 4= 1 Ballistic, 1 Impact, +3 Body.
Rating 5= 1 Ballistic, 1 Impact, +4 Body.
Rating 6= 2 Ballistic, 2 Impact.
Rating 7= 2 Ballistic, 2 Impact, +1 Body.
Rating 8= 2 Ballistic, 2 Impact, +2 Body.
Rating 9= 2 Ballistic, 2 Impact, +3 Body.
Rating 10= 2 Ballistic, 2 Impact, +4 Body.
Rating 11= 3 Ballistic, 3 Impact.
Rating 12= 3 Ballistic, 3 Impact, +1 Body.
Rating 13= 3 Ballistic, 3 Impact, +2 Body.
Rating 14= 3 Ballistic, 3 Impact, +3 Body.
Rating 15= 3 Ballistic, 3 Impact, +4 Body.
Rating 16= 4 Ballistic, 4 Impact.
Rating 17= 4 Ballistic, 4 Impact, +1 Body.
Rating 18= 4 Ballistic, 4 Impact, +2 Body.
Rating 19= 4 Ballistic, 4 Impact, +3 Body.
Rating 20= 4 Ballistic, 4 Impact, +4 Body.


MISCELLANEOUS SYSTEMS:

Subdermal Pouch: E.C.= in.3 * .1 Cost= in.3 * 5 000. Cncl= 24 -
in.3. Maximum= 6in.3. An implanted pouch that is easily
opened and shut. The opening may be disguised as a scar,
wrinkle, or flap of skin.

Homing Device: E.C.= .1 * Rating. Cost= Rating * 5000. Range=
Rating * 1 kilometers. A super-high frequency transmitter
which continuously repeats a programmed signal.

Light Generator: E.C.= Level * Rating * .05 Cost= Level * Rating
* 5000. Range= 5 meters per Rating. These are basically
built in flashlights. This may be placed anywhere on the body
but must be in a location suitable to its width.

Level 1= 1o width Level 5= 180o width
Level 2= 10o width Level 6= 360o width
Level 3= 45o width Level 7= variable width
Level 4= 90o width

Signal Locator: E.C.= Rating * .1 Cost= Rating * 5000. Range= .5
Kilometer * Rating.

Chronometer: E.C.= .1 if subdermal or negligible if link to
display link. Cost= 1000. This keeps perfect time down to
the nanosecond range and must either be implanted subdermally
or linked to a display link.

Calender: E.C.= .1 if subdermal or negligible if link to display
link. Cost= 1000. This gives the user the advantage as if he
could look at a calander for any year in his head. If this is
linked to a datajack, the user can enter dates and times for
appointments in a very limited manner.




DRUGS

The following drugs all have an Addiction Factor (AF) listed
with the description of the drug followed by several other numbers
for use in a Unresisted Willpower Test. The first is the Target
Number to avoid addiction or building up a tolerance to the drug.
This target number is based on a value of one-half the maximum
Rating for the drug in question. For every two levels lower or
higher adjust the T# to avoid addiction and the T# modifier by
one. An addiction also causes a tolerance build-up. The second
number is the Target Number Modifier when the drug is used again
before a certain length of time has passed. This modifier is
cumulative. The third time is the length of time that must pass in
order to avoid the Target Number Modifier. The fourth number is
the length of time needed to reduce the tolerance level for that
drug by one-half. Once failed, another roll is made for each
multiple of the danger-time zine that passes without a break.The
Willpower Test is continued even after failure to check for
tolerance build-up and for the degree of the addiction.
The Withdrawal Factor (WF) is only used with addictive drugs
and represents the length of time before another fix is needed and
the number of boxes to be filled if the fix is not obtained. The
numbers of boxes also contains a letter representing whether it is
on the Physical (P) or the Mental (M) Condition Monitor. The
damage disappears once a fix is obtained. For each multiple of the
fix time that passes after the initial the character will take
one-quarter the initial damage, rounded up. This will affect the
character a number of times equal to the number of times the
character failed the addiction rolls. In order to break the
Addiction the character must make an Unresisted Willpower Test.
The Target Number is the third number in the WF. It is modified by
the number of times the character has become addicted. The roll
can be attempted once per two days. The base time to recover from
an Addiction is one month divided by the number of successes. If a
character is forced into rehabilitation he can automatically break
the addiction at the end of the month but will have to made
Willpower Tests to avoid useing the drug if presented with it and
to avoid seeking it out. This is made once per day until the
normal resistance roll succeeds.
Rating is the range of strengths for the various drugs. Cost
is for one unit of the drug times the rating.

AF:1/2/3/4 WF=1/2/3
1.= T# to avoid addiction. 1.= fix time
2.= T# modifier 2.= withdrawal dam.
3.= danger-time zone P=Physical M=Mental
4.= tolerance reduction time 3.= break addiction T#


MEDICAL

Alerlene:
AF=1/1/23h/NA WF0h/2m/4 Rating=1-15 Cost= Rtg. * 5
Avg.Rtg.=8 Duration=4 hours/success.
*This drug allows the user to stay wide awake for the
duration. An extra 4 hours of sleep is required for each
consecutive 24 hours awake.

Anacept (Male):
AF=1V/1/5h/NA WF0h/1p/2 Rating Cost= Rtg. * 1
Avg.Rtg.=5 Duration= 100 hours
*A 100% effective contraceptive for men. A dose must be taken
at least 15 minutes prior to sexual intercourse. It may be
bought over the counter.

Anacept (Female):
AF=1V/1/5h/NA WF0h/1p/2 Rating Cost= Rtg. * 15
Avg.Rtg.=5 Duration= 27 days
*A 100% effective contraceptive for women. A dose must be
taken at least 15 minutes prior to sexual intercourse. It may
be bought over the counter.

Andrex:
AF=4/1/1d/2w WF h/2p/4 Rating-30 Cost= Rtg. * 25
Avg.Rtg. Duration= 15 seconds/success.
*This drug effectively adds five boxes to the Mental and
Physical Condition Monitor for the duration. It also halves
the penalties for Encumbrance.

Arelenex:
AF=2/1/23h/2m WF6h/1p/3 Rating=1-10 Cost= Rtg. * 2
Avg.Rtg.=5 Duration= 4 hours/success.
*Available over the counter, it completely releives all
symptoms of the common cold for the duration.

Decilage:
AF=1/1/5h/NA WFh/1p/4 Rating=1-20 Cost= Rtg. * 5
Avg.Rtg. Duration= 1 hour/rating.
*A micro-organism with an incubation period of from 30-60
minutes that destroys ingested toxins and other M/O's in the
circulatory tract.

Hemoflux:
AF=1/2/3h/1m WF6h/2p/3 Rating Cost= Rtg. * 10
Avg.Rtg. Duration=4 hours/success.
*Causes greatly accelerated blood production, enough to
replace a bodies entire supply with 2 hours. The patient will
have a +4 to all target numbers for 24 hours and must have a
constant source of water. This has the effect of a +2 to all
medical rolls vs. Serious or Deadly damage.

Interferon III:
AF=1/1/6h/2m WF$h/2p/3 Rating=1-15 Cost= Rtg. * 25
Avg.Rtg. Duration= 1 roll/hour for 4 hours.
*This allows an immediate reroll of any success test vs.
virus' with the rating added to the number of dice. This is
allowed a number of times according to the duration. The roll
should be kept a secret as it takes one hour for a skilled
Physician to tell if the drug is having any affect, longer
for unskilled. Divide recovery time by the number of
successes.

Jirolene:
AF=5/1/24h/1m WF6h/3m/5 Rating=1-10 Cost= Rtg. * 5
Avg.Rtg.=7 Duration= 2 hours/success.
*This adds +2 to all Perception and Alertness rolls. 72
consecutive hours without a full rest and all Attributes
decrease by 1 every 2 hours until a full rest is taken.

Stirene:
AF=1/NA... WF=NA... Rating=1-15 Cost= Rtg. * 25
Avg.Rtg. Duration= 1 hour.
*Used to fight bacterial infections this allows an immediate
reroll of any success test with the rating added to the
number of dice. This is allowed a number of times according
to the duration. The roll should be kept a secret as it takes
one hour for a skilled Physician to tell if the drug is
having any affect, longer for unskilled. Divide recovery time
by the number of successes. Addiction means that the drug
becomes ineffective.


OVER THE COUNTER

Darlon:
AF=2/1/6h/2m WF=6h/2m/4 Rating=6-14 Cost= Rtg. * 20
Avg.Rtg. Duration= .5 hour/success.
*This gives a modifier of +1 to all Willpower rolls for the
duration as the user enters a state of self-certainty.

Doet-3:
AF=1/1/10h/2m WFh/3m/3 Rating=6-14 Cost= Rtg. * 10
Avg.Rtg. Duration= 1 hour/success.
*Gives a +2 to all Intelligence rolls involving artistic
conceptualization or holistic understanding for the duration.

Empagine:
AF=NA WF=NA Rating Cost= 10 000
Avg.Rtg. Duration= Permanent.
*This is only effective once. It permanently alters the
brains chemical balance by weakening the defensive neural
structures, releasing the user from the harsher aspects of
his personality. It allows the user to gain an additional 1D6
* .1 Essence. It has no effect on those that have not lost
Essence due to Cyberware.

Enkephalog:
AF=1/0/2h/2w WF=N.A. Rating-26 Cost= Rtg. * 50
Avg.Rtg. Duration= 10 minutes/success
*This is a nonaddictive painkiller that must be injected
directly into the brain to have any effect. A tolerance can
be built up. It can be mixed with Nerocene and injected
normally. While effective the user will feel no pain; that
is, no damage modifiers for the duration of the drug. The
downside is that the user does not know how much damage he
has taken.

Hemosclerex III:
AF=1/1/4h/2m WF=8h/2p/4 Rating=8-14 Cost= Rtg. * 50
Avg.Rtg. Duration= Until all blood loss is stopped.
*This is a hyper-coagulin that has the effect of reducing the
number of filled Physical damage boxes by one-half the number
of successes, to a maximum of one-half the initial damage.
The user will act as if the lower damage value applies unless
new damage is taken. At which time all damage is restored to
full value.

Human Growth Hormone:
AF=1V/1/4d/NA WF$h/2p/5 Rating-20 Cost= Rtg. * 75
Avg.Rtg. Duration= N.A.
*This must be taken several times per month for several
months to be effective. The user will gain +1 to the Strength
Attribute at the end of the first two months. Every month
after the second will add one centimeter in height and an
additional +1 Strength every two months. All Strength points
up to the racial maximum are permanent. All points beyond
this can only be maintained while on HGH. Once off the drug
Strength beyond the racial maximum decreases by one per
month. Additional height is never lost. During this time, all
healing Target numbers are at +2. The user is very touchy and
hot tempered while roiding.

Hypnos:
AF=1V/1/8h/2m WF$h/2m/4 Rating=6-18 Cost= Rtg. * 20
Avg.Rtg. Duration= .5 hour/success.
*Causes the user to enter a trusting hypnotic state. Usually
used by therapists in the treatment of deep rooted
psychological problems of patients.

Immunosuppressor:
AF=1V/1/4h/2m WF=8h/2p/4 Rating=8-14 Cost= Rtg. * 100
Avg.Rtg. Duration= 4 hours/success.
*Aids in eliminating the bodies desire to reject an implant
or transplanted system. Adds the rating to the Biotechs skill
roll for a successful operation and the patients recovery.

L-Dopa IV:
AF=3/1/8h/1m WF=8h/2p/4 Rating=6-14 Cost= Rtg. * 30
Avg.Rtg. Duration= 1 hour/success.
*While using the drug all Quickness Tests are at +3 dice and
Reaction is at +3 for the duration. It is basically liquid
boosted reflexes.

Megaceph:
AF=1/1/6h/45d WF=8h/2m/4 Rating=6-14 Cost= Rtg. * 100
Avg.Rtg. Duration= 15 minutes/success.
*This doubles the Intelligence Attribute rating for any
Success tests involving Reasoning or Intuition for the
duration.

Mnemosyne:
AF=1/1/2h/45d WF=8h/2m/4 Rating=6-14 Cost= Rtg. * 50
Avg.Rtg. Duration= 15 minutes/success.
*This doubles the Intelligence Attribute rating for any
Success tests involving Memory for the duration.

Neurocene:
AF=0/0/NA/NA WF=NA... Rating Cost= Rtg. * 25
Avg.Rtg. Duration= 1 minute/success.
*A tailored drug that seeks out the users brain cell walls
and causes them to constrict for the duration. Allowing drugs
to be injected normally that must otherwise be injected
directly into the brain.

Purge:
AF=1/1/2h/14d WF=8h/1m/3 Rating=4-14 Cost= Rtg. * 10
Avg.Rtg.=8 Duration= N.A.
*Classical anti-hangover. Gives the user another roll with
extra dice equal to the rating vs. the after-affects of
alcoholic substances.

Quietus:
AF=1/1/10h/1m WFh/1m/3 Rating=4-14 Cost= Rtg. * 10
Avg.Rtg.=8 Duration= 1 hour/net success.
*Causes the user to fall into a deep sleep for the duration.
Stun Damage is for attacks at (Rating)M1. The drug makes a
roll every 3 minutes for a number of times equal to the
rating. Excess damage doesn't endanger the user.

Sensorine:
AF=1/1/4h/14d WF=8h/1m/3 Rating=4-14 Cost= Rtg. * 10
Avg.Rtg.=8 Duration= 15 minutes/success.
*Increases the intensity and clarity of all sensory input for
the duration. It doubles the Intelligence Attribute for any
Perception tests during the duration.

Specific Mood Alterants:
AF=?/1/1d/14d WF=8h/1m/3 Rating=4-14 Cost= Rtg. * 10
Avg.Rtg. Duration= 1 hour/success.
*Chemicals to activate almost all of the brains nerve centers
have been found. These are capable of making the user feel
any way he desires. The AF number is dependant on the drug an

Verex Compound:
AF=3/1/2h/14d WF=8h/1m/3 Rating=4-14 Cost= Rtg. * 10
Avg.Rtg. Duration= 5 minutes/success.
*This is a universal poison antidote. This gives the user
additional dice equal to the rating to resist a poison for
the duration. The same poison may be rolled against once
every five minutes.

Virlene:
AF=3/1/3h/1m WF=8h/1m/3 Rating=4-14 Cost= Rtg. * 10
Avg.Rtg. Duration= 15 minutes/success.
*This is a heavy sedative that causes unconsciousness almost
instantly. Stun Damage is (Rating)D1.


ILLEGAL

Acid: AF=1V/1/1d/3w WF/2m/4 RATING= 2-20 COST= Rtg. * 2
Avg.Rtg. Duration= 1 hour/success.
*A hallucinogenic usually in liquid or tab form.

Blank: AF=1/1/1d/2w WF/2m/4 RATING= 1-5 COST= Rtg. * 1
Avg.Rtg.=3 Duration= 1 hour/success.
*Mood alterant, usually in pill form. It dulls the
user's thought processes and makes him feel laconic and
docile.

Bolster: AF=1V/1/1d/3w WF/2m/4 RATING= 2-10 COST= Rtg. * 4
Avg.Rtg.=5 Duration= 1 hour/success.
*Mood alterant-aggressive, usually as an injection.
This give the user +1 to Strength and Body for every
two successes.

Boost: AF=1/1/1h/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 50
Avg.Rtg.=6 Duration= 1 minute/success.
*This heightens awareness and reflexes. It is basically
a hyped up version of L-Dopa IV. The effect is to add
the rating to the Quickness for test involving speed,
to Reaction for determining actions, and to
Intelligence for Perception tests. Its primary form of
useage is as an inhalant through the nose.

Coke: AF=1V/1/2h/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 3
Avg.Rtg.=5 Duration= 15 minutes/success.
*This is a recreational Euphoric, primary use is a
inhalant.

Colorama: AF=1V/1/1d/3w WF/2m/4 RATING= 1-5 COST= Rtg. * 4
Avg.Rtg.=3 Duration= 2 hours/success.
*A popular visual hallucinogen because of the lack of
confusing side-effects. Colors seem more intense,
conversatin verges on the cosmic, lengthy rambling
conversations about nothing with total strangers are
the norm.

Crack: AF=3/1/2d/3w WF/2m/4 RATING= 2-10 COST= Rtg. * 5
Avg.Rtg.=6 Duration= 2 minutes/success.
*This is a recreational Euphoric, primary use is a
combustant. Each success increases Strength and Body by
one while every two successes decreases Intelligence by
one.

Dope: AF=1V/1/1d/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 3
Avg.Rtg.=5 Duration= 30 minutes/success.
*This is a recreational depressant, primary use is a
combustant.

Dorph: AF=1V/1/12h/3w WF/2m/4 RATING= 2-20 COST= Rtg. * 15
Avg.Rtg. Duration= 30 minutes/success.
*A pain suppressant. Every two successes allows the
user to ignore one block of damage on the Physical
Condition Monitor.

Dreen: AF=1V/1/1d/3w WF/2m/4 RATING= 3-30 COST= Rtg. * 20
Avg.Rtg. Duration= 30 seconds/success.
*This is a hyperactivator in injection form. It has the
effect of adding its rating to the users Reaction for
the duration. This is liquid Wired Reflexes.

Drudge: AF=1/1/2d/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 5
Avg.Rtg.=6 Duration= 2 hours/success.
*Mood alterant-sadness, primary form is pill. The user
must make an Intelligence(Rating) test to perform any
action. To initiate any action requires an
Intelligence(Rating + number of successes) Test.

Freak: AF=1V/1/12h/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 5
Avg.Rtg.=4 Duration= 30 minutes/success.
*Mood alterant-crazed, primary form is pill. This puts
the user into a lunatic like state. The user adds dice
equal to the successes to the Strength, Body, and
Quickness attributes for tests and Reaction for
Actions. A negative modifier equal to the successes is
also applied to any Intelligence or Willpower Test. The
user must make an Intelligence(Rating) test to perform
any rational action, otherwise all actions are
irrational.

Haze: AF=1/1/1d/3w WF/2m/4 RATING= 2-20 COST= Rtg. * 6
Avg.Rtg. Duration= 30 minutes/success.
*Mood alterant-passive, primary form is pill. The user
must make an Intelligence(Rating) test to resist doing
whatever he is told to do. It is obvious that the
person is on something.

HiLite: AF=1V/1/2h/3w WF/2m/4 RATING= 1-5 COST= Rtg. * 10
Avg.Rtg.=3 Duration= 10 minutes/success.
*Increases perseptive acuity, aerosol form. Effect is
to add the rating in dice to all Perception Test.

Hipe: AF=1/1/12h/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 2
Avg.Rtg.=5 Duration= 30 minutes/success.
*Mood alterant-happiness, primary form is pill.

Horse: AF=1/1/5d/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 9
Avg.Rtg.=6 Duration= 4 hours/success.
*Hallucinogenic, primary form is injection.

Lace: AF=1/1/12h/3w WF/2m/4 RATING= 2-10 COST= Rtg. * 3
Avg.Rtg.=6 Duration= 15 minutes/success.
*Hallucinogenic, primary form is pill.

Magic: AF=1V/1/2d/3w WF/2m/4 RATING= 4-40 COST= Rtg. * 12
Avg.Rtg. Duration= 30 minutes/success.
*A very popular hallucinogenic that creates random
cortical stimulation. Other people seem hilariously
simple.

Neoheroin: AF=1/1/1d/3w WF/2m/4 RATING= 3-30 COST= Rtg. * 8
Avg.Rtg. Duration= 15 minutes/success.
*An Endorphin analog that blocks pain reception
completely. The users imagination becomes very active
and all Willpower tests are made at -2 for the
duration.

Rockit: AF=1/1/3h/3w WF/2m/4 RATING= 3-30 COST= Rtg. * 2
Avg.Rtg. Duration= 2 minutes/success.
*This is a multi-rush euphoric, primary form is an
aerosol.

Rush: AF=1/1/6h/3w WF/2m/4 RATING= 2-20 COST= Rtg. * 3
Avg.Rtg. Duration= 10 minutes/success.
*A euphoric, primary form is an aerosol.

Screw: AF=1V/1/1d/3w WF/2m/4 RATING= 1-5 COST= Rtg. * 1
Avg.Rtg.=2 Duration= 2 hours/success.
*An aphrodisiac, primary form is a pill. One success =
light flirting. Two to Three successes = intense
flirting and propositions. Four to Five successes =
wants to jump anything that moves.

Speed: AF=1/1/4h/3w WF/2m/4 RATING= 2-10 COST= Rtg. * 7
Avg.Rtg.=5 Duration= 10 minutes/success.
*Hyperactivator, primary form is pill. It has the
effect of adding its rating to the users Reaction for
the duration. This is like Wired Reflexes.

Smack: AF=1V/1/12h/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 4
Avg.Rtg.=6 Duration= 30 minutes/success.
*Hallucinogenic, primary form is injection.

Smash: AF=1V/1/6h/3w WF/2m/4 RATING= 1-5 COST= Rtg. * 1
Avg.Rtg.=2 Duration= 30 minutes/success.
*Relaxant, primary form is a liquid or tab form.

Swing: AF=1V/1/1d/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 5
Avg.Rtg.=5 Duration= 30 minutes/success.
*Mood alterant-variable, primary form is a pill. Once
per hour, roll randomly to determine a new effect.

Torp: AF=1V/1/1d/3w WF/2m/4 RATING= 1-10 COST= Rtg. * 1
Avg.Rtg.=4 Duration= 1 minute/success.
*Heightens reflexes, primary form is an aerosol. It has
the effect of adding its rating to the users Reaction
and Quickness Attributes for the duration.

Whip: AF=1V/1/4/3w WF/2m/4 RATING= 2-20 COST= Rtg. * 6
Avg.Rtg.=8 Duration= 1 minute/success.
*This puts the user into a berserker like state. The
user adds dice equal to the successes to the Strength,
Body, and Quickness attributes for tests and Reaction
for Actions. A negative modifier equal to the successes
is also applied to any Intelligence or Willpower Test.



CHEMICAL WARFARE

All Chemical Warfare gases weigh .5 kilogram for one canister. One
canister, in aerosol form, will affect a 5 meter radius. A
delivery method must be used. If used in liquid form then increase
all resistance target numbers by 2 and make a resistance roll for
each success generated by the attacker. The target must make a
resistance roll for each turn that he is exposed to the agent.
This means as long as it takes the victim to be decontaminated or
cured from previous exposure. All of these chemicals have an
average half-life of from five minutes to a number of days. The
length of time depends on the desired useage and the delivery
method. Clouds have the shortest life span due to dispersion,
these can either be vapor clouds or mist clouds. Mist has a
tendancy to spread a little more and then coat everything in the
vicinity. Vapor just disipates. Liquids cover an area and stay in
that area. Anything contacting the area is subject to the effects
of the chemical.

Algira-Hemoglobulin: Rating= 6 Cost= 700
* This causes the targets blood to thicken, causing paralysis
and aphyxiation. Physical damage is (Rating)M2.

Amsyth: Rating= 8 Cost= 480
* This causes the targets nerve endings to flare up and
disrupt. It attacks both the Physical and Mental Condition
Monitors at the same time. Damage is (Rating)M2.

Antidiuretic Hormone: Rating= 4 Cost= 225
* This causes excess urine production that at minimum will
cause severe embarrassment and could cause death by
dehydration. Damage is (Rating)M3 Physical.

CHS-IV: Rating= 12 Cost= 1300
* This causes blood bubbles to erupt into the lungs and
esophagus. This can range from simple vomiting to death by
drowning. Damage is (Rating)L2.

CL Gas: Rating= 8 Cost= 360
* This works as Tear Gas with the added affect of violent
stomach contractions and vomiting. Damage is (Rating)S1 Stun.

Ethrylide-23: Rating= 13 Cost= 1500
* This enters the synapses and feeds on the neural impulses, it
continues to grow until a stroke occurs. Damage is
(Rating)L1 Physical.

Hemoethygene: Rating= 10 Cost= 750
* This is a micro-organism that eats red blood cells. Damage is
(Rating)L2 Physical.

Mace Gas: Rating= 6 Cost= 90
* Causes temporary blindness, rash, and a burning sensation all
over the body. Damage is (Rating)S3 Mental. No Physical
damage is possible.

Megapheromone-F: Rating= 6 Cost= 400
* Causes intense feelings of sexual interest in females.
Affects can range from blushing and flirting to desires so
intense that the subject will attempt rape. The effect is
determined by resisting (Rating)D2 Mental. The damage is not
actually damage but a gage as to the reaction of the
individual. The higher the damage the greater the desire. In
order to resist succumbing to the desires the individual may
make a Willpower(Rating) test with modifiers according to the
Condition Monitor every round. Once the test is failed
though, there is no turning back.

Megapheromone-M: Rating= 7 Cost= 400
* Same as Megapheromone-F.

Methylactylide-90: Rating= 10 Cost= 750
* Causes severe neural damage and insanity. Damage is
(Rating)L2 Mental. When damage equals mentally unconscious
the victim actually goes insane and begins to be affected by
severe spasms as reflected in the ensuing Physical Damage.

Othalene-Z: Rating= 8 Cost= 600
* Once inhaled this ruptures the lung cells, causing
bronchitis. Effects range from choking to death by drowning.
Damage is (Rating)L2 Mental.

Polypheronol-80: Rating= 7 Cost= 525
* This causes the neuromoter responses to stop. Effects range
from muscle spasms to total paralysis. Damage is (Rating)M2
Stun. Once damage equals unconscious the victim is just
paralyzed. This does not prevent mages from casting spells
but does prevent them from using materials. Additional damage
can kill by stopping the involuntary muscles also.

Soporathol: Rating= 5 Cost= 375
* This inhibits synaptic activity. Damage is (Rating)M3 Stun.
Once damage equals unconscious the victim is just paralyzed.
This will stop mages from using magic. Additional damage can
kill by stopping all brain activity.

Tear Gas: Rating= 5 Cost= 225
*Causes painful eye, nose, and throat sensations. Damage is
(Rating)S2 Stun. Physical damage is not possible.



WEAPONS

Flame Thrower (Gas): Area affect of 2meters long x 1meter wide,
then 2m long x 2m wide, and finally 2m long x 3m wide. It is
treated as an instant attack rather than a continuous attack
to simulate a sweeping affect. The attack is vs. impact armor
@ 5M3. Two gas canisters are required and are good for a
total of 25 shots in combination. They are each the size of
respirator tanks and weigh 1.5 kilos each; they are binary
components. The attack can be walked just like autofire but
targets can't be automatically missed; a +1 is applied to the
target number to hit the individual. The attack is treated as
a melee attack and the defender may only use his dodge pool
instead of his defense pool. Each target in the area is
rolled to hit with cover affecting the target number and
extra successes counting against the targets dodge successes
only. Use lowest armor value on the target for the primary
hit location.
Damage may puncture a tank if a 5 die resistance roll vs
the attack results in Deadly damage. This damage is
cumulative. The tank effectively has 4 points of armor. If
ruptured the tank will depressurize and shot the contents for
5 meters in a 135o arc back toward the direction of the
attack. This will also do 8S2 damage to the wearer with armor
and Dodge pools being ineffective. If both tanks are ruptured
before the persons next action then they explode, doing 9D3
damage to everyone within 2 meters and -1 power level per two
meters beyond this. The wearer does not get the benefit of
armor or Dodge pool.

Flame Thrower (Napalm): This works just like the gas version but
the area is only 1m wide and 30m long. The range is one-half
if the ceiling is less than 10 meters. The damage is 8M3 and
the tanks hold a total of 5 shots. If both tanks rupture the
damage is 12D3. Minus one power level per meter. Minus one
power level per 2 rounds.


Type Conceal Ammo Damage Weight Cost
Flame Thrower Heavy N.A. Gas 5M3 4 2 400
Nplm. 8M3 4.5 3 100



SHOTGUN AMMO

Bird Shot: has a maximum range of medium. It doubles the power
level and raises the wound category by one at short range. It
does normal damage at medium range.

Buckshot: does normal damage, hits the target and one additional
target to both sides if within one meter at medium range, and
two targets to both sides if within two meters at long to
extreme range for a maximum of five targets. Each hit is
rolled seperately. At point-blank range (0-3 meters), it can
hit only one target but does so six times. Each hit is
determined seperatly but each gets the +1 power level
modifier when resisting damage as with autofire.

Slug: is only effective vs. one target but its damage is +2 to
the power level and +1 wound category.

Hydro-Static Slugs: are only vs. one target but its damage is on a
vehicular scale. Damage to non-vehicles is determined as with
other vehicle weapons.

High-Explosive Rounds: are area affect; they are mini-mini
grenades. Damage is normal to the target square and -3 power
level per meter beyond that. It detonates on contact, has no
minimum range, and scatters as per grenade launchers.

Fletchette Rounds: halve ballistic armor and impact armor values.
Damage is 8L3 and are area affect. The area affect is just
like buckshot. They are like industrial nails with fins and
sharp points.

Sliver Rounds: halve ballistic armor but impact armor is doubled;
the higher value is used. Otherwise it is treated as
Birdshot.

*All shotgun rounds cost $100 and weigh .5kg per 10.

Further Reading

If you enjoyed reading about MORE TOYS FOR SHADOWRUN (GOOD SHIT!!!!!!!!!!!!!!), you may also be interested in:

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