Dulling The Pain
From Nighthawks Shadowrun Wiki
Dulling the Pain
So once again the drek hit the fan and some corp. sec. Guard has decided to bury a couple of .45 ACP slugs into you through your nice new tres chic suit, isnt life a bitch. A youve still got to go up three floors, blow the vault and get some pay dirt for some slot called Johnson. Time to get the edge back, dull that pain and shoot your self up with morphine. Painkillers allow you to ignore the modifiers gained from physical wounds for a certain amount of time. Unfortunately, shooting up too many painkillers can leave you a bit groggy, but lifes always a trade off. Four classes of painkillers are available: Light, moderate, serious and deadly. Each type can only handle wounds of its class or less i.e. a light PK will fix your one box light wound up nicely but wont even dull that serious wound gun shot to your shoulder. While a serious PK can be used on any wound of 9 boxes or less. Each time a PK is taken the character must resist the stun damage with body only. As with all things the effects of PK diminish over time, loosing one rating point per time interval (see table). If a character takes another dose while under the effects of a PK he adds the rating of the PK in his system onto the power of the stun damage associated with taking the PK. High doses of PK can lead to addiction, numbness any other sensory perception difficulties. PK are available in tablets, dermal patches, intramuscular injection and intravenous injection. These different administration types give different PK onset times. Tablets are easy to swallow capsules, which dissolve in the stomach and are absorbed into the blood stream. Drug onset time is 30 minutes. Dermal patches are small patches, which are placed upon the skin. The drug is absorbed from there into the blood stream. Drug onset time is 1 level per 30 seconds i.e. a rating 4 patch will after 1 minute have delivered 2 levels of PK. Multiply the time of onset by the level of dermal plate, sheathing or ortho-skin a character has. Dermal patches have no effect when placed on a cybernetic limb, except to make up pretty patterns if several are applied. Intramuscular injections (IM) are injections into muscle, which can be done by untrained people as long as they arent afraid of needles. IM injectors can be bought as one use throw away syringes with an auto extending sterile needle. IM injections have an onset time of 5 turns and require a quickness (4) or a biotech (2) test. For every 3 points of strength above 5 add one to the target number. Dermal plate, sheathing and ortho-skin also add their rating to the difficulty. Intravenous injections are injections straight to the vein for instant effect. IV injection requires a skilled administrator. A biotech (4) test must be made devide the number of successes from this test into 10 turns. This is the amount of time required to find a vein to inject into and administer the PK. Modify the target number by any levels of dermal plate, sheathing or ortho-skin. Onset is instant.
Painkiller classes
Class Rating Stun Damage Administration Cost Duration Light 1 None All types 10 Y 2 hr Mod. 1-5 (Rating)L All types 20 Y 1 hr/R Serious 1-9 (Rating)M Patch, IM, IV 50 Y 30m/R Deadly 1-10 (Rating)S IM, IV 100Y 15m/R
Cost multiplier
Tablet x0.5 Pure Drug for IV or IM x1 Dermal Patch x2 Auto injector x3
Deadly PK has an addictive effect. Addiction Tolerance Strength 3P 2 35 Each time a magician takes a PK he must make a magic test v. the rating of the PK or lose a magic point, if they take multiple PK in a day use a target number of the total ratings of all PK taken that day. Mage friendly drug (no theyre not hallucinogenic) cost 5 times the bases price.
Other Equipment
Trauma Kit. The Trauma kit is a specialised piece of medical equipment designed to assess a patients current pain level and automatically administer drugs. The field unit holds up to 10 deadly, 20 serious, 30 moderate and 40 light PK ratings of each drug type and can either auto prepare patches, IM or IV on request. The personal unit can be strapped to a leg or arm and will automatically administer drugs to keep the persons pain levels at a minimum. It holds up to 5 Deadly, 10 serious, 15 moderate and 20 light PK ratings of each drug type. Cost: Field unit 3500 Y, weight 3 kg. Personal units 2200 Y, weight 0.75 kg.
Stim Kit. The stim kit is designed to produce stim patches on demand at the rating requested. It can store 100 rating doses of stimulant and 20 patches. A smaller stim kit is available for personal use, which can be strapped to an arm or leg an holds 20 rating doses of stimulant. The auto stim feed takes 1 minute to adjust the stim level in the blood when the patients condition monitor changes. Cost: Field unit 3000 Y, weight 3 kg. Personal units 1500 Y, weight 0.5 kg.
Tranq Kit. Works as the stim kit does, but produces tranq patches. Cost as Stim Kit.
Doc-Wagon Medkit PLUS. The new medkit plus contains everything youll ever need for those medical emergencies. It contains a Medkit (3) a field Trauma, stim and tranq kit. As well as 5 Trauma patches all in an easy to handle kevlar lined hold all (3 points ballistic armour). All for the discounted cost of 10,500 Y and weighing in at a lightweight 10 kilos. Advanced AI doctor chips are now available. Biotech (4) + 500Y Biotech (5) + 2000Y Biotech (6) + 8000Y