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Moving my techpriest to Ascension in my game, which is going to involve a large time skip.
I'm a Biologios, a radical and a Malatek, with a focus on absolutely insane drugs and bringing out the psychic potential of humanity. Now that we're going to be in the high power that is Ascension, I'm ready to stop using the various combat drugs I've collected and begin inventing my own. My delivery methods are going to be a Neuro Glove in close combat and a Grenade Launcher at range.
Mostly, I'm interested in drugs with either disturbing as hell effects, or wildly unpredictable ones. I've got four right now I intend to pitch to my GM, but any more suggestions for things would be awesome, or suggested tweaks to the ones I've got.
These are the ones I've got thus far. Random, unedited techobabble for explaining myself in game to people, have to be able to technobabble as a mad scientist. I do need to think of better names for them. I especially want names that don't sound dangerous or really indicate what the drugs do.
Blood Boil
A compound that in the presence of red blood cells causes a reaction producing more of the same compound, while also being exothermic. The compound is extremely wide ranging in what it will effect, but differences in blood type, purity, and other factors often result in wildly different levels of effectiveness. The compound is also highly unstable, and prone to breaking down when not held in specific containment. However, the results speak for themselves.
Difficult Toughness test or take 1d10 energy damage, ignoring armor and toughness bonuses for 1d10 rounds.
I'm a Biologios, a radical and a Malatek, with a focus on absolutely insane drugs and bringing out the psychic potential of humanity. Now that we're going to be in the high power that is Ascension, I'm ready to stop using the various combat drugs I've collected and begin inventing my own. My delivery methods are going to be a Neuro Glove in close combat and a Grenade Launcher at range.
Mostly, I'm interested in drugs with either disturbing as hell effects, or wildly unpredictable ones. I've got four right now I intend to pitch to my GM, but any more suggestions for things would be awesome, or suggested tweaks to the ones I've got.
These are the ones I've got thus far. Random, unedited techobabble for explaining myself in game to people, have to be able to technobabble as a mad scientist. I do need to think of better names for them. I especially want names that don't sound dangerous or really indicate what the drugs do.
Blood Boil
A compound that in the presence of red blood cells causes a reaction producing more of the same compound, while also being exothermic. The compound is extremely wide ranging in what it will effect, but differences in blood type, purity, and other factors often result in wildly different levels of effectiveness. The compound is also highly unstable, and prone to breaking down when not held in specific containment. However, the results speak for themselves.
Difficult Toughness test or take 1d10 energy damage, ignoring armor and toughness bonuses for 1d10 rounds.