Penta K
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You're not a stone cold killer in a graveyard thriller, but hell, you want to be. Given the opportunity you'd don a black trenchcoat, classy hat, and go all-out Van Helsing on your enemies. A better man would let it go, or better yet, actually get it done. You are not a better man. …but you know how to become one. With Penta K, if you want to kill one, two, or even five in an eyeblink - you can get it done. Pairs quite well with other drugs. Makes you a classy murderer, and makes you look the part. Good luck on finding that trenchcoat, though - we don't have them in stock.
  • Cost: 500 creds
  • Uses: 1
  • Requirements: Be a human
  • Stats: +1 conventional
    +1 unconventional
  • Duration: 1d3+3d6 turns
    Effects start at the beginning of the next turn.

Have you heard the expression "Humans only use 10% of their brain"? It's fairly old. Most people haven't these days. It was proven false over a millennium ago. However, it is possible to take some of the "background processes" constantly occupying your brain and tune them out to increase that of other areas. This is what Penta K attempts to do with a mixture of nanobots and chemicals - and it does it quite well, in point of fact. The user will feel a new sense of confidence, but will also lose their sense of taste, smell, and may also lose part of their hearing as well, completely tuning out most quieter sounds. They also lose any and all aversion to killing - if they need to. This drug is ever popular among bounty hunters and people with a score to settle.

Side effects while active

Side effects only take place for the duration of the drug, and stop afterwards. Side effects can stack between drugs. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

100% Slowed breathing The hallmark of penta K: the user's breathing slows to where it becomes nearly imperceptible. Even in combat, they only breathe at a pace that would, in most quiet circumstances, be considered "normal".
100% Pale skin The user's skin pales. A caucasian user will pale to a white-blue skin tone. May not be visible in those of african descent.
85-100% Pleased by violence In most cases, the character not only feels more confident, but they also feel less guilt about killing. They usually even come to find some level of enjoyment in it - or, if they already usually do, then they may experience bloodlust to the point of acting psychopathic.
85-100% Insomnia For a few nights after their actions on Penta K, the character will find themselves unable to sleep at night. Poetic, in a way, isn't it?
35-65% Loss of smell One of the normal symptoms. While most extraneous senses are often dulled, sometimes they disappear entirely. The loss of smell is one of them.
35-65% Loss of taste Like smell, taste is also possible to lose. This is the sense of taste, not their taste in fashion. They are probably still fond of long, dark trenchcoats.
35-65% Deaf to quiet sound While, ideally, you retain your full range of hearing if you're actively listening for sounds, roughly half of users find that they're incapable of hearing quiet sounds even if they're listening for them. The GM will not tell the player about this directly, although as with anything else, they may find this out for themselves.

Overdose effects

If you take too many different drugs in a short amount of time, you have a chance of receiving the side effects of any of them. These last for the duration of the longest-duration drug you've taken. Those that last other lengths will be noted. Continuing to take drugs past this point may result in death. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

100% Grand delusions An overdosing Penta K-user will suddenly gain a delusion of "purpose" - that they are a warrior of justice, directly appointed by god - or perhaps they feel like their entire purpose in life - the reason they were "created" - was to finish this one task. Whatever it is, they'll act grandiose and powerful. They might even claim they're the chosen one. Afterwards, they may find another "purpose" - or they may not quite know what to do with themselves. Comes with an escalated confidence and sense of moral superiority to others, allies included. For those that already have these traits, the effects will be even greater.
35-65% Aggressive tactics There is a decent chance that someone with a Penta K overdose may find themselves attacking much more aggressively than they usually do. They may not be able to tell that they're acting any differently unless it's pointed out, and even then, it must be retained constantly in working memory or they will forget.
35-65% Full-body numbness The person becomes completely immune to the effects of pain. The GM will not tell them if they are harmed. The GM will also not tell them whether this is in effect.
20-50% Hearing loss There is a decent chance that the person will completely lose their sense of hearing. They may not be bothered by this overmuch… unless it's coupled with a loss of sight.
5-35% Sight loss When a person overdoses, there is a small chance that they will go completely blind for the duration of the drug. There is no way to undo this effect; you must simply wait it out. The player must be very careful not to metagame, and must remember that their character cannot see the map.

Withdrawal effects

If you take too many drugs over the course of one or two missions, there's a chance you can become addicted and experience withdrawal symptoms. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player. Still others may happen at random for the duration of withdrawal. Withdrawal can be mitigated by taking another of the particular drug at some point during or before the next mission - or you can try waiting it out for a mission or two, until it goes away.

  • Duration: 1 month (1 full-sized mission)
100% Sensitivity to noise Noises may irritate the unfortunate addict during the withdrawal process. Loud sounds may be bad enough to either stun them for three layers or, in places where noises are particularly loud, they get a -1 to all actions.
35-65% Complete hangover Some people may find that they have the full effects of a hangover - including sensitivity to bright lights. When in a bright light, they receive a -1 to rolls. The GM will not directly state whether this is in effect.
35-65% Bad reaction time The character has delayed reactions to everything going on around them. They get a -1 penalty, applied after everything else, to all dodge/defense rolls. The GM will not directly state whether this is in effect.
5-35% Heart attack There is a slight chance that, at some point during the withdrawal, the person may experience a fatal heart attack. There are three solutions to this, if it happens: A: inject more Penta K. B: have a doctor handy with an advanced medkit. C. Let them die. The GM will keep this roll private until it is revealed either by heart attack, or the end of the withdrawal.



Ingame example

Ingame example

Infantry: Conventional
Infantry: Unconventional
Infantry: Exotic
Infantry: Tools
Infantry: Suits
Infantry: Anatomical
Infantry: Standard
Infantry: Drugs
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