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> Garrotes!
Aemon
post Nov 15 2006, 07:57 PM
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QUOTE (Crowley @ Nov 14 2006, 10:27 PM)
Take a look at the following two injection toxins, and either use disposable syringes in Melee or take the exotic weapons skill and use a super-squirt.  Both take immediate effect.

Narcojet: 10 stun (minus the toxin resistance test), 50¥.  Double-tapping a guard with this would take him out for certain.

Gamma-scolpamine: They need 8 hits on a toxin resistance test or else they're paralyzed for an hour.  When they wake up, their Willpower is downed by 3, making for easy interrogation. 200¥

Gamma-scolpamine is really good, but also availablity 14.  Narcojet is only availability 8.

Wow Crowley, thanks for the info, that's fantastic!!

My character has good Negotiation + Charisma (even have the pheramones bioware) and I've got knowledges and contacts devoted to blackmarket goods... so restriction 14 shouldn't be too hard to get. I haven't looked up rules on Toxins, but I imagine 8 hits is difficult to get.

Now to start spending karma on exotic weapon "Squirt Gun". :D

Or Melee "Syringe"! lol

Cheers!

PS: Is that the name of the demon character from Good Omens?
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Draconis
post Nov 15 2006, 08:09 PM
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QUOTE (GWCarver)
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Thats a bit harder to do then simply strangling someone. It take alot longer unless you actually slit their throat. The reason being is you have more then one artery going up your neck. Usually when blood flow to the first one is cutt off with say a garrote it the same action is likly cutting off the air supply. But in this case the metahuman has an internal back up.


Actually, knocking someone out by restricting blood flow to the brain is faster than cutting off air supply. The grip is a little trickier but its a better take down.

Splinter Cell!

Oh and use a stun baton with upped juice. Like I keep telling our sam, geez you don't have to go around cutting everyone's head off like this was some highlander sim. ;)
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Crowley
post Nov 16 2006, 12:35 AM
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QUOTE (Aemon)
Wow Crowley, thanks for the info, that's fantastic!!

My character has good Negotiation + Charisma (even have the pheramones bioware) and I've got knowledges and contacts devoted to blackmarket goods... so restriction 14 shouldn't be too hard to get.  I haven't looked up rules on Toxins, but I imagine 8 hits is difficult to get.

Now to start spending karma on exotic weapon "Squirt Gun". :D

Or Melee "Syringe"!  lol

Cheers!

PS: Is that the name of the demon character from Good Omens?

Glad to help. The toxin resistance test is body+relevant equipment. Equipment isn't going to end up more than 6 dice (unless you can stack things? I'm not sure...), so yes, 8 is very hard to get. The rules are nonexistent about how hard it is to get a skin hit (as opposed to just bending your syringe on their Armor Jacket), but if you're getting the drop on them, no worries. The "toxins" chapter is in "Running the Shadows" if you want more.

(As for the pseudonym, there is a character named that in Good Omens, but I was thinking of Aleister Crowley and the street name of a character of mine. Mostly, I just like the sound of it.)
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IvanTank
post Nov 16 2006, 01:54 AM
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Two related questions. A, what are the statistics for Cyanide. It is listed in the Street Gear chapter, but not mentioned in the section on toxins.

Second, can shuriken be used as a delivery method for injection based toxins?
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Aemon
post Nov 16 2006, 04:32 PM
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QUOTE (Crowley)
Glad to help. The toxin resistance test is body+relevant equipment. Equipment isn't going to end up more than 6 dice (unless you can stack things? I'm not sure...), so yes, 8 is very hard to get. The rules are nonexistent about how hard it is to get a skin hit (as opposed to just bending your syringe on their Armor Jacket), but if you're getting the drop on them, no worries. The "toxins" chapter is in "Running the Shadows" if you want more.

(As for the pseudonym, there is a character named that in Good Omens, but I was thinking of Aleister Crowley and the street name of a character of mine. Mostly, I just like the sound of it.)

I think if I'm doing a sneak attack, it should be relatively easy for me to make skin-contact, unless the target is completely covered in full-armour (like some sort of full-environmental suit). Perhaps using the Called Shot mechanic in this case would be prudent?

I looked over some of the toxins and whoa, they are good. It's amazing the number of things a character/NPC needs to protect themselves against. I don't think any character in our SR party has any toxin resistance, although I'm thinking of getting some bioware to take care of that. ;)

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Jack Kain
post Nov 16 2006, 05:21 PM
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Umm about that 8 power toxin Gamma-scolpamine, You don't have to score 8 hits to avoid being paralyzed.
After you make your resistence test if the power is still higher then your reaction then your paralyzed otherwise its just a -2 penalty for a while. This applies to all toxins with the paralysis effect.
Check page 245


So if your reaction is 7 say from your various cyberware. You'd only need to score 2 hits againts gamma-scolpamine to avoid the paralysis.

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GWCarver
post Nov 16 2006, 06:02 PM
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Cyanide was left out of the book accidentaly and is to be included in a future update. Or so I was told by the wondful folks who wrote it.
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IvanTank
post Nov 16 2006, 07:54 PM
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QUOTE (Jack Kain)
Umm about that 8 power toxin Gamma-scolpamine, You don't have to score 8 hits to avoid being paralyzed.
After you make your resistence test if the power is still higher then your reaction then your paralyzed otherwise its just a -2 penalty for a while. This applies to all toxins with the paralysis effect.
Check page 245


So if your reaction is 7 say from your various cyberware. You'd only need to score 2 hits againts gamma-scolpamine to avoid the paralysis.

So someone with a reaction of 8 would be immune to the drug?
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Jack Kain
post Nov 16 2006, 09:59 PM
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They'd be immune to the normal dosage for paralysis. A higher dosage would have a higher power at DM's discretion.
They would still take a -2 penalty to all actions for one hour if they failed to net 8 hits and they'd still suffer the truth serum effect.
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Crowley
post Nov 16 2006, 10:33 PM
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Huh! Good to know, if a slightly wonky rule. I'd probably play it more like D&D- each point of remaining power reduces reaction by 1, and anyone with 0 reaction is paralyzed. Alternately (or in tandem), much like bone lacing isn't counted for anything besides damage tests, not count wired reflexes when it comes to being paralyzed. Not much thought behind all this, just musings.

Edit: Still works well for taking out guards, though, since they're unlikely to be cyber'd up the wazoo enough for it to matter. Double-tapping them with the stun juice is still more reliable and cheaper, though.
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Jack Kain
post Nov 17 2006, 01:22 AM
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Actually wired reflexs would easily count because of how the paralysis works on these toxins. The drug paralysis the target by Blocking the "body’s neuromuscular signals", things such as wired reflexs and reaction enhancers target the same area.


And you can always hit some one with a higher dose which can increase the power.
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