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> Drugs / Chemicals, Additional doses?
Thistledown
post Jul 30 2004, 03:17 PM
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Does any game text anywhere mention that getting a dose of DMSO makes your breath reak of Garlic? Or at least some of the medical journals I've seen indicate so. Something to keep in mind when your runners go splash-happy with it.

It's idiocy that the FDA won't allow it in the US. It's a wonderful alternative to insulin shots, and anything that needs regular injections.
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Jason Farlander
post Jul 30 2004, 03:36 PM
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I've read that using DMSO causes a garlicy taste in your mouth, but never that it alters how your breath smells.

And yes, the FDA does lots of stupid things, usually because drug companies prefer to avoid the proliferation of inexpensive alternatives. Given that you can make DMSO out of wood pulp, and the fact that its already readily available for non-medicinal uses, it would be difficult for a drug company to patent/profit from its medical use, which is probably why it hasnt been approved at this point.

Or maybe im just a cynical bastard. One of the two.
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Ol' Scratch
post Jul 30 2004, 03:49 PM
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QUOTE (Jason Farlander @ Jul 29 2004, 07:08 PM)
Edit:  Actually, an interesting side question:  If doubling a dose increases the power of the drug by 1, should *halving* a dose have a similar (reversed) effect?

Doubling is a 100% increase over the original dose. Halving is a 50% reduction that. Big difference there. :)

That aside, a lesser dose does obviously have a noticably lower effect. That's why half Impact armor reduces the Power of chemical attacks because the full brunt of the drug isn't making it into the target. But you're pretty much left to yourself for coming up with a house rule for determining the effect for an intentionally reduced effect.

To keep it simple, I'd probably go with every 10% reduction in the dose lowers the Power of the drug by -1. If that reduces the power to 0 then however much of the dose you did inject just didn't have enough moxy to affect the target whatsoever. If there was still an effective Power at even 10%, chances are the drug was pretty potent to begin with so I can see even a minute amount of it still frelling weak people over, but anything less than 10% shouldn't have any effect beyond a superficial one.
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Cain
post Jul 30 2004, 05:24 PM
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QUOTE
Before I comment further, could you provide a more detailed example of what you mean?

Sure thing. Basically, the Cascade in spray mode works just like a shotgun loaded with buckshot, and has the exact same power reduction. So, you reduce the Power by -1 for every time it spreads. If you spray multiple targets after only spreading once, they both resist at -1 power; after 2 spreads, -2 power, and so on. Things like narcojet will become useless at 12 meters; gamma-scopolamine will have much more range.

At any event, if you're concerned about chemical attacks, just equip your characters/your NPCs with Mortimer "Ulysses" greatcoats. They halve the power of any chemical attack, *before* armor is applied. So, G-S at 10D is halved to 5D, and reduced by half impact to a more surviveable 4D.
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Ol' Scratch
post Jul 30 2004, 05:33 PM
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Maybe in older versions. But in 3rd Edition the Morimer Ulysses coat only has Chemical Seal 4 (reducing the Power of chemical attacks by 4).
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Apathy
post Jul 30 2004, 05:47 PM
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QUOTE
Things like narcojet will become useless at 12 meters; gamma-scopolamine will have much more range.

This assumes you have the adjustable choke set to the minimum (2). Does the cascade always have to use the widest choke, or can you adjust it for the situation like you do with shotguns?

If I remember it right (and I'm not sure that I do) you could even set the cascade to fire a stream of chemical instead of spray (no spread rules just the normal range modifyers).
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Jason Farlander
post Jul 30 2004, 05:47 PM
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QUOTE (Cain @ Jul 30 2004, 12:24 PM)
Basically, the Cascade in spray mode works just like a shotgun loaded with buckshot, and has the exact same power reduction.  So, you reduce the Power by -1 for every time it spreads.  If you spray multiple targets after only spreading once, they both resist at -1 power; after 2 spreads, -2 power, and so on.  Things like narcojet will become useless at 12 meters; gamma-scopolamine will have much more range. 


Ok. I read that. I thought you were suggesting that I do something crazy like comparing the volume of the spray at x range vs the volume of a single squirt, and then use that to determine %effective dosages at different ranges. Which I might just do anyway, if I find myself unbelievably bored sometime in the near future.

Edit: Apathy, the choke on the cascade in spray mode is set at 2 and can not be changed.

This post has been edited by Jason Farlander: Jul 30 2004, 05:48 PM
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Cain
post Jul 30 2004, 07:33 PM
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Apathy: Yes, the cascade has a stream mode. However, in spray mode, it has a fixed choke of 2.

Doc: My bad. However, that decrease happens *before* armor is applied. So, GS goes from 10D to 6D; assuming all you've got is the greatcoat, you're now looking at 5D-- not that horrific anymore. Well within soak range for a troll.
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Ol' Scratch
post Jul 30 2004, 07:51 PM
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It wouldn't matter if it applied before or after armor. :) It's still -4 no matter what.

Form-Fitting Full Body Armor with Chemical Seal 4 is standard issue for most of my characters for that very reason, though. Not only is it a sizable bonus, but it helps against Called Shots to bypass it since it can cover your entire body. (I usually only wear the hood when actively on a run... its nice to have armor that works as a disguise at the same time.)
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