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Prime Mover
Ok so theres pain resistance quality and some ware to accomplish this but why no chemical option. Plenty of ways to cover up and/or ignore stun damage penalties but nothing you can slap on for physical pain thats not a controlled drug.

I have to imagine with todays focus on pain management and new drugs arriving every year and lots of avenues being experimented on that in 2071 we don't have a "pain killer patch" to reduce physical wound penalties.
Blade
For me, physical penalities aren't just because of pain, but also because of blood loss and general damage. It's a bit harder to run if there's a hole where your knee should have been, even if you have painkillers.
Prime Mover
Actually sort of agree with this , but pain resistance and some ware will help you still ignore those penalties so wondered why not a over the counter patch that accomplished the same.

I have no problem rationalizing the reason, just wondering from the other side of the argument.
Tarantula
Lots of drugs grant high pain tolerance. Thats exactly what you're looking for. I know you said "controlled drugs". NoPaint is the first one I can think of... and its availability is a meger 3, and it isn't even restricted. 15Â¥ gets you a dose.

On the fancier side of things, there is crimson orchid, which is only 4R, and 30Â¥ a dose.
Ancient History
Stim Patches, p.330, SR4

"Why reinvent the wheel?"
"Because the wheel is inadequate to our needs. Because the basic concept of the wheel is flawed, limited, or morally objectionable. Because the wheel has an associated negative history that has a profound impact on marketing."
"Now introducing the SmartWheel™!"
Rotbart van Dainig
QUOTE (Ancient History @ Nov 4 2008, 06:40 PM) *
Stim Patches, p.330, SR4

..only affect Stun damage.
psychophipps
QUOTE (Rotbart van Dainig @ Nov 4 2008, 10:00 AM) *
...only affect Stun damage.


Which makes them absolutely amazing for mages...honest! wink.gif
Ancient History
Everybody glitches a reading test now and again...
noonesshowmonkey
I had a player base a character off of Max Payne, complete with a horrific addiction to painkillers.

We ruled that painkillers can reduce wound penalties from up to Moderate wounds (SR3) and up to 3 boxes (SR4) as damage beyond that point is generally, as someone said, a hole in your god damned knee.

In essence as long as the wounds, no matter how many were taken, were not beyond that severity he could keep on tickin as long as he popped some pills - right up until death. We also ruled that he would have a chance to take more damage post-combat as a result of compounding the effects of his wounds.

He lived a lot longer than either of us expected.
ShadeRavnos
QUOTE (noonesshowmonkey @ Nov 4 2008, 01:39 PM) *
I had a player base a character off of Max Payne, complete with a horrific addiction to painkillers.

We ruled that painkillers can reduce wound penalties from up to Moderate wounds (SR3) and up to 3 boxes (SR4) as damage beyond that point is generally, as someone said, a hole in your god damned knee.

In essence as long as the wounds, no matter how many were taken, were not beyond that severity he could keep on tickin as long as he popped some pills - right up until death. We also ruled that he would have a chance to take more damage post-combat as a result of compounding the effects of his wounds.

He lived a lot longer than either of us expected.



In Augmentation( advanced medtech IIRC) Most of those apply if you take 7 or more boxes of damage. Considering that even a physically exceptional human has a 6 body that puts you at 11 boxes total(not including any augs.) It may be a bit more book keeping but keeping tack of how much physical damage is taken each time may help.

Say Runner X takes 3 boxes of stun from the first hit, then 8 physcal from an explosion at his feet... I'd say the painkillers would deffinatly work on the stun but unless you're using mophine(or something equal to it) you're not pushing the pain from the shrapnal and shock of said explosion to the back with some asperin... And these are just my oppinions as I'm in noway a medical professional(so I'm guessing from having kidney stones 12 times and getting lots of tattoos)
the_real_elwood
Painkillers would basically be a chemtech version of the pain editor bioware. Whereas the bioware turns off the pain receptors in the brain, painkillers block the chemical receptors responsible for sensations of pain. If you want to rule that painkillers aren't as effective as the pain editor bioware, you might want to have them only remove up to -2 in wound modifiers instead of all wound modifiers. But as with most chemicals, they should only be temporarily effective and have a risk of addiction, along with same limitations as the pain editor bioware.
noonesshowmonkey
QUOTE (the_real_elwood @ Nov 4 2008, 02:37 PM) *
Painkillers would basically be a chemtech version of the pain editor bioware. Whereas the bioware turns off the pain receptors in the brain, painkillers block the chemical receptors responsible for sensations of pain. If you want to rule that painkillers aren't as effective as the pain editor bioware, you might want to have them only remove up to -2 in wound modifiers instead of all wound modifiers. But as with most chemicals, they should only be temporarily effective and have a risk of addiction, along with same limitations as the pain editor bioware.


We tried this. It was boring.

Especially when Max had a Pain Editor installed and still chomped on pain killers like sprees.
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