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Neraph
Is it just me, or is the perfect speedball a K-10/Dopadrine speeball the absolute best thing ever? +3 Bod, +3 Agi, +6 Str, +3 Initiative Passes, +1 Wil (IIRC), High Pain Tolerance 3, a -1 to all physical actions (far overshadowed by the K-10 benefits), and the impossibility to become berserk.

Dopadrine states that it prevents (operative word) the user from becoming berserk, so you never have to worry about perma-zerking.

It's a little pricey, at just shy of 1k per dose, but it's well worth it.

The only problem is coming back from that 18S damage when the K-10 wears off.

I call the speedball "Essence of Hakkar." (reference, anyone?)
Dr Funfrock
Huh. And the wording on K-10 states that "Berserk character must also make an Edge (1) test. If they fail they become Berserk permanently." Since the test is contingent on the character being Berserk in the first place, Dopadrine stops it from working... assuming, of course, that you don't roll a 6 for the duration of the K-10 and a 1 for the Dopadrine.
shuya
QUOTE (Neraph @ Nov 20 2008, 01:09 PM) *
The only problem is coming back from that 18S damage when the K-10 wears off.

i can't realistically see a situation in which you would NEED K-10 that _wouldn't_ leave you with enough damage to die when that 18S hits you. unless you're a freakin gigantic troll, anyway...

as a GM, i don't even know if i would houserule this one away either. the temptation is there, but far be it from me to stop players from nearly killing themselves. a lot less work for me, in the long run wink.gif


and as a pointless aside, the other two people who posted in this thread have the same postcount (138) as of me replying, and i for some reason think that's really neat
Neraph
I was saving this tidbit of info, but there's also an awakened drug that lasts for Essence + 1d6 hours called Immortal Flower; it gives you the critter power of Regeneration for the duration. You lose 0.1 Essence per 20 boxes of damage it regens though. But that's how you survive it.

EDIT: And why not use the same 1d6 roll for the effect of the speedball? Both require 1d6, and both are taken at the exact same time.
DTFarstar
Because unless the compound is made and mixed by a professional grade biochemist with your particular metabolism in mind, it is unlikely that they would have the exact same duration like that.

Chris
Neraph
Meh, doesn't matter.
ravensoracle
This wouldn't be a speedball I would use regularly, but there are occasions that it would definitely fit for making one hell of a story. I'd keep a shot of it around on the really dangerous runs for when you know if it all goes truely south, you're going to die. The speedball would be all three of the above mentioned drugs and I'd call it "Blaze of Glory."

It'd definitely fit into a gritty gae where the PC's are going into that last final battle with whatever uber opposition cause they have no choice. When it all turns to hell someone pops one of these to get the job done, regardless of the consequences. I think it would be the whole "Yeah, he Fucked me up, but you should see the other guy!"
Ancient History
Incredibly minor sniggle: Immortal Flower is a magical compound, not a drug!
Neraph
QUOTE (Ancient History @ Nov 21 2008, 11:02 AM) *
Incredibly minor sniggle: Immortal Flower is a magical compound, not a drug!


Tomato, Potato
Ancient History
Tomato, bound magical effect in the shape of a tomato.
Dr Funfrock
Still, I don't believe it being a magical compound has any effect on you downing all three together (or however it is you take them). A handful of pills is a handful of pills. Doesn't matter that one's an aphrodisiac and the other is a deadly poison. You'll just die horny.
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