QUOTE (Yerameyahu @ Jun 20 2010, 03:58 AM)
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In SR3, there were clear rules for intentional and accidental activation. Steal them, I guess. :/
I've got that handy, here we go:
QUOTE (Shadowtech, Page 19, Adrenal Pump)
Stress and other emotional states such as anger, fear, or lust will also activate the pump.
[. . .]
Although normally triggered involuntarily, the adrenal pump can also be triggered on demand through the use of adrenocorticotropic hormone (ACTH/corticotrophin); inhalers with six doses can be acquired from various sources (see Compounds, p. xx, for more details).
The Reaction increase does not affect the skills involved in rigging or decking. To activate or resist the activation of the pump, the character makes a Willpower(6) Test. A Light wound of any kind automatically activates the pump, assuming the character is aware of the damage.
[. . .]
>>>>>[MAO can be used to partially suppress the effects of unwanted pump activation. Check it out.]<<<<<
-The Smiling Bandit <Strikes again!/Ha-Ha-Ha>
The ACTH inhaler they mention is listed as legal at 100Y/six doses, with no effects aside from triggering the pump.
Monoamine oxidase (MAO) is a compound that kills adrenaline, dealing 10L2 (???) stun damage, reducing Reaction by 1 and Initiative by 1d6. It remains in the system for 10-(Body d6) turns after it is applied, and subsequent doses have no effect until the first is flushed.
When used on someone with an active Adrenal pump, it reduces the bonuses given by the pump. The Level 1 pump loses bonuses for Quickness, Strength, and Will, although it still gives a bonus to Reaction (-1 for the MAO). Level 2 pumps hit by MAO function as a Level 1 pump, but keep their Reaction bonus. There is no mention of a Level 3 pump in Shadowtech. No mention is made of a reduction to the stun damage the pump deals. Quote regarding Adrenal Pump counters:
QUOTE (Shadowtech, Page 100, MAO)
Injectors with more controlled dosages are available to help counter the effects of the random activation of adrenal pump systems. Applications from the injector reduce the effect normally, but inflict no stun damage. The price for injectors is 320Y for a unit with six doses.
My reading on this is that there may be ways to control the Adrenal Pump that didn't make it into the official books for 4e. With trigger drugs and adrenaline-counters both existing earlier in the source material, and the basic principles of the Adrenal Pump remaining the same, I think it is reasonable for GMs to offer some of these to players.