Shadowrun

Shadowrun Play => Rules and such => Topic started by: UnLimiTeD on <06-11-15/0705:47>

Title: Duration of unspecified Poisons
Post by: UnLimiTeD on <06-11-15/0705:47>
So, how long do poisons last that have sideeffects with unspecified durations?
Namely, Dread?
It's being discussed in a group I'm in, and I'm interested if anyone else has a solution for that, or if someone can chip in with a page or authors opinion on how to resolve the problem.
Title: Re: Duration of unspecified Poisons
Post by: Shaidar on <12-16-17/1337:07>
Quote
DREAD
Vector: Injection
Speed: 1 Combat Turn
Penetration: 1
Power: 8
Effects: Disorientation, Panic (see description)
Dread is a cocktail of psychedelic and panic-inducing drugs including CCK-5, beta carboline, and psilocybin. Subjects exposed to the toxin are overcome by a wave of drug-induced fear characterized by an overwhelming urge to flee from the perceived source (similar to the critter power Fear). If he fails the standard Toxin Resistance Test, a character affected with dread must make a Composure Test with a threshold equal to the remaining Power of the toxin. If unsuccessful the character cowers in fear and is unable to act that turn except to flee. The character must repeat the above Composure Test at the start of each turn, with the standard cumulative –2 dice pool modifier per attempt, in order to take any action.

Every passage of the Toxin's Speed grants another Resistance Roll to further reduce the effective Power. So for Dread, next Turn is a new Resistance Test against the remaining Power from the first roll, then if any Power remains after the second Resistance Test comes another Composure Test with the lowered Threshold.

The Disorientation -2 will last the full 10 minutes (20 Combat Turns) after one fails the first Toxin Resistance Test.
Title: Re: Duration of unspecified Poisons
Post by: Spooky on <12-18-17/1510:38>
Quote
DREAD
Vector: Injection
Speed: 1 Combat Turn
Penetration: 1
Power: 8
Effects: Disorientation, Panic (see description)
Dread is a cocktail of psychedelic and panic-inducing drugs including CCK-5, beta carboline, and psilocybin. Subjects exposed to the toxin are overcome by a wave of drug-induced fear characterized by an overwhelming urge to flee from the perceived source (similar to the critter power Fear). If he fails the standard Toxin Resistance Test, a character affected with dread must make a Composure Test with a threshold equal to the remaining Power of the toxin. If unsuccessful the character cowers in fear and is unable to act that turn except to flee. The character must repeat the above Composure Test at the start of each turn, with the standard cumulative –2 dice pool modifier per attempt, in order to take any action.

Every passage of the Toxin's Speed grants another Resistance Roll to further reduce the effective Power. So for Dread, next Turn is a new Resistance Test against the remaining Power from the first roll, then if any Power remains after the second Resistance Test comes another Composure Test with the lowered Threshold.

The Disorientation -2 will last the full 10 minutes (20 Combat Turns) after one fails the first Toxin Resistance Test.

Don't you mean the full minute, because a Combat Turn lasts 3 seconds?
Title: Re: Duration of unspecified Poisons
Post by: Shaidar on <12-18-17/2129:04>
Nope, 10 minutes.

SR5 Core pg 409
Quote
Disorientation causes the victim a –2 dice pool modifier to all actions for ten minutes, due to confusion and disorientation.

200 Combat Turns as opposed to 20 Combat Turns was what I had incorrect