Deadman's Switch, Part Seven: The Toy Box

The Toy Box is where those items will go that do not fit in other pages here, or that may need to be regulated by GM discretion because of their potential for abuse. Use with caution... and enjoy!

More to come...


NORAD Flawed Organitech Weapons - Bug Zappers with a few 'quirks'... that are far easier to obtain than the standard versions.


NORAD Utility Packs - for those who want to gear up their troops but don't know where to shop.


NORAD Combat Drugs

NORAD Eggheads have been working tirelessly to make the fight to take back the world from the Bugs easier for the brave men and women who take that fight to the Bugs. Their efforts have resulted in Organitechnology and even the Splicer and Scarecrow programs; great leaps of science, but less than helpful to the majority of soldiers in NORAD service because of their expense and scarcity. In response to NORAD Command's request for more resource-effective creations, several chemistry-oriented Eggheads came up with the idea to create a series of 'combat drugs', which would enhance a soldier's toughness and combat abilities, putting them on more equal footing with the Bug invaders. Best of all (to NORAD brass), these drugs would be cheap to produce and easy to store and distribute. In the fall of 2008, a crash program was instituted to produce several types of these drugs for field testing to determine which were most effective with the least debilitating side effects.

Unfortunately, there is no getting something for nothing. The Eggheads created several varieties of drugs, each with its own particular benefits and drawbacks, and the drugs were soon being tested in Exterminator squads across North America. At first, most soldiers thought the drugs might just give them the edge; as time passed, though, the serious cumulative effects became evident as soldiers in the trials began to die with surprising speed. Some were afflicted with cancer; others had massive strokes or heart attacks; still others became vegetables as their brains deteriorated from the influence of the drugs. These failures led to further research, and a new series of trials (on a much smaller basis, as most soldiers had decided the drugs' benefits just were not worth the risks) was begun on a second generation of combat drugs. These drugs were safer, although somewhat less potent than their predecessors, and gained limited acceptance among Exterminator squads. As of May, 2009, tests were beginning on the third generation of combat drugs.

With any military technology, there are those who would profit by its illegal sale; with combat drugs, the interested buyers were the gangs of Splatterpunks and freelance Exterminators who wandered the ruins of America. Soon after their introduction, samples were in the hands of Splatterpunks... and not long after that, Eggheads were reverse-engineering the process of how the drugs were made and, even more shocking to NORAD, improving upon the drugs and making new ones. These drugs were often more powerful than the NORAD-created ones, but their side-effects were far more ferocious and deadly. A black market has quickly popped up for these drugs among Splatterpunks and freelance Exterminators, sending NORAD into a frenzy in an attempt to upgrade their security, especially on the third-generation combat drugs.

Most of the combat drugs are designed to be injected using a special NORAD auto-injector (commonly referred to as a Speedloader), but can also be injected with regular hypodermics. Some can be ingested (although the effect takes longer to manifest), and some of the Splatterpunk versions are powders or pills for ease of use and storage.

NORAD Auto-injector

NORAD Auto-injector

Boost is the common name for what NORAD calls Alpha-6, the first combat drug created by NORAD. In comparison to later drugs, Boost is severe in its aftereffects; users' brains begin to degenerate as the drug's by-products accumulate in the sensory portions of the brain.
  • Format: Injected
  • Time to Effect: 6 seconds (2 attacks)
  • Duration: 4D6 minutes
  • Effects: Enhances the user's senses; colors, smells, tastes, and sounds are magnified, and even time seems to slow somewhat.
  • Bonuses: +3 to initiative, +2 to parry and dodge, +8 to Speed, and +3 to roll with punch, fall or impact.
  • Penalties: The user tends to be easily distracted, especially by loud noises or flashes of light; while under the influence of Boost, the user is at -10% on all skill rolls.
  • Level of Addictiveness: Mild. Using Boost more than three times in a five-day period makes the user an addict, resulting in the need to use the drug daily. An addict who is not high suffers from -2 melee attacks, -2 to parry and dodge, and -10% on all skill rolls.
  • Cumulative Effects: After each use beyond the tenth, there is a chance of permanently overloading the portions of the brain that deal with sensory information. (The GM rolls in secret; there is a 20% chance plus 2% for each use after ten that the user will lose 1 IQ point and 2% from all skills as the neurons of the user's brain start to break down.)
  • Cost: Usually $30 to $80 per dose, in coin or trade.
Overdrive is a second-gen combat drug, known by NORAD as Delta-B3. It functions much like a lower-powered version of Boost, but without the serious permanent effects. Overdrive is also known as Nightmare because of the intensely bad dreams it tends to produce, especially in addicts.
  • Format: Injected
  • Time to Effect: 6 seconds (2 attacks)
  • Duration: 3D6 minutes
  • Effects: Enhances the user's senses; colors, smells, tastes, and sounds are magnified, and even time seems to slow somewhat.
  • Bonuses: +2 to initiative, +1 to parry and dodge, +6 to Speed, and +2 to roll with punch, fall or impact.
  • Penalties: The user tends to be easily distracted, especially by loud noises or flashes of light; while under the influence of Overdrive, the user is at -5% on all skill rolls.
  • Level of Addictiveness: Mild. Using Overdrive more than twice in a five-day period makes the user an addict, resulting in the need to use the drug daily. An addict who is not high suffers from -1 melee attack, -1 to parry and dodge, and -5% on all skill rolls.
  • Cumulative Effects: Unlike Boost, Overdrive has no tendencies to burn out the sensory centers of the brain; however, users often suffer from intense nightmares as the drug's residue accumulates in the brain (GM rolls after each use; 10% chance of a nightmare). Following a nightmare (which addicts experience every 1D6 days whether they have used the drug or not), users are distracted and unable to really concentrate on the world around them; often, they will do anything to get a hit of Overdrive during this time.
  • Cost: Usually $50 to $120 per dose, in coin or trade.
Werewolf
- known by NORAD as Omega-9 - is a very powerful drug that is both desired and feared by its users. A first-generation combat drug, Werewolf makes its users almost mindlessly aggressive, able to shrug off life-threatening injuries for the duration of its effects. It concentrates in the amygdala - that part of the brain that controls fear and anger - and shuts down the portion that controls fear while hyperstimulating the portion that controls aggressiveness and anger.
  • Format: Injected
  • Time to Effect: 10 seconds (3 attacks)
  • Duration: 1D4x10 minutes
  • Effects: Werewolf is both the best and worst of the NORAD combat drugs. Best in that it greatly enhances physical capabilities of its users; worst in that it simultaneously reduces the capacity for judgement and makes users bold, fearless and highly aggressive, often resulting in life-threatening injuries in addition to the toll the drug itself takes on the body.
  • Bonuses: Adds 1D4x10 SDC, +10 to PE (with any resulting bonuses), +6 to PS, +6 to Speed, +1 attack and is +8 to save versus Horror Factor and Pain.
  • Penalties: Following the active period the user almost immediately crashes, and is essentially useless for 24 hours; -75% on all skills, -6 on all combat actions and only two melee actions, along with an inability to concentrate, extreme nausea and a tendency to pass out every few hours. These penalties are halved for the 24 hours after that, and the drug's effects will have worn off after that (although any other physical damage the user takes will still be present).
  • Level of Addictiveness: Minimal; no NORAD soldier wants to be put out of action for this long, and no Splatterpunk wants to look like such a wuss in front of his crew. Using Werewolf more often than once every ten days makes the user an addict, making the user crave it daily. While not high, the addicted user suffers from -3 to all combat actions and loses two melee attacks, and is at -15% to use any skills.
  • Cumulative Effects: Unfortunately, NORAD has discovered that prolonged use of Werewolf has several serious lasting effects. These include nerve degeneration (the GM rolls percentile dice after the sixth use of the drug; each failure results in a permanent loss of 1 from the user's PP) and genetic damage, possibly resulting in serious birth defects to any children sired by the user.
  • Cost: Ususlly sells for between $80 and $200 per dose in coin or trade; price may increase by 200% if the local users are willing to pay for it.
Hyena
is the second-generation version of Werewolf and is known by NORAD as Omega-B5. While still dangerous to users, the side effects have been toned down greatly, making Hyena far more acceptable to combat troops. Its major drawback is the tendency to make users laugh like wild hyenas at almost anything.
  • Format: Injected
  • Time to Effect: 6 seconds (2 attacks)
  • Duration: 2D6 minutes
  • Effects: Hyena is a vast improvement over Werewolf; while still enhancing a user's physical capabilities, Hyena leaves their mental capacity relatively intact and able to make simple judgements. Unfortunately, the particular chemistry of Hyena tends to make users think that everything is hilarious, resulting in laughter like that of... well, a hyena. (Don't try to sneak around while using.)
  • Bonuses: Adds 5D6 SDC, +6 to PE (with any resulting bonuses), +4 to PS, +4 to Speed, +1 attack and is +6 to save versus Horror Factor and Pain.
  • Penalties: Following the active period the user almost immediately crashes, and is at severe penalties for 3D6 hours; -40% on all skills, -2 on all combat actions and -2 melee actions, along with an inability to concentrate, nausea and body aches.
  • Level of Addictiveness: Minimal; no NORAD soldier wants to be put out of action for this long, and no Splatterpunk wants to look like such a wuss in front of his crew. Using Hyena more often than once every ten days makes the user an addict, making the user crave it daily. While not high, the addicted user suffers from -2 to all combat actions and loses two melee attacks, and is at -10% to use any skills.
  • Cumulative Effects: While safer than Werewolf, Hyena remains less than safe in the long run. The most serious side effect is nerve degeneration (the GM rolls percentile dice after the tenth use of the drug; on a roll of 01-07, one point is permanently subtracted from the user's PP).
  • Cost: Ususlly sells for between $100 and $240 per dose in coin or trade; price may increase by 200% if the local users are willing to pay for it.
Firestorm is a first-generation combat drug that tries to combine the speed of Boost and the toughness that Werewolf creates in users. While effective, the side effects and deterioration caused by Firestorm are extreme, far worse than even Werewolf, and Firestorm is no longer produced by NORAD. It is only obtainable through Splatterpunks.
  • Format: Injected, Liquid or Pill
  • Time to Effect: 3 seconds (1 attack) for injection; 30 seconds for liquid; 10 minutes for pill
  • Duration: 10 + 1D6 minutes
  • Effects: Firestorm makes users feel invincible; they tend to take enormous risks, but the speed enhancements often make them more able to escape injury than Werewolf. The drug also completely removes any inhibitions that may prevent them from torturing, maiming or killing anyone who may get in the way of their objective, making them very dangerous while under the influence.
  • Bonuses: Adds +4 to initiative, +3 to parry and dodge, +2 to roll with punch, fall or impact, +2 attacks, +6D6 SDC, and +6 to save versus Horror Factor and Pain.
  • Penalties: After the effects fade, the user experiences severe tremors and muscle spasms (-4 to PP, and is at half bonuses on all combat actions, plus loses two melee attacks and is -25% on skills), along with severe ringing in the ears and memory loss of the time the user was under the influence. These effects last for 4D6 hours.
  • Level of Addictiveness: Minimal, mainly because of the extreme aftereffects. Using Firestorm more often than once every three days makes the user an addict, making the user crave it daily. While not high, the addicted user suffers from -5 to all combat actions and loses two melee attacks, and is at -20% to use any skills. Addicts are also irritable, distracted and prone to violent outbursts, even toward friends or family. They also don't last very long.
  • Cumulative Effects: The lasting effects of Firestorm are debilitating at best; at worst, these effects can kill the user in a matter of days. The most serious side effect is nerve degeneration (the GM rolls percentile dice after every use of the drug; on a roll of 01-20, one point is permanently subtracted from the user's PP). The drug also degrades the neural pathways of the brain, causing permanent memory loss or even total amnesia ( the GM rolls percentile dice after every third use of the drug; on a roll of 03-20 the user loses one point of IQ permanently, and on 01-02 the user loses the IQ point and also loses all of his or her personal memories - total amnesia!).
  • Cost: All NORAD personnel and most Exterminators will never touch Firestorm; even Splatterpunks will hesitate before using it. The cost per dose is usually $150 to $250.


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This page was created on January 5, 2002.
Last modified on February 10, 2005.