Tick
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Tick tock, motherfucker. Your time is running out if you're against a guy using tick. Sets up a shot like no other. Their hearing is enhanced almost beyond mortal ability, and their intuition is even better. Sometimes used by laser snipers, sometimes used by fortune tellers. Sometimes used by the guy that's going to kill you. Best of all, when you take it, you finally shut up and sit still. Buy as many as you can carry and share them with your friends! Maybe I'll have some peace for once.
  • Cost: 2000 creds
  • Uses: 1
  • Requirements: Be a human
  • Stats: +2 intuition
    +1 perception (roleplayed as hearing)
    +1 conventional
  • Duration: 4d6 turns
    Effects start at the beginning of the next turn.

Frequent users of Tick often find themselves setting up complicated rituals before they take their next dose. Taking Tick benefits from regularity of habits: users find that, for instance, taking a shower immediately before injection may help keep the headaches away, or ward off fatigue. Others might take a sip of a carefully-mixed beverage, or perhaps read a certain passage of a book before placing the pill under their tongue. The rituals vary, but the effect is the same: it calms the person down. The calmer you are when you take it, the calmer you'll remain.

Tick works to steady the arms and mind. This can grant people an intuition powerful enough to seem almost like they can predict the immediate future, and can keep their rifles steady enough to make a very noticeable increase in accuracy. Unfortunately, this may steady the mind and arms too far, if taken in large doses. It's also usually helpful to have an emergency shot or some such on hand, just in case you find your throat constricting. It's known to happen from time to time.

Time seems to slow down for the user, and the quietest of sounds seem to emerge - someone on Tick can possibly hear even the ticking of a watch from the next building over - a feat unrivaled except by the most sophisticated of microphones. Moving their muscles exactly as they please becomes particularly easy, especially when it comes to finely-tuned aiming.

A favorite of snipers across the galaxy.

Side effects while active

Side effects only take place for the duration of the drug, and stop afterwards. Side effects can stack between drugs. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

100% Motionlessness Tick puts you into a trance-like state where your body is almost completely steady. This looks very strange to an observer, to say the least, but it lets them make shots that might not otherwise be possible. It's an identifying mark you can use to easily identify a tick addict.
85-100% Sound sensitivity Tick's secondary purpose, enhanced hearing, makes everything sound really loud. It also lets you hear all sorts of tiny noises you wouldn't normally hear. Unfortunately, if there are any loud noises about, it'll prove distracting - and even painful - to the character, resulting in a -1 to rolls. Even the loud shouting of a comrade over the comms can ruin their concentration for a moment.
85-100% Bloody nose A very slight trickle of blood from the nose is common - just enough to be apparent. This is another identifying mark.
20-50% Easily fatigued Holding your body so incredibly still can prove exhausting. This results in a -1 to endurance, and makes them more susceptible to pain. The GM will not mention whether this is in effect.
5-35% Trouble breathing A select few individuals may find that Tick also has an effect on their lungs. This makes breathing difficult. The GM will roll 1d6 to determine whether the character's windpipe will close up completely. If it does, it will happen at a randomized point during the duration of the drug. Rapid medical attention can save them. The GM will not mention the results of this second roll.

Overdose effects

If you take too many different drugs in a short amount of time, you have a chance of receiving the side effects of any of them. These last for the duration of the longest-duration drug you've taken. Those that last other lengths will be noted. Continuing to take drugs past this point may result in death. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

85-100% Dizziness Overdosing with Tick can, as a whole, prove highly disorienting. This results in a -1 to all rolls involving movement, and running/walking takes twice as many layers.
85-100% Lethargy After overdosing, lethargy is a common trait. It won't last long, but they may find themselves wanting to close their eyes and wait it out. Taking a quick five-minute nap is often a good remedy, if they can afford it. Otherwise, they may catch themselves yawning fairly often.
35-65% Paranoia An overdose can lead the user to believe that a "higher power" is pulling the strings. "Higher power" can mean anything, from the lunch lady to the government to FSM himself. The affected person may try very hard to make everyone else understand… or perhaps he'll believe that they're on the higher power's side. This can last for well beyond the effects of the drug - even up to a few days, or until the drug is completely flushed out of their system.
20-50% Paralysis There is a slight chance of overdose causing paralysis of the limbs. The head will remain functional. The limbs will not. This is likely due to tick trying to hold certain individuals "still" - and it just goes too far.
20-50% Lengthy withdrawal An overdose can potentially make withdrawal symptoms last for an extra mission. The GM will not inform the player if this happens; he will have to make a note and let the players find it out for themselves.

Withdrawal effects

If you take too many drugs over the course of one or two missions, there's a chance you can become addicted and experience withdrawal symptoms. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player. Still others may happen at random for the duration of withdrawal. Withdrawal can be mitigated by taking another of the particular drug at some point during or before the next mission - or you can try waiting it out for a mission or two, until it goes away.

  • Duration: 1 month (1 full-sized REKT mission) - may be longer due to overdose effects
85-100% Tinnitus Tinnitus is defined as "a ringing in the ears" - which is precisely what a person withdrawing from Tick seems to hear. It's annoying, and if they try to use perception to listen for something, they get a -1 to their roll.
85-100% Anxiety The anxiety can be about anything - something silly, or something serious. The important thing is that they're extremely worried about it and dreading either it, or the results of something related to it.
85-100% Dehydration The person will find themselves incredibly thirsty, and may also sweat profusely. If they don't keep a water bottle with them and drink from it occasionally, they'll suffer from terribly distracting headaches, which may subtract from their rolls.
85-100% Formication "Formication" is not "fornication". One is a sexual act. This, on the other hand, is the sensation of insects crawling underneath the skin. It is quite maddening and they'll find themselves scratching even if they don't realize it.
85-100% Fidgeting During withdrawal, the person may find it difficult or impossible to sit still.
20-50% Spasmodic motion The user may find themselves to have something of two left feet. It will be an odd feeling that they can't quite pinpoint. They may notice it, or they may not. In any case, it gives a -1 to agility rolls. The GM will not inform the player of whether this is in effect.
5-35% Coma In a very small percentage of cases, the addict may suddenly and abruptly fall unconscious. This will be preceeded a few minutes before by a sudden spasmodic feeling in the chest, giving the person time to prepare. The coma may be held off with another dose of Tick. After he falls unconscious, he needs either a triple dose of anti-shock stims or will remain unconscious until he can get to a proper medical facility. The GM will not tell the player whether this is in effect, and it may happen at any time during the mission.

History

History

Ingame example

Ingame example


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