Razorwire
Black-clinic combat cocktail.
Unlicensed combat cocktail developed in black clinics from stolen Helix precursors and experimental gene-modifiers. Grants +4 Strength, +4 Dexterity, and +3 melee damage for 3 rounds as muscle fibres overclock and neural conduction spikes. The crash is catastrophic: -4 Strength, -4 Dexterity, and -2 Constitution for 4 hours as muscle tissue tears and nerves misfire. Each dose requires a DC 18 Fortitude save; on failure the user develops Razorwire dependency (muscle spasms, -2 Strength and -2 Dexterity when clean). After 1d6 cumulative uses the user suffers permanent nerve damage (-1 Dexterity, irrecoverable without augmentation). Black-clinic only; no legitimate manufacturer.
Rules Reference
| Field | Value |
|---|---|
| Addiction / Permanent Effect | after 1d6 cumulative uses: permanent -1 Dexterity (nerve damage, irrecoverable without augmentation) |
| Addiction / Risk | each use |
| Addiction / Save Dc | 18 |
| Addiction / Withdrawal | muscle spasms; -2 Strength and -2 Dexterity when not dosed |
| Category | drug |
| Crash / Constitution Penalty | -2 |
| Crash / Dexterity Penalty | -4 |
| Crash / Duration | 4 hours |
| Crash / Strength Penalty | -4 |
| Effect / Dexterity Bonus | 4 |
| Effect / Duration | 3 rounds |
| Effect / Melee Damage Bonus | 3 |
| Effect / Strength Bonus | 4 |
| Kadiss Signature | ghost |
| Manufacturer | black clinic (unlicensed) |
| Overdose | systemic failure; DC 19 Fortitude or reduced to 0 HP, die in 1d4 rounds without intervention |
| Pharmaceutical / Complexity | 8 |
| Pharmaceutical / Fate | identifiable-chemical |
| Rek Cost | 450 |
| Tech Tier | archotech |
| Weight | 0.05 |