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

FieldValue
Addiction / Permanent Effectafter 1d6 cumulative uses: permanent -1 Dexterity (nerve damage, irrecoverable without augmentation)
Addiction / Riskeach use
Addiction / Save Dc18
Addiction / Withdrawalmuscle spasms; -2 Strength and -2 Dexterity when not dosed
Categorydrug
Crash / Constitution Penalty-2
Crash / Dexterity Penalty-4
Crash / Duration4 hours
Crash / Strength Penalty-4
Effect / Dexterity Bonus4
Effect / Duration3 rounds
Effect / Melee Damage Bonus3
Effect / Strength Bonus4
Kadiss Signatureghost
Manufacturerblack clinic (unlicensed)
Overdosesystemic failure; DC 19 Fortitude or reduced to 0 HP, die in 1d4 rounds without intervention
Pharmaceutical / Complexity8
Pharmaceutical / Fateidentifiable-chemical
Rek Cost450
Tech Tierarchotech
Weight0.05