Tweeker
Put simply, you’re a man that enjoys a chemical dependency. Doesn’t matter what it is: HyperCocaine, Synthohol, or Crystal Pepsi. You indulge nearly constantly and have a tendency to lose yourself to the whims of the drug.
You can ignore +1 points of Intoxication for every Tweeker template you take.
Starting Equipment: AR-15 (mr, 1d8, 6), Old_Bat(mm, d8, 0, Concussion), 1d4 doses of your drug.
Starting skill: [1] - Streetwise, [2] - Chemistry, [3] - Medical Centers
A. Drug Fueled Rage
B. Twitchy, Dependant
C. Drug Resistance
D. Becoming the Drug, Burn Out
Drug Fueled Rage
By taking a large dosage of your drug of choice, you may enter a drug fueled rage for 4 + {Template] rounds. While enraged you are immune to pain and fear, and gain +1 to your attack and defense. You do, however, lose yourself to the drug. Any action described as “defensive”, “curative”, “cooperative”, or “tactical” is not one your drug-addled mind can comprehend. The drug says FIGHT, so you fight. Using technology any more complicated than a gun, or a weapon implant, is right out. While you won’t target your friends, anyone that harms you (accidental or otherwise) in this fight ain’t a friend until the rage ends.
Twitchy
The drug has left your nerves a complete mess. When surprised, you have a 3-in-6 chance to act on the surprise round anyway.
Dependant
Keep those eyes open. Taking a dose of your chosen drug adds 1d4 in temporary HP lasting as long as the drug effects. Stackable up to your level (i.e. 3 doses for 3d4 at level 3)
Drug Resistance
When in the midst of your Drug Fueled Rage, should you take damage greater than half your remaining HP, you may spend a Conviction point to ignore it
Becoming the Drug
You’ve entered a new state in your drug habit: A toxic zen. Replace the bonuses from your drug fueled rage with your level. This activates Dependant for free.
Burn Out
Your heavy drug usage has ruined your nervous system, dulling your connection with the world. All incoming damage is reduced by 2 points, even when you’re sober.