White Chill is a new combat drug from Karma that works on the user's
brain. White Chill is a milky electric blue liquid that is either
shot intravenously through a boopa injector or simply swallowd.
If the drug is shot it takes effect immediately; if it is swallowed
the drug begins to take effect two phases after digestion.
White Chill places the user in a deadly calm still, the world narrows
down to one thing, his mind is focussed only on the one task before
him: the determination to live through the combat encounter. An
Operative under White Chill is cool, cold, silent, brooding and
determined, he has set his mind to one task and won't let anything
interfere from completing this task. The Operative is otherwise
completely unchanged apart from his unnerving, focused determinism.
Operatives under White Chill have their COOL raised by 10 points
for Fear Rolls only and gain an additional Action per round. Ebons
who calculate under White Chill have all situational CONC modifiers
lowered by 10 points. Characters under White Chill have +10 modifiers
to all PHYS rolls they must roll and Wound penalties are halved
(so they take a -1 Wound penalty for every two wounds).
The strongest effects (those giving situational modifiers to rolls)
of White Chill last one hour, while the feeling of determinism lasts
until the character has rested, after which the character looses
this determinism granted through the drug. Coming down from White
Chill, some users have reported feeling a huge loss, of shrinking
back to something they were, knowing they can be much more. The
urge to directly shoot another dose of White Chill is almost overpowering
and hard to resist.
A few incidents of Operatives suffering from nighmares and/or flashbacks,
in which they re-live in gruesome detail the combats they were in,
after coming down from White Chill were reported, but there should
be no need for concern. All these incidents show clearly that the
Operatives are suffering from a post-traumatic combat syndrome,
and not from long-term White Chill effects.
Recently a number of Operatives have been commited to Bethlem Asylum
who suffer from advanced sociopathic and psychopathic syndroms,
although all were White Chill users any connection between the drug
and psychoses is wholly unsubstantiated.
Addiction Factor: 3
Effect: COOL +10 (Fear Rolls), gains 1 Action per Round,
CONC +10 (for Ebb Calculations), +10 to all PHYS Rolls
Duration: 1 hour (until rested)
Detox: +1 Rank Nightmares and/or Flashbacks (permanent) per
three doses of White Chill shot after addiction. The first Disad
the Operative gains is Nightmares, if he has Nightmares on 10 he
will gain Flashbacks. The Operative remembers and relieves each
night or even through the day the combats he has been while under
the influence of White Chill. Any gruesome detail is completely
exaggerated and what the Operative sees seems to come more from
X-core GoreZone flics than from the actual combat the Operative
experienced. With the advanced nightmares, sleep becomes a burden,
not a relief. If the Operative also has Flashbacks on -10, the will
begin to develop psychoses from the constant barrage of violence
and the sleep withdrawal. He will alternatingly gain 1 rank of Sociopathy
and 1 rank of Psychopathy, until he has both ranks on -10 and is
comitted to an asylum.
Dosage: 1 per day
Price: 15 Credits