RIIIIIIISEEEE!Now that I got your attention, I was just considering doing a thread about drug feats, only to discover that I already did.
Given that Styg already noted drug feats to not be a bad idea, I figured I'd ask again now that we have more drugs available, and more feat options, for example granting special blueprints.
Using Drugs extensively could be it's own playstyle. And no, I don't mean popping Adrenaline in every second fight.
To give a few more substantiated suggestions this time:
Junkie
req. 5 Con, 30 Biology
Cooldowns of all drugs reduced by 50%.
Using drugs and medicines costs 50% less AP.
For the discerning Drug user.
Mutant (someone find a better name?
req. Junkie or Fast Metabolism, Level 10
Take 10% reduced Bio Damage, +1% for every point of Constitution. All positive Effects from Consumables last 1 turn longer.
Essentially a feat similar to conditioning, but with a drug bonus slapped on. Could also grant a bonus to fortitude and resolve.
An additional Option could be a feat similar to disassembler that grants blueprints, in this case for an extra drug or two (what happened with minddarts btw.?)
It could allow for advanced concoctions that require lower level substances to craft.
Example of Feat-Drugs:
Haze
req.: Health Hypo, Taurine, Black Vitriol, Red Dream Mushroom
PSI regeneration applies to Health instead of PSI pool. +10% Resolve and Fortitude.
All actions cost 10% less AP and PSI points.
Lasts 5 turns, shares a cooldown with hypos.
Withdrawal:
You're dazed for 6 turns.
A powerful combat drug that boosts regeneration and induces a certain recklessness.
Would strongly benefit from a decent will score, assuming that PSI regeneration will eventually at least partially depend on Will.
In the presented form, it would stack and synergize with Adrenaline, though the withdrawal effects also stack.Vanguard
req.: Syringe, Aegis, 3x Pionic Catalyst, 3x Blood
Grants you +1 Will, immunity to incapacitation and +5 to every damage threshold for 6 turns.
Movement costs twice the points.
Withdrawal:
Ends all other positive consumable effects. Your incapacitated for one turn.
A focus on holding ground, it arguably doesn't let you do much else.
Immortal
I think it'd be nice to have a drug that temporarily prevents you from dying, sort of a drug version of Last stand, only with worse side effects.
Edit2: Updated suggestions after a bit of Reflection.
And a few feat suggestions for intelligent combat not mentioning drugs:
Indirect Fire
+5% Accuracy and Critical Chance for Throwing Weapons and Crossbows when the target is outside the optimal range (7+).
Crossbows deal +3 damage.
Meant to boost ranged effectiveness of Throwing Knives and Crossbows.
Requires:
7 Int and Per
60 Crossbows or Throwing
Wear and Tear
Slow and very slow impact speed attacks reduce the respective damage thresholds of their targets by 1.
Stacks up to 5 times.
Requires:
80 Melee or Crossbows
Wittle them down.
Electronics Genius
Allows you to dial your Energy Shield up and down, and reduces all the shield mitigates by 1.
Requires:
90 Electronics
Powermanagement or 8 Int
Dial up: Allows you to increase thresholds by 20% at the cost of +7.5% dissipation.
Dial down: Allows you to reduce thresholds by 10% to reduce dissipation by 5%, to a minimum of 0.
PhasingYou get a second evasion roll against ranged attacks that have been mitigated by your shield.
Your Critical Hits bypass an extra 30% of enemy Energy Shield.
Requires:
10 Int
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