These first two items have been offered by Alex Worms and is based on the previous Dark Lament equipment by Sipke. The rest are additional pieces of equipment that comes from the warped mind that is Sipke...
This addition to the Lens-Gel provides the wearer with a complete communication package, which works even while interdermitalized! It links in to the HUD, and you can quickly set certain frequencies or Link numbers, and then access them by thought and eye movements.
This device goes over the mouth grill, and seals against the nose and mouth, proof against leaks of fluids or gases. It automatically filters the air breathed; however, there must be adequate oxygen present for it to function. When used as a filter, the Ebon/Brain Waster will have no sense of smell. In a situation where there is little to no oxygen, it has a 1 hour supply of oxygen, and this supply will recharge as soon as there is sufficient oxygen around it. It can last so long because it can recycle the oxygen from the air the wearer exhales. This membrane will only function when extradermitalized, but it can be interdermatilized. Cost: 500 credits
The Cannibalizer is a great piece of equipment, however, it also has a major flaw. Namely, that a handy corpse isn’t always near when you could use one. That is why we have developed this complementary item: the broth-sack. The end result of using the Cannibalizer on a carrien-sized corpse, is about 2,5 litres of highly nutrient broth which your Deathsuit, with help of the Cannibalizer, can absorb to heal wounds. The broth-sack can be used to store that 2,5 litres of liquid health for later use. It looks like an empty leather sack, which can be placed onto your back. Over the course of the day, your Deathsuit will pull the sack into itself, as to better protect it against harm. Of course, you can easily order the Deathsuit to release the broth-sack again. The broth will stay good for about 2 days in the broth-sack, after which it begins to deteriorate and becomes less usable. Also available is the broth module, which monitors the amount still in the sack, as well as the overall state of the broth. Also, it keeps an eye on the Cannibalizer itself, so that you always know if there’s enough enzymes still in there, or that it might be time to use that extra juice capsule. It has to be connected to your lens-gel with an equipment filament of course.
Game use: The broth-sack can hold up to 2,5 litres of broth, which is about 10 Phys of an organic body. It weighs some three kilograms when full. The Deathsuit will cover it after it has been worn for 16 hours, so that the Deathsuit itself protects it against leakage. After two days, any unused broth will start to deteriorate at the speed of 500 millilitres per hour. (2 Phys worth of broth) This will be broken down into liquid and gas, which will slowly be released by the Deathsuit. There is a strong smell of rotting flesh when this happens. The user can also quick release the stuff by pumping it out through the feeder filament of the Cannibalizer. Although it takes some time (2 minutes) it will at least prevent teammates from nagging about the smell.
Broth-sack: 40 credits.
Broth Module: 20 credits.
A horribly effective poison, it is only available to or on request from Cloak Division or Internal Affairs. Liquid Death is a poison-virus hybrid. Once injected, it will spread through the hosts body, replicating quickly and attaching itself onto every cell in the body within 2 days time. It will then destroy the membrane of every cell, causing every cell to lose cohesion. This results in a very quick death, as the host actually liquefies. It also works on dead bodies, in which case the body turns to liquid within 8 hours time, thus disposing of it nicely. Costs 180 credits per capsule.
The first ever Ebb-poison! A milestone in Dark lament research, fluxburn utilises Ebb in poisoning it’s target. It will cause the victim’s body to attract Ebb and store it, just like an Ebon or other Ebb user. However, it attracts more than even an Ebb user can handle. An injected Ebb user will regenerate all his flux and then starts gathering surplus. Unless he uses this flux very quickly, he will start to absorb a surplus of flux. This will then start to attack the body, literally burning cells away. On a human, this will very likely kill him, as he cannot use flux to get it out of his system. Game use: The poison takes effect after 3 phases. The victim’s body will then start to attract flux at a rate of 2 points per phase. In a non-ebb user, this will cause 2 hitpoints of damage per phase. In an ebb user, it will cause 1 hitpoint of damage per phase unless it is used. After 14 phases, the poison has run it’s course and stops working. Costs 60 credits per capsule.
We are beginning to understand more and more about the ebb users body and about Ebb itself. This has resulted in a whole range of new Ebb-drugs, some of which are being fine tuned, some are tested for more uses and a few are ready to be sold to you, our customer!
One of the heavy combat drugs for the Ebb user, this drug takes some getting used to. 1,2 seconds after being injected, it starts to work. Ebb is pulled from the environment into the ebb user’s body and directed into the bone structure. Within 1 second, bone and cartilage twist and grow to the outside of the body, forming extra armour over weak spots (belly, arms and legs) and spiky protrusions over hard spots (knees, elbows, shoulder blades, knuckles). This provides the user with extra protection and natural weaponry. When the drug runs out, it is formed into a strain of kickstart, which will cause the bone and cartilage to retract again and the wounds to close. There are some cases, however, where some internal damage remains, so having an extra dose of the healing drug of your choice handy is advisable.
Game use: Two phases after injection, the change begins and takes another phase to complete. The user than has one extra PV on his head, two extra PV on arms and legs and three extra PV on the torso. The spikes can be used in close combat, Damage: 3 Pen: 2 and Armour damage: 2. The effect lasts for ten phases, after which it the bones retract in one phase time. The user must roll a Phys -8 for each body location. On a missed roll, that location suffers two points of damage and one wound.
Addiction: -1 Phys per 6 doses
Detox effects: -2 Phys, -1 hits per location permanently.
Addiction: 2 per day.
Cost: 12 credits per dose.
This drug boosts the users stamina as well as forcing the body to regenerate some flux, enabling them to keep up a tiring activity much longer. The “drawback” is that if the user has nothing to do, he will probably become hyperactive and start looking for something to do. The drug will work for 4 hours, after which time the body will feel very tired. Note that the drug works on non-ebb users also, although the ebb regenerating ability of the drug will not work. One popular use the drugtesters discovered, was the ability to party all night...
Game use: No phys rolls for the duration of 4 hours, -4 phys when the drug wears off for 2 hours. If the drug is flushed from the system before 4 hours have passed, each hour or fraction there off will cause a -1 Phys for 2 hours. + 4 flux for ebb users after 3 phases.
Addiction: -1 Phys per 12 doses.
Detox effects: -2 Phys permanent, -1 flux permanent.
Addiction: continuous.
Cost: 6 credits per dose.
When this drug takes effect, the user will start seeing his surroundings and everything in it in hyper geometrical shapes. Although at first this takes some getting used to, it also makes it easier for the user to calculate the surroundings and targets into the Ebb-equations. For some of us, seeing everything with this drug makes the world more real than seeing it without it.
Game use: -4 Diag and Conc for the first 10 phases. After that, + 1 Diag, + 1 Conc and +2 to all Ebb skills for three hours.
Addiction: -1 Phys per dose.
Detox effects: -2 Conc, -2 Diag, -2 to use of Ebb skills permanent
Addiction: Continuous.
Cost: 7 credits per dose.