Drugs

**Drugs** vary from the everyday boosters most people indulge in, to dangerous substances that will probably mess up your Character for the long term. You can find Everyday Drugs pretty much everywhere, but you'll need to turn to dealers or the black market for Street Drugs, and to trained Medtechs for Pharmaceuticals.

When you take Street Drugs or Pharmaceuticals, you typically are doing so using an Action with an Airhypo to administer a single dose of a desired drug to a willing target, or trying to make a single Melee Weapon Attack with an Action to administer a single dose to an unwilling target on a hit instead of dealing damage. A Character who is not a Medtech cannot administer Pharmaceuticals correctly. These aren't Street Drugs, they require training to get the medically correct proportions.

When you are dosed with one of these drugs, you are automatically affected by the drug's Primary Effect. When the Primary Effect of the drug wears off at the end of its duration, you roll *WILL + Resist Torture/Drugs + 1d10* against the DV of the drug's Secondary Effect, which are permanent and habit forming until you receive therapy for addiction. Taking multiple doses of a drug within the duration of the Primary Effect extends the Primary Effect of the drug by its full duration, but requires an immediate check for the Secondary Effect. Each additional dose beyond the first increases the DV of the Secondary Effect by 2.

If you're already addicted and take multiple doses, failing the DV of the Secondary Effect causes you to overdose. Overdosing means you become Mortally Wounded, and begin to roll Death Saves, until stablised or treated.

## Everyday Drugs

### Alcohol

* **Cost:** $3 (per dose)
* **Primary Effect:**
	+ **Requires 3 doses within the same period before the Primary Effect takes effect.**
	+ Lasts 2 hours.
	+ For the duration of the Primary Effect, the user gains +1 to Dance (DEX), Conversation (EMP), Human Perception (EMP), Persuasion (COOL), and Acting (COOL) checks.
	+ The price given is for a dose of cheap alcohol at a dive bar, and varies with more expensive brands and locations.
* **Secondary Effect (DV11):**
	+ If the user wasn't already addicted to alcohol, they are now.
	+ The user throws up and loses the primary effect if it is still active, and is fatigued.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $200.

### Soycaf

* **Cost:** $2 (per dose)
* **Primary Effect:**
	+ Lasts 2 hours.
	+ For the duration of the Primary Effect, the user gains +1 to Concentration (WILL), Accounting (INT), Bureaucracy (INT), Business (INT), Composition (INT), and Library Search (INT) checks.
* **Secondary Effect (DV13):**
	+ If the user wasn't already addicted to caffeine, they are now.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $50, and if the user hasn't had any Soycaf this day they have a -1 to all rolls due to a bad headache.

### NiCola

* **Cost:** $5 (per dose)
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, the user gains +1 to Concentration (WILL), Accounting (INT), Bureaucracy (INT), Business (INT), Composition (INT), and Library Search (INT) checks.
	+ See NiCola for the available flavours.
* **Secondary Effect (DV13):**
	+ If the user wasn't already addicted to caffeine, they are now.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $100, and if the user hasn't had any NiCola this day they have a -1 to all rolls due to a bad headache.

### Real Coffee

* **Cost:** $10 (per dose)
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, the user gains +1 to Concentration (WILL), Accounting (INT), Bureaucracy (INT), Business (INT), Composition (INT), and Library Search (INT) checks.
	+ For the duration of the Primary Effect, the user ignores fatigue.
* **Secondary Effect (DV13):**
	+ If the user wasn't already addicted to caffeine, they are now.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $200, and if the user hasn't had any Real Coffee this day they have a -1 to all rolls due to a bad headache.

### Cigarettes

* **Cost:** $5 (per dose)
* **Primary Effect:**
	+ Lasts 1 hour.
	+ For the duration of the Primary Effect, the user gains +1 COOL to Social Skill checks.
* **Secondary Effect (DV15):**
	+ If the user wasn't already addicted to nicotine, they are now.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $100, and if the user hasn't smoked a Cigarette in the last 4 hours they have a -1 COOL to Social Skill checks due to jitters.

### Cigars

* **Cost:** $20 (per dose)
* **Primary Effect:**
	+ Lasts 1 hour.
	+ For the duration of the Primary Effect, the user gains +2 COOL to Social Skill checks.
* **Secondary Effect (DV15):**
	+ If the user wasn't already addicted to nicotine, they are now.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $500, and if the user hasn't smoked a Cigar in the last 4 hours they have a -1 COOL to Social Skill checks due to jitters.

### Nicotine Patches

* **Cost:** $10 (per dose)
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, the user gains +1 to Concentration (WILL), Gamble (INT), Conversation (EMP), and Streetwise (COOL) checks.
* **Secondary Effect (DV15):**
	+ If the user wasn't already addicted to nicotine, they are now.
	+ While addicted, the user's Lifestyle Monthly Cost is increased by $200.

## Street Drugs

### Black Lace

* **Cost:** $50 (per dose)
* **Description:**
	+ Has the appearance of powdered black crystal. A high-powered combat drug and painkiller that also has a nasty cost on the brain. Lace users become fearless, cold-blooded killing machines, which is exactly what its military designers were looking for. It eats away at humanity, and can eventually lead to cyberpsychosis.
* **Primary Effect:**
	+ Lasts 24 hours.
	+ User takes 2d6 Humanity Loss upon taking a dose, which is returned if the user isn't affected by Black Lace's Secondary Effect.
	+ For the duration of the Primary Effect, the user ignores the effects of the Seriously Wounded Wound State.
* **Secondary Effect (DV17):**
	+ If the user wasn't already addicted to Black Lace, they are now.
	+ Humanity Loss from Primary Effect isn't returned.
	+ While addicted, unless the user is currently experiencing the Primary Effect of Black Lace, their REF is lowered by 2 points.

### Blue Glass

* **Cost:** $20 (per dose)
* **Description:**
	+ Has the appearance of neon blue glass in salt-like crystals. A powerful hallucinogenic originally developed as a biological weapon. Glass users will "flash out" and go near catatonic if pushed the wrong way or put under enough stress, hallucinating swirls of vibrant colours in short, powerful bursts that are definitely pretty, but also pretty dangerous.
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, The GM will occasionally tell you when you are "flashing out". You lose your ability to do an Action on a Turn while in this state.
* **Secondary Effect (DV15):**
	+ If the user wasn't already addicted to Blue Glass, they are now.
	+ Humanity Loss from Primary Effect isn't returned.
	+ While addicted, The GM will occasionally tell you when you are "flashing out". You lose your ability to do an Action on a Turn while in this state.
	+ A Blue Glass Junkie will typically "flash out" once every hour, but this can vary heavily from person to person.
	+ While addicted to Blue Glass, its Primary Effect changes: Instead of causing you to "flash out", you are instead immune to "flashing out" while experiencing the Primary Effect of Blue Glass. Now, you take it for stability.

### Boost

* **Cost:** $100 (per dose)
* **Description:**
	+ Has the appearance of small green pills. A strong brain stimulant that sends the synapses into overdrive, unless you're addicted, at which point you've started to fry those synapses instead and will be reduced to screaming fits and hallucinations if you're not Boosting.
* **Primary Effect:**
	+ Lasts 24 hours.
	+ For the duration of the Primary Effect, the user's INT increases by 2 points. This can raise your INT above 8.
* **Secondary Effect (DV17):**
	+ If the user wasn't already addicted to Boost, they are now.
	+ While addicted to Boost, the user's INT is lowered by 2 points.

### Glitter

* **Cost:** $200 (per dose)
* **Description:**
	+ Has the appearance of small glittery red beads. A highly addictive stimulant that's very dangerous and very illegal, giving it that irresistible aura of "forbidden fruit". Glitter kills. One off dose or weak nervous system, and it will have those neuros firing white-hot until they pop.
* **Primary Effect:**
	+ Lasts 8 hours.
	+ For the duration of the Primary Effect, the user's REF and MOVE increase by 1 point. This can raise your REF and MOVE above 8.
	+ For the duration of the Primary Effect, all fatigue-related penalties are removed and the user cannot sleep. If the user has been awake for longer than 72 hours, they roll against the Secondary Effect.
	+ The user becomes prone to paranoid ideation. For the duration of the Primary Effect, your GM will occasionally tell you when you feel paranoid, and you should do your best to roleplay accordingly.
* **Secondary Effect (DV19):**
	+ If the user wasn’t already addicted to Flicker, they are now.
	+ The user falls asleep immediately regardless of what they are doing. The user must continue rolling against the Secondary Effect every 10 minutes until they sleep.
	+ While addicted, their REF and MOVE are lowered by 2 points each, unless the user is currently experiencing the Primary Effect of Flicker.
	+ While addicted to Flicker, you will begin craving more Flicker 6 hours after your last dose and you should do your best to roleplay accordingly.

### Lust

* **Cost:** $1000 (per dose)
* **Description:**
	+ Has the appearance of lightly pink glitter flakes. A coercive drug that dulls the senses and makes users susceptible to the direction, command, or influence of others. Very illegal, unless you're the government.
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, another person may use their action to make visual and auditory contact with the user and give them a command. The user must make a check against the Secondary Effect DV and if they fail then they must obey the command given. The user will ignore any sense of personal safety or morality that conflicts with the “Controller’s” commands.
	+ Any person that knowingly commands the user to take any action they would not normally take willingly must make a check against the Secondary Effect DV. On a failed roll the “Controller” suffers 1d6 HUM loss. At the GM’s discretion, particularly disturbing commands may result in 2d6 or even 3d6 HUM loss. The “Controller” only suffers HUM loss one time for each dose regardless of the number of commands given to the user.
* **Secondary Effect (DV17):**
	+ If the user wasn’t already addicted to Lust, they are now.
	+ While addicted, the user experiences un-controllable mood swings ranging from intense fits of uncontrollable rage, to debilitating sadness, and paralyzing paranoia.
	+ While addicted to Lust; its Primary Effect changes: Instead of making the user susceptible to the commands of others, the Primary Effect of Lust relieves the user’s uncontrollable mood swings.

### Molly

* **Cost:** $20 (per dose)
* **Description:**
	+ Has the appearance of small flat pills in a variety of colours, with imprints of a symbol or logo on the face depending on who's producing the pills. Usually come with fun and creative names that make the drug particularly enticing to the kids. Makes users feel euphoric, energetic, and a strong connection to everyone around.
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, the user’s EMP increases by 1 point and the user gains +2 to the following skills: Dance, Conversation, and Human Perception.
* **Secondary Effect (DV15):**
	+ If the user wasn’t already addicted to Molly, they are now.
	+ While addicted, the user feels disconnected from others and their EMP is lowered by 2 points unless the user is currently experiencing the Primary Effect of Molly.
	+ Additionally, they have -2 to Dance, Conversation, and Human Perception skills, unless the user is currently experiencing the Primary Effect of Molly.
	+ While addicted to Molly, your GM will occasionally tell you when you crave more Molly, and you should do your best to roleplay accordingly.

### Nova Jane

* **Cost:** $10 (per dose)
* **Description:**
	+ Has the appearance of vibrant green powder that was probably meant to simulate plant material, but nothign living has ever had quite that shade of green. Makes users feel relaxed and at ease.
* **Primary Effect:**
	+ Lasts 4 hours.
	+ The user gains 2d6 Humanity upon taking a dose, which is removed when the Primary Effect ends.
	+ For the duration of the Primary Effect, the user’s REF and INT are reduced by 1 point each.
	+ Additionally, Nova Jane removes any penalties for "under extreme stress".
* **Secondary Effect (DV15):**
	+ If the user wasn’t already addicted to Nova Jane, they are now.
	+ While addicted, unless the user is currently experiencing the Primary Effect of Nova Jane, they suffer from the "under extreme stress" penalty.

### Sauce

* **Cost:** $10(per dose)
* **Description:**
	+ Has the appearance of red pasta sauce. A versatile substance that smells and tastes vaguely similar to the tomato sauce of the supermarkets of old. Makes the user feel happy-go-lucky and full of life.
* **Primary Effect:**
	+ Lasts 2 hours.
	+ For the duration of the Primary Effect, the user’s LUCK increases by 2 points. This can raise your LUCK above 8.
* **Secondary Effect (DV15):**
	+ If the user wasn’t already addicted to Sauce, they are now.
	+ While addicted, your REF and INT are lowered by 1 point each.
	+ While addicted to Sauce, your GM will occasionally tell you when you crave more Sauce; when this occurs, the player should immediately seek out a source of sauce-laden food or another dose of the drug.

### Smash

* **Cost:** $10 (per dose)
* **Description:**
	+ Has the appearance of bubbly, yellow foam. Sold in cans everywhere. A relaxant that makes you loose, happy, and ready to party much like alcohol. The downside is, when it wears off the crash makes you depressed, then suicidal, then a feebly mumble ball of catatonia.
* **Primary Effect:**
	+ **Requires 2 doses within the same period before the Primary Effect takes effect.**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, the user gains +2 to the following Skills: Dance (DEX), Conversation (EMP), Human Perception (EMP), Persuasion (COOL), and Acting (COOL).
* **Secondary Effect (DV15):**
	+ If the user wasn't already addicted to Smash, they are now.
	+ While addicted to Smash, the user feels a loss of interest in normally enjoyable activities and has -2 to the following Skills: Dance (DEX), Conversation (EMP), Human Perception (EMP), Persuasion (COOL), and Acting (COOL).
	+ While addicted to Smash, your GM will occasionally tell you when you crave more Smash, and you should do your best to roleplay accordingly.

### Stardust

* **Cost:** $100 (per dose)
* **Description:**
	+ Has the appearance of clear oil with floating flakes that shimmer with rainbow colours when light reflects off it. A strong relaxant and painkiller that lets the user keep trucking. Powerful, but there's a good reason the human body tells you you're hurting usually.
* **Primary Effect:**
	+ Lasts 12 hours.
	+ For the duration of the Primary Effect, the user ignores the effects of the Seriously Wounded State and the -4 to all actions effect of the Mortally Wounded State.
	+ Additionally, the user is completely unaware of pain or physical damage to their body. The GM tracks the user’s HP and does not inform the user of wounds or Critical Injuries. The user can detect their own Critical Injuries by using an Action to roll INT + Perception + 1d10 against DV15. If the user attempts to take any action that is not possible due to a Critical Injury, they lose their action and the GM informs them of the Critical Injury.
	+ For the duration of the Primary Effect, the user’s BODY increases by 2 points. This can raise your BODY above 8 and it changes the users maximum HP, Death Save, and Seriously Wounded Threshold.
	+ Additionally, the increase in BODY increases the user’s current HP by 5. When the Primary Effect ends, the user’s BODY, maximum HP, Death Save, and Seriously Wounded Threshold return to normal, and the user’s current HP is reduced by 5. This can cause the user to become Mortally Wounded.
* **Secondary Effect (DV19):**
	+ If the user wasn’t already addicted to Stardust, they are now.
	+ hile addicted, unless the user is currently experiencing the Primary Effect of Stardust, their REF and BODY are lowered by 2 points each. This decrease in BODY changes the user’s maximum HP, Death Save, and Seriously Wounded Threshold.
	+ Additionally, the user’s current HP is reduced by 5. This can cause the user to become Mortally Wounded. Please note that when addicted to Stardust and the Primary Effect ends at the same time the user’s current HP is reduced by a total of 10 points.

### SynthCoke

* **Cost:** $50 (per dose)
* **Description:**
	+ Has the appearance of white powder. The second generation, synthetic replacement for cocaine. Just like the original, can really help you hyperfocus, but has some nasty side-effects: paranoia, anxiety, and the jitters.
* **Primary Effect:**
	+ Lasts 4 hours.
	+ For the duration of the Primary Effect, the user's REF increases by 1 point. This can raise your REF above 8.
	+ The user becomes prone to paranoid ideation. For the duration of the Primary Effect, your GM will occasionally tell you when you feel paranoid, and you should do your best to roleplay accordingly.
* **Secondary Effect (DV15):**
	+ If the user wasn't already addicted to SynthCoke, they are now.
	+ While addicted, their REF is lowered by 2 points, unless the user is currently experiencing the Primary Effect of SynthCoke.
	+ While addicted to SynthCoke, your GM will occasionally tell you when you crave more SynthCoke, and you should do your best to roleplay accordingly.

## Pharmaceuticals

Each time you allocate a point into Pharmaceuticals you gain access to one of the following pharmaceuticals, which your Character can synthesize by rolling a DV13 Medical Tech Check, wasting the materials used on a failure. A Medtech can make **a number of doses equal to their Medical Tech Skill in 1 hour from $200 of materials**. You can't synthesize Street Drugs with Medical Tech (Pharmaceuticals).

### Antibiotic

* When injected with a dose of Antibiotic, a target who has already started the natural healing process heals an extra 2 Hit Points every day for a week.
* A person can only benefit from one use of Antibiotic at a time.

### Biotoxin

* **In order for a Medtech to select Biotoxin they must first know how to produce Poison.**
* **Synthesizing a Vial of Biotoxin requires two Vials of Poison plus the usual cost of materials.**
* An entire vial of biotoxin can be smeared on any Light Melee Weapon as an Action. For the next 30 minutes after application, instead of dealing the weapon's typical damage, anyone meat hit by the biotoxin-coated Light Melee Weapon must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armour isn't ablated because it wasn't interacted with.

### Chillax

* When injected with a dose of Chillax, a target becomes very calm and relaxed. The target’s WILL and INT are reduced by 1 point for 4 hours. This temporary reduction in WILL does not affect HP.
* Additionally, Chillax removes any penalties for "under extreme stress". A target may choose to roll a DV13 Resist Torture/ Drugs Skill check to prevent the effects of Chillax.
* A person may only be under the effects of one dose of Chillax at a time.

### EmpaTherapy

* A dose of EmpaTherapy can be used by a Medtech in conjunction with one week of psychotherapy to provide Standard Humanity Loss Therapy.
* A person can only benefit from one use of EmpaTherapy or HumaGain per week.

### HumaGain

* **In order for a Medtech to select HumaGain they must first know how to produce EmpaTherapy.**
* **Synthesizing HumaGain requires two doses of EmpaTherapy plus the usual cost of materials.**
* A dose of HumaGain can be used by a Medtech in conjunction with one week of psychotherapy to provide Extreme Humanity Loss Therapy.
* A person can only benefit from one use of EmpaTherapy or HumaGain per week.

### Juice

* Juice is a mixture of blood thinners, blood vessel reinforcers, adrenaline, methamphetamines, and various other stimuli to protect internal organs and blood vessels from the crushing effects of high G, particularly aboard spacecraft.
* When under the effects of G higher than 1, an individual has a penalty to all Skill checks equal to the current G rounded down to the nearest whole (e.g. 2.2gs means a -2 penalty to all Skill checks). Additionally, movement is reduced by the same amount.
* Each round, an individual must make a BODY check against a DV of 9 + the current amount of Gs to resist these effects. Failing 3 of these checks causes the individual to stroke out, becoming Mortally Wounded and starting to make Death Saves. They cannot be stabilised until acceleration falls below 2gs.
* When injected with a dose of Juice, a target rolls the 1d10 twice and takes the higher value when making BODY checks made to resist the effects of high G, as well as to avoid stroking out.

### KravAway

* **In order for a Medtech to select KravAway they must first know how to produce Rapidetox.**
* **Synthesizing KavAway requires two doses of Rapidetox plus the usual cost of materials.**
* A dose of KravAway can be used by a Medtech in conjunction with one week of psychotherapy to attempt to treat addiction.
* A person can only benefit from one use of KravAway per week.

### Poison

* **In order for a Medtech to select Poison they must first know how to produce Rapidetox.**
* An entire vial of poison can be smeared on any Light Melee Weapon as an Action. For the next 30 minutes after application, instead of dealing the weapon's typical damage, anyone meat hit by the poisoned Light Melee Weapon must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armour isn't ablated because it wasn't interacted with.

### Rapidetox

* When injected with a dose of Rapidetox, a target who is affected by a drug, poison, or intoxicant is immediately purged of the effects of that substance.
* Rapidetox can be used to remove the Primary Effects of a drug though it cannot remove the Secondary Effects. If a drug’s Primary Effects end early due to Rapidetox then you do not have to make a Resist Torture/ Drugs check against Secondary Effects.

### Sobryadine

* **In order for a Medtech to select Sobryadine they must first know how to produce KravAway.**
* **Synthesizing Sobryadine requires two doses of KravAway plus the usual cost of materials.**
* A dose of Sobryadine can be used by a Medtech in conjunction with one week of psychotherapy to attempt to provide Extreme Addiction Therapy.
* A person can only benefit from one use of Sobryadine per week.

### Speedheal

* When injected with a dose of Speedheal, a target who is not in the Mortally Wounded Wound State immediately heals an amount of HP equal to their BODY + WILL.
* A person can only benefit from one use of Speedheal per day.

### Stim

* When injected with a dose of Stim, a target can ignore all penalties from being in the Seriously Wounded Wound State for an hour.
* A person can only benefit from one use of Stim per day.

### Surge

* When injected with a dose of Surge, a target can function unimpaired without sleep for a full 24 hours.
* A person can only benefit from one use of Surge per week.

### Turbo Torpor

* When injected with a dose of Turbo Torpor, a target must beat a DV13 Resist Torture/ Drug Skill check. If the target fails then they become Prone and Unconscious for 1 minute or until they are woken either by taking damage, or someone else using an Action to wake them (this requires physical contact).