Drugs
Drugs are dangerous and messing with them will
probably mess up your Character for the long term.
When you take street drugs, 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.
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 extends
the primary effect of a drug by its full duration.
▶ Black Lace
Cost per Dose: 50eb (Costly)
Primary Effect
▶ Blue Glass
Cost per Dose: 20eb (Everyday)
Primary Effect
▶ Boost
Cost per Dose: 50eb (Costly)
Primary Effect
▶ Smash
Cost per Dose: 10eb (Cheap)
Primary Effect
▶ Synthcoke
Cost per Dose: 20eb (Everyday)
Primary Effect
▶ Black Lace
Cost per Dose: 50eb (Costly)
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.
- Humanity Loss from Primary Effect isn't returned.
- If the user wasn't already addicted to Black Lace, they are now. While addicted, unless the user is currently experiencing the Primary Effect of Black Lace, their REF is lowered by 2 points.
▶ Blue Glass
Cost per Dose: 20eb (Everyday)
Primary Effect
- Lasts 4 Hours.
- For the duration of the Primary Effect, The GM will occasionally tell you when you are "flashing out," meaning you are hallucinating swirls of vibrant colors in short, powerful bursts. You lose your ability to do an Action on a Turn while in this state.
- If the user wasn't already addicted to Blue Glass, they are now.
- While addicted, The GM will occasionally tell you when you are "flashing out," hallucinating in short powerful bursts that cause you to 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 per Dose: 50eb (Costly)
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.
- If the user wasn't already addicted to Boost, they are now. While addicted, their INT is lowered by 2 points.
▶ Smash
Cost per Dose: 10eb (Cheap)
Primary Effect
- Lasts 4 Hours.
- Yellow, foamy, and sold in cans everywhere.
- For the duration of the Primary Effect, the user feels euphoric, loose, happy, and ready to party. In game terms this gives the user +2 to the following Skills: Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting.
- If the user wasn't already addicted to Smash, they are now. While addicted, the user feels a loss of interest in normally enjoyable activities and has -2 to the following Skills: Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting.
- While addicted to Smash, your GM will occasionally tell you when you crave more Smash, and you should do your best to roleplay accordingly.
▶ Synthcoke
Cost per Dose: 20eb (Everyday)
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. In addition, they are 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.
- 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.
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