STR Rating: Drugs, like poisons, are given a STR rating, which defines initial difficulty. The STR also determines how powerful an effect a drug will have, as described under individual effects. Also, the higher the STR the more powerful the side effects will usually be. The following table gives the DR for drugs based on their STR.
STR Base DR 1 - 5 Easy 6 - 10 Moderate 11 - 20 Hard 21 - 30 Difficult 31 - 40 Very Difficult 41+ Extreme
Longevity: This is how long a drug will be good before losing its potency. A drug losses 10% of its STR per time period selected after its longevity wears out. So if a drug was made that would last for hours, and was not used, it would decrease its STR by 10% every hour, and be ineffective in 10 hours. The following table gives the DR modifiers for drug longevity. The longevity is determined by a d10 in whichever period of time that was selected.
Longevity DR Modifier Very Short (minutes) -3 Short (hours) -2 Medium (days) -1 Long (weeks) 0 Very Long (months) +1 Extremely Long (years) +2
Time Delay: Once a drug is either ingested or injected it must take time to take effect. This can be as short as a few seconds to as long as a week and a half. Like longevity, the units of time are measured by a D10.
Time Delay DR Modifier Instantaneous +3 Fast (CTs) +2 Medium (BTs) +1 Slow (ATs) 0 Delayed (hours) 0 Very Delayed (days) +1
Effects: This is a list of possible effects for drugs. Each has its own description and DR modifier. If multiple effects are chosen, then the STR must be divided up between the effects. The full STR is not available to each effect. The effects are:
Trait Increase: The specific Trait is chosen when the drug is created. More than one Trait can be increased, but is still limited to the STR of the drug. The specific Attribute increases are picked when the drug is made, and the number of points increased can be upto the drug's STR. If an Attribute is increased past the Category's Capacity than the persona will suffer one point of damage per point over at the end of the drug's duration. A false Trait is created by using drugs, but the damage is all real, so it is possible for a persona to drop over dead at the end of a drug's duration because of damage sustained that would have normally slain the persona. DR Modifier: +2 per Trait Increase
Enhanced Perception: The perception K/S (mental or physical) must be chosen at the drugs creation. The persona using the drug gains a bonus to their perception skill equal to the drug's STR. If the persona does not already possess perception, then it is granted at one half the drug's STR. DR Modifier: +2 per Perception enhanced
Increased Healing Rate: These drugs can increase the persona's rate of healing. The drug's STR is divided by 10, and that is the number of additional Trait points that the persona gains back in a given rest period, i.e. 24 hours for P Trait, 12 hours for M or S Trait. Longer duration drugs of this nature are most effective, as some shorter duration's will have to be taken regularly. DR Modifier: +2 per Trait
Antibiotic: Quite simply, these drugs temporarily reduce a diseases STR by the drug's STR for its duration. For every point that the drug's STR surpasses the diseases', the duration is decreased by one hour. DR Modifier: +1
Aphrodisiac: These drugs increase sexual stimulation. Anyone under the effects of an aphrodisiac will be more susceptible to being seduced. Any checks to resist Seduction are at one DR harder for every ten STR the drug has. DR Modifier: +1
Contraceptive: These are as effective as four times there STR, to a maximum of 98%. DR Modifier: +1
Increased Endurance: This effect will increase a persona's Endurance by the drug's STR, or create a new number equal to half the drug's STR if the persona does not possess Endurance. This will allow the persona to work, stay awake, fight, or do just about anything longer. If the drugs duration runs out before the Endurance does, than all Endurance effects are immediately lost, and the persona suffers full fatigue. DR Modifier: +1
Pain Negation: These drugs add their STR to the persona's WL so that they can hold of the effects of dazing. It is possible for a persona to reach his CL and fall unconscious than feel the pain. A persona under these effects does not keep track of how much damage is taken, instead the GM will keep track, until the point where the new WL is surpassed. DR Modifier: +1
Hallucinogenic: This effects produces hallucinations in its user, and is a favored effect on the streets. The persona suffers a penalty to all Perception checks at a rate equal to the drug's STR, and all other skills are dropped one DR per 10 STR. DR Modifier: +1
Reduce Stunning: These drugs make it harder for a persona to be stunned. The persona still suffers PD from a stunning blow, but for knock out purposes, the drug's STR is subtracted from the damage inflicted. DR Modifier: +1
Euphoric: These drugs just make you feel good. A dose with a STR of 20 or more will produce effects equal to Dazing. The higher the STR the better the feeling. DR Modifier: 0
Sophoric: These drugs make a target fall asleep. After the dose is given the target will begin to feel tired and drowsy, after the time delay runs out. At this point the target is considered to be Dazed. The time delay is then cycled through again, at the end of which the target may fall asleep. The chance of this happening is equal to three times the drug's STR. This process will continue until the target falls asleep or the duration runs out. DR Modifier: 0
Depressant: These drugs make the user very depressed, and lower the persona's Perceptions by the drug's STR. DR Modifier: -1
Side Effects: These are negative effects that can go along with drugs, and which make the DR modifiers a little easier to bear. These are listed just like the effects, but side effects are usually hindering, not helpful. Side effects with a temporary effect, i.e. Tremors, can either take place during the drug's effects or for an equal time after the effects have already worn off. This is decided at the drug's creation. Unless otherwise noted, as in Deadly, consider his to hold true.
Psychological Addictive: The persona is psychologically addicted, and must make a S Trait check at "Hard" every hour after the last dose of the drug. A failed roll indicated he suffers extreme anxiety, fear, and depression. He will do anything to get the drug, and do nothing else. Kicking the addiction takes a roll at "Very Difficult" vs. S Trait, and can be attempted once per day. However, the persona is likely to go back to using the drug, even if the habit is kicked, and whenever a very stressful situation should arise a check of S Trait must be made at "Moderate". Should this fail then the persona will respond as if he were still hooked. A Special Success, in either roll, means a total and permanent refusal to give in, unless the drug habit is willingly taken up again. DR Modifier: -2
Physiological Addiction: This sort of drug is physically addictive, meaning that the body craves it. The persona must roll against his PN Category at "Moderate" every hour after the last dose or suffer 2d6 PD and do anything to get the drug. Kicking the addiction can be done by making a "Difficult" roll against their PN Category. This can happen once per day. If kicked, stress can still bring about the desire to go back, and the character must resist by making a P Trait check at "Moderate" whenever such a situation should arise. A Special Success in either roll means that the persona will never accidentally go back. DR Modifier: -2
Deadly: This side effect can cause death after the drug's effects wear off. After the drug wears off the persona suffers 3d6 PD for every ten points of STR of the drug. Also, the persona must make a PN Category check at "Hard" or suffer instant death. These death forms will be akin to ODs, heart attacks, brain death, etc. DR Modifier: -3
Reduced Trait: These drugs temporarily lower the persona's Trait scores. The amount lowered is the same as the drug's STR, ands must be declared when the drug is made. Basically, this is the opposite of Increase Trait. DR Modifier: -2 per Trait
Tremors: This side effect makes the persona have violent shaking fits, that are often painful. The persona must make a PN Category check at "Hard" for every time unit of the drug's duration or suffer from these fits. If the roll fails, then the persona is considered "Dazed" until a check is successful. This is a temporary effect. DR Modifier: -1
Hallucinations: These hallucinations are often scary and unpleasant, but otherwise refer to the Effects table for Hallucinogenic drugs. This side effect cannot be combines with that effect. DR Modifier: -1
Paranoia: The persona using this drug becomes firmly convinced that everyone is out to get him. This effect is temporary. Although this may be true, the persona will drop everything to find out who "they" are, and what "they" are doing to get him. This effect can be avoided by making a SM Category check at "Hard" once per time unit of the drug's duration. DR Modifier: -1
Delusions: The persona will suffer from the Insanity of Delusions. This is temporary. DR Modifier: -1
Sterility: The drug causes permanent sterility, unless a roll vs. PN Category at "Moderate" succeeds after each dose. DR Modifier: -1
Carcinogenic: These drugs cause cancer. Whenever a dose is taken, the persona must roll against his PN Category at "Moderate" or get a form of cancer. The persona will then loss one point of P Trait (permanently, unless cured in two months) each week. The player decides where these points come from. DR Modifier: -3
Psychopathic Rage: Treat this as the insanity of Homicidal Mania, except that it is temporary, and takes effect without the 5d6 days delay. Also, it cannot be staved off by killing animals. DR Modifier: -2
Aggressive Behavior: This persona will respond to any insults, bad looks, or anything else perceived as a challenge with violence. This is temporary. DR Modifier: -2
Phobia: The persona suffers a temporary phobia. The strength of the phobia should be paralleled to the STR of the drug by GM discretion. DR Modifier: -2
Degeneration: The persona permanently losses a point off of one of his Traits everytime this drug is used, unless he can make a Trait roll against "Very Difficult". DR Modifier: -3
Costs: All drugs have a base cost to make. The street cost is usually about 5 times higher than the production cost. The base cost is based off the base STR multiplied by the following table of the final DR.
Cost Multiplier DR x 0.5 Easy x 1 Moderate x 2 Hard x 4 Difficult x 8 Very Difficult x 10 Extreme
Time Delay: CTs
Costs: 30 BUCs
This is the newest version of cocaine. It is inhaled in order to use. It effects are usually recreational.
Time Delay: CTs
Costs: 24 BUCs
This is a mild combat drug that is used to enhance a person's Physical Speeds. A bonus of +6 is added to both Physical Speeds. After the drug wears off, however, the user is struck by violent shakes and spasms as the additional quickness wears off. This can be countered by an immediate additional dose, but the tremor's effects are cumulative. Also, the user suffers an equal loss to the Physical Speeds at the end of the effects, which can also be delayed by further doses, as with the tremors these are cumulative.
Time Delay: BTs
Costs: 20 BUCs
This is another combat drug, used by die-hard military style terrorist group, and sometimes by "unofficial" government or corporate soldiers. The increase in the P Trait is divided equally, 10 point, to both Physical Muscular Power and Speed. This drug is administered by injection.
Time Delay: CTs
Costs: 40 BUCs
This is a recreational drug, very common on the streets. It is a hallucinogenic drug, and can be found nearly everywhere. This drug is used by injection. While hallucinating the user also suffers delusions, usually of Grandeur or Invincibility.
Time Delay: CTs
Costs: 60 BUCs
This drug is a pain killer that is fast acting and lasts long enough to get through most crisis situations. The degeneration is less extreme, so that the DR is at "Hard".
Time Delay: BTs
Costs: 5 BUCs
This drug greatly resembles beer, and is ingested. It inspires euphoric feels, but when the effects where off the addiction inspires a unwillingness to live and severe depression.
Time Delay: ATs
Costs: 40 BUCs
This drug increases the rate of Physical healing by 2 points per day. However, during the drug's effects, the patient is known to have feverish tremors, and after the effects of the drug wear off, a profound weakness occurs. This is reflected by lower both PPows and PSpds by 5 points each.
Time Delay: ATs
Costs: 50 BUCs
This is a stimulant drug that increases a persona's Endurance by 25, or grants a new STEEP of 25 if the K/S is not previously obtained. During the duration of the drug, however, the user suffers from delusions of invincibility. This drug is very common in combat units and street gangs.