Werewolf

Oldschool combat drug

Category:
potion/oil/substance
Description:

The street name refers to any M-family combat drug, or even more generally to any powerful combat drug which causes extreme violence and has a tendency to kill its user. When you buy a batch, roll a d6 to determine which specific substance you got: 1 = M26, 2 = M29, 3 = M31, 4 = M33, 5 = M35, 6 = M36.

M26

Technically this batch of Werewolf has only 2 strength and does not cause euphoria. It is however standard practice to cut it with euphorics to give it the euphoria gangers expect.

Drug Strength: 4; Drug Duration: d6 rounds; Fairly psychologically addictive (20%/day, TD 20); Fairly physiologically addictive (20%/day, TD 20)

Effects: +2 Euphoric; +2 to REF, BODY, MOVE; Wound states considered 2 less for attribute penalties; +2 to Stun and Death Saves; Addiction Tolerance

Overdose effects: 30% chance each to permanently lose 1 REF, BODY, MOVE, COOL; Death save or die; Stun save or in coma for d10*4 hours; severe nausea if user remains conscious

M29

Drug Strength: 3; Drug Duration: d6 rounds; Fairly psychologically addictive (20%/day, TD 20); Extremely physiologically addictive (30%/dose, TD 25)

Effects: +3 Euphoric; +3 to REF, BODY, MOVE, COOL; Wound states considered 3 less for attribute penalties; +3 to Stun and Death Saves; Psychotic Rage; Addiction Tolerance

Overdose effects: 30% chance each to permanently lose 1 REF, BODY, MOVE, COOL; Death save or die; Stun save or in coma for d10*4 hours; hyperfocused rage if user remains conscious

M31

Drug Strength: 6; Drug Duration: d6 rounds; Fairly psychologically addictive (20%/day, TD 20); Extremely physiologically addictive (30%/dose, TD 25)

Effects: +4 Euphoric; +4 to REF, BODY, MOVE, COOL; Wound states considered 4 less for attribute penalties; +4 to Stun and Death Saves; Psychotic Rage

Overdose effects: 30% chance each to permanently lose 1 REF, BODY, MOVE, COOL; Death save or die; Stun save or in coma for d10*4 hours; hyperfocused rage if user remains conscious

M33

Drug Strength: 8; Drug Duration: d6 rounds; Fairly psychologically addictive (20%/day, TD 20); Extremely physiologically addictive (30%/dose, TD 25)

Effects: +5 Euphoric; +5 to REF, BODY, MOVE, COOL; Wound states considered 5 less for attribute penalties; +5 to Stun and Death Saves; Psychotic Rage; 30% chance of liver failure

Overdose effects: 30% chance each to permanently lose 1 REF, BODY, MOVE, COOL; Death save or die; Stun save or in coma for d10*4 hours; hyperfocused rage if user remains conscious

M35

Drug Strength: 4; Drug Duration: d6 rounds; Fairly psychologically addictive (20%/day, TD 20); Extremely physiologically addictive (30%/dose, TD 25)

Effects: +4 Euphoric; +4 to REF, BODY, MOVE, COOL; Wound states considered 4 less for attribute penalties; +4 to Stun and Death Saves; Psychotic Rage; +4 to all attempts to stabilize; Addiction tolerance

Overdose effects: 30% chance each to permanently lose 1 REF, BODY, MOVE, COOL; Death save at -4 or die; Stun save or in coma for d10*4 hours; hyperfocused rage if user remains conscious

M36

Drug Strength: 6; Drug Duration: d6 rounds; Fairly psychologically addictive (20%/day, TD 20); Extremely physiologically addictive (30%/dose, TD 25)

Effects: +4 Euphoric; +4 to REF, BODY, MOVE, COOL; Wound states considered 4 less for attribute penalties; +4 to Stun and Death Saves; Psychotic Rage; +4 to all attempts to stabilize;

Overdose effects: 30% chance each to permanently lose 1 REF, BODY, MOVE, COOL; Death save or die; Stun save or in coma for d10*4 hours; hyperfocused rage if user remains conscious

Bio:

“Werewolf” was one of the first combat drugs to become available on the streets and as such it has a colorful history.

The M-family of combat drugs were originally developed for the US Army circa 2020. The drug soon found its way to the streets, where it originally had names like “Amp” or “War Dust”. The name Werewolf comes from the [Media Corporation] 2023 documentary Behind The Wall: Streets of Detroit. The documentary is remembered for three scenes: a thoroughly spaced junkie howling at the moon on top of a building, footage of booster gangers charging and killing a police patrol in a firefight and finally an interview with a ganger talking about the pleasure of killing under the drug’s influence. The result was a nation wide scare of drug using “werewolf gangs” and an explosion in demand for the drug.

Werewolf drugs had their heyday around the years 2025-2030: back in those days if a gang wanted to get dangerous they needed to get their hands on military grade weapons, combat drugs or preferably both. Although weapons were regulated for the most part a near endless supply of combat drugs was steadily flowing to the streets. The reason for this was revealed during the 2028 Senate Hearings, which implicated several high ranking officers, including at least one general, in a conspiracy with [a pharmaceutical company] to finance black operations by selling the drug to criminals. The hearings ended inconclusively as two star witnesses died of a heart attack before they could testify. [Pharmaceutical Company] managed to avoid all legal consequences by promising that, even though they had never manufactured the drug in the first place, to stop manufacturing it. New versions of the drug have kept turning up on the streets steadily through the years despite this landmark ruling.

Werewolf drugs have been steadily declining in popularity during the current decade: the ready availability of cybernetics and other less dangerous (to their user) combat drugs are the two biggest reasons credited for this trend.

The gangs that still use these drugs tend to fall into two categories: the very new and the very old. The wast majority of gangs who start using Werewolf find out too late they can not control the extreme violence caused by the drug: they attract too much attention, make too many enemies and soon go out in an orgy of violence. On the other hand those gangs that do find some way to manage the drug tend to stick around: the drug gives them the edge in any inter-gang warfare and as long as the gang does not make too many waves the cops tend to stay well away from them. The one thing all these gangs have in common is that they are all invariably addicted to violence.

Werewolf

Edgerunner Kohme Sevain