Anatomy of a drug
By default there are three time windows during which a drug’s effects can occur:
- During the drug’s duration. The intended effects of the drug should usually occur right after you take the drug.
- After the drug’s duration. This is the time period classically associated with side effects. They are always at least as long as the drug’s duration, but can last considerably longer.
- During withdrawal. With some drugs the really interesting stuff happens once you stop taking the drug. “Loyalty Enhancers” are the first to come to mind…
Nothing of course prevents inventive drug makers from having effects occur at other times.
Addiction and Withdrawal
Drugs are addictive by two mechanisms: they can hook your mind or your body. Or both.
Physiologically addictive drugs
Physiologically addictive drugs cause adaptations in the body of an addict, so that the body does not function correctly without the drug. If you stop taking the drug (or lower the dosage) serious physical symptoms appear. While the exact symptoms vary, in game terms physiologically addictive drugs lower your attributes by half during the withdrawal. (As if you were Critically Wounded). Your stats immediately return to normal if you take the drug though. Wouldn’t you like another dose?
Psychologically addictive drugs
With psychologically addictive drugs the addiction is all in your mind. The drug makes you feel good every time you take it, and before you know it the psychological reinforcement has turned the satisfaction into dependence. If you stop taking the drug you receive a -2 penalty to everything until you kick the habit. The penalty goes away if you get your fix, of course.
Time to withdrawal
Although there is a fair amount of variation between drugs and between addicts, by default an addict feels the need to take the drug at least daily (usually more often if they can afford it), and should they go 48 hours without their fix they go into withdrawal. The withdrawal lasts at least one week, at the end of which the addict tries to kick the habit. This is represented by rolling BODY + Carouse (if the addiction is physiological) or COOL + Self Control (if the addiction is psychological), or both one after the other, against a task difficulty which depends on how addictive the drug is. If the addict succeeds they no longer suffer the withdrawal symptoms. If the addict fails they can try again with a cumulative +5 bonus each week until they succeed. Having just one dose of the drug immediately stops the withdrawal and re-sets the process.
Start making your drug by choosing your drug’s effects. Multiply the cost of the effect with its strength to get its total effect cost. If no levels or strength is mentioned in the effect it has a flat cost. If you need a strength for such an effect use strength 1. If the effect is desirable this cost is added to the total cost. If the effect is undesirable this cost is removed from the total cost.
Obviously, if an “undesirable” drug effect doesn’t actually do anything (for example Severe Withdrawal Symptoms on a drug which is not addictive and therefore never causes withdrawal) you get no points from it.
IDEA: miten olisi, jos todennäköisyyksiä sisältävät efektit sidottaisiin strengthiin? esim.
15%/level voisi toimia, OD tuplana. Saadaan vähän joustavuutta luomiseen, ja helpompaa säätää sivuvaikutuksien kanssa.
Probably beneficial effects
20 REF Increase
The drug puts the user’s mind in a very focused state, giving them the edge in anything that requires coordination of rapid reflexes. This kind of razor like focus is mentally exhausting: REF increase is often associated with difficulty concentrating, headaches, dizziness and even sleepiness after the boost. Overdose: there is a 60% chance you permanently lose a point of REF.
15 INT Increase
Through careful manipulation of neurochemistry the drug makes its user better at mental tasks. Although these drugs don’t actually make you smarter, they do help you concentrate and improve your memory. This comes with a price: the boost seriously imbalances the user’s neurochemistry. INT boosters are associated with delusions, paranoia, depression and even out right hallucinations or suicidal tendencies after the boost wears off. Overdose: there is a 60% chance you permanently lose a point of INT.
15 BODY Increase
Did you know that the muscles of the human body have built in limiters designed to keep you from harming yourself? These drugs turn off those limiters, and at higher levels use a variety of exciting chemicals to give your muscles the “rocket fuel” to achieve impressive feats of strength and endurance. Unfortunately the rest of your body isn’t built to handle this kind of performance: any time a user affected by BODY increase rolls either a 1 or a 10 in a check with the BODY attribute they take one point of damage. These drugs usually cause extreme physical exhaustion once they wear off: difficult respiration, dizziness or even paralysis is not unheard of. Many of the chemicals used at higher levels are also associated with mental shifts towards euphoria and aggressiveness. Overdose: there is a 60% chance you permanently lose a point of BODY.
This drug counters either the effects of another drug (or poison), or fights a particular disease. Each disease or drug the antidote counter-acts is a different effect. Antidote has a strength: each level of antidote counteracts one dose of a drug, or each level beyond the first doubles the rate at which a disease heals. Particularly powerful drugs or diseases might require multiple levels of antidote to be effected. Most antidotes are harmful to some extent if the thing they were supposed to counter is not present. Overdose: deal 1d6 damage per level of antidote (apply BTM).
15 Increased healing rate
This drug increases the rate at which its user heals by 0,5 points per day per level. At lower levels these drugs simply crank up the body’s own regenerative capabilities. At higher levels these drugs use nano-agents to deliver everything the body needs to repair the damage directly to the wound sites. Regardless of level these drugs tend to deplete the body’s reserves: various attributes are often temporarily reduced after the treatment. Overdose: make a death save with the drug’s strength as a negative modifier.
10 Enhanced Perception
At low levels these drugs make the user very alert and direct the attention outwards. A common way to achieve this is by inducing mild fear and anxiety: this sometimes goes too far and the users become fearful or paranoid. At high levels these drugs often also strengthen the signals from the senses to the brain: users can usually keep up with the information overload thanks to the focus granted by the drug, but most find the experience unpleasant. A common after effect is a feeling of detachment, numbing of the senses or the world feeling “unreal”.
These drugs make you see things that are not really there. Exactly what the user hallucinates about depends on the GM’s and the user’s mood. At lower levels the user sees things but knows what is real and what is not. As the strength of the drug increases the hallucinations become more vivid and the user’s grasp on what is actually real gets more tenuous. If you need to know what is and is not real, roll INT or COOL (which one depends on whether the hallucinations are confusing or scary) and Carouse against a TD of the drug’s Hallucinogenic levels * 5. Overdose: the user experiences a horrifying hallucination.
10 Pain Negation
These drugs interfere with your ability to feel pain. The good ones interfere with the pain signal. The bad ones occupy your mind with something else, typically in the case of combat drugs with a powerful euphoria, so you don’t pay attention to the pain. For the purpose of stun saves and Wound State penalties to attributes the user believes him or herself to be the drug’s strength Wound States less wounded. (Mortal 0 guy on Pain Negation str 4 looks at his missing arm and figures he is Lightly Wounded.) Note that this does not help you with death saves, only stun saves and attributes. Many jurisdictions consider powerful pain negation drugs military equipment. Overdose: if the drug interferes with pain signals make a stun save or fall unconscious for d10 * 4 hours, otherwise make a COOL save or go crazy with the emotion.
10 Stun Reducer
These drugs usually induce a focused mental state (typically quite aggressive with combat drugs), which keeps the user from getting distracted from their chosen task by things such as getting hit by bullets. The user applies the drug’s strength as a positive modifier to all stun saves. People doped with powerful stun reducers will not stop unless they die. When combined with “death reducers” they become very difficult to put down. Until the drug wears off and they drop dead, of course. Many jurisdictions consider stun reducer drugs military equipment. Overdose: the user becomes hyperfocused, barely able to stop or change a behavior which they have started. This is usually very bad because most combat drugs are designed to make their user aggressive: the result of an overdose is almost invariably an unstoppable killing frenzy.
10 Life Support (also known as “death reducers”)
These drugs are designed to protect and support the vital organs of the body, particularly the brain, during traumatic injury. The two most common applications of this effect are trauma drugs used by paramedics to help get the patient into the hospital alive, and combat drugs designed to keep the soldier going despite injury. The user applies the drug’s strength as a positive modifier to any death saves. Additionally once the user fails a death save they do not get worse for a number of minutes equal to five times the drug’s strength. Many jurisdictions consider powerful Life Support drugs military equipment and regulate their civilian use. Overdose: what was supposed to preserve life goes too far: make a death save with the drug’s strength as a negative modifier.
Contraceptive drugs prevent conception. This effect does not have a strength: anything with this effect would be approximately 99% effective if used over a 5 year period. Overdose: if you somehow manage to overdose on contraceptives there is a 20% chance you are permanently sterilized.
10 MOVE Increase
These drugs help you move faster. At low levels this is usually achieved by increasing blood pressure and dulling pain. At higher levels these drugs usually improve the blood’s ability to carry oxygen and stimulate the muscles. New ways to achieve this used to be a constant problem for the World Anti-Doping Commission until they stopped caring. Overdose: there is a 60% chance you permanently lose a point of MOVE.
10 TECH Increase
These drugs steady your hands and help you focus. (Needs more flavor.) Overdose: there is a 60% chance you permanently lose a point of TECH.
10 COOL Increase
Boosting your COOL is surprisingly easy: just alter mind’s perception of reality so that it stops worrying. Boosting COOL without inducing hallucinations, euphoria or other emotional states is a bit harder. These drugs are always psychologically addictive. Overdose: there is a 60% chance you permanently lose a point of COOL.
10 EMP Increase
These drugs usually stimulate empathy towards others by making the user feel good and more emotional. Many a solo has had their tough guy image broken an emotional outburst brought forth by these drugs. Almost always psychologically addictive. Overdose: there is a 60% chance you permanently lose a point of EMP.
10 Lessened withdrawal symptoms
The withdrawal symptoms of this drug are not very bad. Psychological addiction causes only -1 penalty. Physiological addiction reduces attributes by one third.
10 Timed Duration
With a specific dosage depending on the user the drug will have a precisely timed duration. You can chose the die result without rolling. If the dosage is too low the drug has no effect. If the dosage is too high there will be an instant overdose. Properly dosing the drug requires detailed medical information and a TD 15 INT+Medical roll.
10 Longer Duration
The effects of this drug last longer than usual. Double the duration of the drug after rolling.
This drug can not be detected by medical scans. At least until they install the next upgrade.
5 Increased endurance
These drugs mask the fatigue of the user and at higher levels actually improve endurance by boosting the blood’s oxygen transportation capacity. Add the drug’s strength to any rolls which require endurance. Overdose: make a stun save: if you fail you have a heart attack and must make a death save.
These drugs make you hard/wet and stimulate a person’s sex drive. Higher levels cause physical discomfort unless the user is sexually stimulated. Anyone trying to seduce the drug user receives a bonus equal to the drug’s strength. Overdose: the arousal does not diminish for several days.
These drugs help stop bleeding by tightening blood vessels around wounds and by coagulating blood. Add the drug’s strength to any attempts to stabilize the drug’s user. Very common in hospital surgeries and ambulances. Overdose: make a death save with the drug’s strength as a negative modifier.
Unlike what the name might lead you to believe, depressants help you relax and calm you down. Reduce REF by one for each level of depressant. Alcohol is the most popular depressant available. Overdose: make a stun save with a -2 modifier, or fall into a deep sleep/coma (d10 hours).
These drugs make sure your blood keeps flowing. This might be bad if you have a gaping chest wound. -1/level to all attempts to stabilize the user. Some people might also have a medical reason for taking these.
This makes you fall asleep. Make a poison save. If successful you take the effect’s strength as a penalty to all actions. If you fail you fall asleep. If you overdose you will fall asleep but you will not wake up. Ever. Unless you receive medical attention.
This makes you feel really good. Probably the single most popular effect in drugs. The more levels of euphoric a drug has the stronger the high. Euphoric is always accompanied by variable levels of psychological addiction.
4/8 Saturates/Builds Up
Some drugs don’t follow the usual pattern with extra doses. If the drug saturates additional doses don’t have as much effect as expected: the drug’s strength is considered one level less for the purpose of extra doses, per level of Saturates. If this drops the strength to 0 additional doses have no further effect. If the drug Builds Up the opposite is true: the drug’s strength is considered one level greater for the purpose of extra doses, per level of Builds Up. These drugs are obviously very popular with people who overdose. This is one of those effects where the desirability depends heavily on the intended use of the drug.
Probably bad effects
5/10/15 Physiologically addictive
These drugs cause a physiological addiction. See addiction for more details. The more addictive the drug, the more points this gives. At five points the drug is somewhat addictive: each week the drug was used has a 10% chance of causing addiction and the TD for kicking the habit is 15. At 10 points the drug is fairly addictive: each day the drug was used has a 20% of causing addiction and the TD for kicking the habit is 20. At 15 points the drug is extremely addictive: each dose has a 30% chance of causing addiction and the TD for kicking the habit is 25.
4/8/12 Psychologically addictive
These drugs cause a psychological addiction. See addiction for more details. The more addictive the drug, the more points this gives. At four points the drug is somewhat addictive: each week the drug was used has a 10% chance of causing addiction and the TD for kicking the habit is 15. At eight points the drug is fairly addictive: each day the drug was used has a 20% of causing addiction and the TD for kicking the habit is 20. At twelve points the drug is extremely addictive: each dose has a 30% chance of causing addiction and the TD for kicking the habit is 25.
This drug kills you. Each time the effects of this drug kick in, make a death save with a -2 modifier. It was only a matter of time anyways. Overdose: You die. Period.
15 Nerve Degeneration
Once all the other effects of the drug wear off you lose one point from your INT, REF and TECH. Permanently. If any of these attributes is reduced to 1 you get to use handicapped parking spaces. If any one of these attributes is reduced to 0 you die. Drugs with this effect are rarely administered to anyone who is not a guinea pig. Overdose: permanently lose d10 points from INT, REF and TECH.
12 Cardiac Arrest
Every time you take this drug there is a 30% chance to have a heart attack. Roll another d10 and then make a death save as if you were at the resulting mortal level. Overdose: the heart attack always happens.
When you take this drug there is a 30% you will fall into a coma for d10 days. If this doesn’t sound bad enough, note that unless someone is taking care of you, you will likely dehydrate and/or starve. Overdose: you will not wake up without medical intervention.
10 Psychotic Rage
This drug makes you incapable of staying still and violently agitated, likely to attack any offending person, animal or object. If you don’t wish to attack for some reason, make a COOL+Self Control roll against TD 15 + Strength. Overdose: the effects of Psychotic Rage continue for d10 days.
This drug paralyzes you and renders you completely helpless. You can not take any actions, move, or even speak. The exact form of paralysis varies between drugs. Overdose: breathing is impossible.
This drug makes your body go numb. The GM will track damage for you. At 6 points you are still capable of independent movement. Fine manipulation is impossible as is walking without support. At 8 points the numbness extends to the whole body and your friends have to carry you, although you can flop around like a fish. Overdose: the 6 point effect is upgraded to the 8 point effect, the 8 point effect is upgraded to paralysis.
8 Kidney/Liver Failure
This drug is rough on the internal organs. There is a 30% chance the drug fucks ’em up so bad they need to be replaced within 24 hours or you will die, probably painfully. Overdose: the normal effect triggers with 100% certainty.
8 Possible Attribute Loss
This effect is linked to an attribute (never CTOL or LUCK). Every time you take this drug there is a 30% that attribute is permanently reduced by one. Overdose: the normal effect triggers with 100% certainty.
6 Severe Withdrawal symptoms
The withdrawal symptoms are twice as bad. Psychologically addictive drugs impose a -4 penalty during the withdrawal. Physiologically addictive drugs reduce your attributes to one third.
6 Aggressive Behavior
The drug makes you irritable and you will not back down from a fight. You are easily provoked, and any suggestion that you can’t do something will be seen as a challenge. In other words this turns you into the average player character. Overdose: Aggressive Behavior persists for d10 days.
6 Difficult respiration
The drug makes it very difficult to breathe. Running, or any other kind of extended exercise, becomes all but impossible. There is a 10% chance you can not breathe at all and will suffocate without proper medical attention. Overdose: you can not breathe.
Everything you try to do suffers a -2 modifier. Because you don’t really care anymore. Overdose: the depression persists for d10 days.
The drug makes it difficult to walk in a straight line, or even to stand for the matter. Your REF and MOVE are halved. Walking without banging into walls is difficult. Overdose: you are so dizzy you can only crawl.
6 Reduced Awareness
The drug makes you oblivious to the world around you. -4 to all actions which rely on the use of senses. -6 to awareness. Overdose: your mind retreats into its own little world. You are catatonic for the drug’s duration.
6 Internal bleeding
After the drug’s duration you take one point of damage per level every two hours (ignore BTM). This continues until you get medical treatment (TD 15+ TECH+Medical). Overdose: the TD to stop the bleeding is increased by 5.
5/10 Self Harm/Suicidal Tendencies
After the drug’s effects are over (unless this was the intended primary effect) the world seems like a such a bleak and miserable place you might want to hurt yourself. Make a COOL save. If you fail at 5 points this is usually limited to self harm (cutting yourself, etc). At 10 points you decide your life isn’t worth saving. Hopefully the drug wears off before you do anything irreversible. Overdose: the sadness persists another d10 days.
The user will consider outlandish things to be true. How dangerous this is depends on what these delusions are (in other words the GM’s malevolence). Overdose: the delusions persist d10 days.
5/1 Bad Trips
If this is combined with hallucinogenic the trips will be bad 95% of the time. If the drug does not also cause hallucinations the price of this effect is just one point. Overdose: the bad trip lasts for d10 days.
Everything and everyone is out to get you. Even though this might actually be true, COOL rolls might be needed at appropriate times to trust people in the least. Overdose: the paranoia persists another d10 days.
5 Reduced Attribute
CTOL and LUCK can not be affected by this effect. For the duration of this effect your attribute is lowered by one for each level. Making your attributes worse is a lot easier than making them better. If your BODY, REF, MOVE or TECH is 0 you are effectively paralyzed. If your INT is 0 you are in a coma. If your COOL is 0 you are a mental wreck. If your EMP is 0 you are catatonic. Overdose: there is a 50% you lose one point of the reduced stat permanently.
4/8 Permanent Sense Loss
Pick a sense, any sense. After using this drug there is 20% you no longer have it. At 4 points the sense can be restored with simple cybernetics. For example replacing your burnt out eyes with cyberoptics. At 8 points the damage is neurological and will require far more intensive treatment to restore. Overdose: the effect triggers 100% of the time.
Your flesh is dying, bitch. At 4 points your extremities start drying up, flaking off. After prolonged use you will slowly lose bits. At 8 points there will be infection, the corruption will spread faster and you will require amputation. Overdose: the rot spreads faster.
4/8 Loss of Inhibition
This effect makes people stop worrying about the consequences of their actions. At 4 points the results are usually comedic. At 8 points the results tend to be tragic. A character might be required to make a COOL save to stop and think about their actions. At 8 points apply a -2 modifier to the save. Overdose: upgrade the 4 point version to the 8 point version, the 8 point version persists for d10 days.
There is a 10% chance every time you take this drug that you lose the ability to have children. Lets face it, you wouldn’t have been a good parent anyways. Overdose: there is a 90% chance you are sterilized.
4 Crippling Nausea
Make a stun save at -2, or vomit. If you already have vomited everything you will dry heave for the duration of the drug. Overdose: no stun save is permitted.
4 Sense Reduction
Pick a sense. That sense becomes very dull and all actions which rely on it suffer a -5 penalty, and all actions which benefit from it suffer a -2 penalty. Overdose: you completely lose the sense in question for the duration of the drug.
If you are not actively doing something make a stun save or fall into a deep slumber for d10 hours. Overdose: if you fall asleep you will sleep for d10 days instead of d10 hours.
4 Addiction Tolerance
If you are addicted, you will not get any effect out of the drug unless you take a double dose, which grants only the effects of a single dose. This makes overdosing a real threat.
The next time you fall asleep you will see horrifying nightmares. The primal terror is such you will not remember exactly what you saw (unless the GM has a neat idea), but you will wake up screaming and can not sleep for the rest of the night.
You just can not fall asleep, no matter how many sheep you count. This will impose a -1 penalty for each 4 hours beyond 24 hours awake. Overdose: add 2d10 hours to this effect’s duration.
This drug causes cancer. 3% chance per dose. But we both know that will not be what eventually gets you, right? Overdose: there is a 9% chance of getting cancer.
You will forget all about your hilarious shenanigans while under the influence of this drug. The GM might want to skip forward in time the duration of the effect. Or you know, just role play it.
3 Sexual arousal
Your physical arousal is very obvious. Overdose causes a 20% chance for the physical arousal becoming permanent.
3 Lack of Concentration
-1/level to all actions. Because you just can not focus on whatever you were supposed to be doing long enough to where is this sentence going? Overdose: double the penalty.
Terrible tremors wrack your hands and/or body. -2 to REF and TECH. Overdose: there is a 10% chance to permanently lose 1 point of REF and TECH as the shakes just don’t stop.
Liian halpa verrattuna reduced attributeen, jossa sama efekti saadaan aikaan aikaan -20 pisteen hinnalla, mitä nyt OD on armeliaampi.
Blood will pour out of your pores and/or orifices. This looks rather disconcerting. At the end of the drug effect take one point of damage per level. Infection is a serious concern. Overdose: the blood keeps pouring at rate of 1 point of damage per minute until the user is stabilized.
3 Increased Pain Sensitivity
Everything hurts like hell. -1 to stun saves per level and -2 to self control against physical torture per level. Overdose: the effect persists for d10 days.
3 Irrational Fear
Suddenly something mundane seems scary. -1/level to actions while in presence of object of fear. The GM selects what is scary at what times. Overdose: the effect persists for d10 days.
You feel the need to scratch yourself. Maybe you shouldn’t have worn that woolen shirt, or maybe there are bugs crawling all over you. -1/level to everything. Overdose: the effect persists for d10 days.
2/4 Extra Strong
This drug is a feisty bugger. It does not play nice with others, or to be honest even with itself. Each level of this effect is added on top of the drug’s natural strength (this effects how easy it is to overdose, but does not change what the drug actually does). The cost is 2 if this is a bad thing. The cost is 4 if this is a good thing.
A visible rash covers a part or whole of your skin. Often also itchy. Overdose: the effect persists for d10 days.
Your breath can peel paint. Overdose: the effect persists for d10 days.
2 Blood Shot Eyes
Red, puffy eyes, but vision is not impaired. Overdose: the effect persists for d10 days.
2 Cold Sweats
Excessive sweating, even when it isn’t hot. Overdose: the effect persists for d10 days.
Normal bowel movements become impossible, regardless of effort. Overdose: the effect persists for d10 days.
The skin cracks and peels away. Maybe a specific part of the body, or the entire body as a whole. Overdose: the effect persists for d10 days.
Maybe you sweat a lot. Maybe you just don’t feel your thirst. Regardless, you will feel like crap. This effect is usually accompanied by nausea, diarrhea, cold sweats or any combination thereof. Overdose: the effect persists for d10 days.
Your rear end turns into a sewer outlet. Overdose: the effect persists for d10 days.
I hope you enjoy peeing. Perfect for watersports. Beware the dehydration though. Overdose: the effect persists for d10 days.
Very painful, but most people can focus enough to deal with it. Overdose: the effect persists for d10 days.
2 Heart burn
Its painful, but mostly harmless. Or is it? Overdose: the effect persists for d10 days.
2/6 Cosmetic damage
The drug does something ugly to you. The 2 point version is temporary. 6 point version gives you a level of ugly once the GM feels you have used the drug enough. Overdose: the effect persists for d10 days.
Makes sex quite difficult, wouldn’t you agree? Overdose: the effect persists for d10 days.
Makes you queasy. Overdose: the effect persists for d10 days.
2 Ringing in the ears
Tinnitus, but not bad enough to seriously impair you. Overdose: the effect persists for d10 days.
2 Runny nose
A wonderful Niagara falls impression. Might or might not contain blood. Overdose: the effect persists for d10 days.
2 Strange Skin Color
Maybe you are a bit pale, maybe your lips are blue, maybe you are blue. Or any other color they managed to come up with. Overdose: the effect persists for d10 days.
2 Technicolor Excreta
Makes drug testing a lot easier. If it is pleasant it was probably done on purpose. Overdose: the effect persists for d10 days.
2 Strange Body Odor
Can be anything. But if it is pleasant it was probably done on purpose. Overdose: the effect persists for d10 days.
2 The Munchies
You feel hungry. Overdose: the effect persists for d10 days.
2 Light Sensitivity
For once you have an excuse for the mirror shades. Overdose: the effect persists for d10 days.
2 Loss of Appetite
Some people might consider this a feature, but it can kill you. Overdose: the effect persists for d10 days.
2 Easily bruised
Even casual contact causes visible bruises. Overdose: the effect persists for d10 days.
2 Expectorant (excessive salivation)
Classic berserker effect. Or maybe you just learned how to play base (you drool a lot). Overdose: the effect persists for d10 days.
No-one is gonna believe it was the dog after the eighth time. Overdose: the effect persists for d10 days.
2 Hair loss
Clumps of hair come loose. Prolonged use makes you bald. Overdose: the effect persists for d10 days.
The duration of drug effects varies, but the three most common durations are:
Very Short: 1d10 rounds | 0,5 x base cost
Short: 1d10 minutes | 1 x base cost
Medium: 1d6 * 10 minutes | 2 x base cost
Long: 5 + d6/2 hours | 3 x base cost
Very Long: 1 day | 12 x base cost
Onset time, or how long does it take for the drug effects to kick in:
Pills and tabs: 1d6 * 10 minutes | base cost x 0, 5 euro
Gel caps and drunk liquids: 4 + d6 minutes | base cost x euro
Powdered and snorted: d6/2 minutes | base cost x euro
Smoked, inhaled: d6 rounds | base cost x euro
Injected: d6 rounds | base cost x 1,5 euro
Contact: d6 rounds | base cost x 2 euro
How difficult is the drug to make
It is generally speaking impossible to tell how easy or difficult a drug is to make based purely on its effects. The GM has a great deal of say in this. However generally speaking drugs can be put into one of three categories:
- Just one active ingredient
- The drug has just one or few desirable effects
- TECH + Chemistry TD to synthesize is usually 15 to 20
- Time needed to synthesize the active ingredient ranges from a couple of hours to several days
- Typical examples: old drugs, most over the counter stuff, drugs cooked in someone’s basement
- More than one active ingredient
- The drug has a number of desirable effects
- TECH + Chemistry TD to synthesize is usually 20 to 25
- Time needed to synthesize the active ingredient ranges from at least one day’s work to several weeks
- If all the active ingredients are available they can usually be mixed in ~ 1 hour.
- Typical examples: many modern trauma drugs, prescription drugs, designer party drugs, simple combat drugs
Very Complex Drugs
- Many active ingredients, the effects of which must be carefully balanced against one another
- TECH + Chemistry TD to synthesize is usually 25 to 30
- Time needed to synthesize the active ingredient ranges from at least one week to months
- If all the active ingredients are available they can usually be mixed in a couple of hours
- The drug has many desirable effects or contradictory effects
- Typical examples: top of the line medicine, high-end combat drugs, party drugs without side-effects
These are of course only loose categories. Within each category there are drugs with synthesis TD 5 easier and 5 harder than the usual, although the ones that are unusually difficult are more numerous than the ones that are unusually easy. Exactly how much time one needs to synthesize the active ingredients of the drugs depends heavily on the available precursors and equipment: if you have a precursor which is close to the desired product far less work is needed than if you start from scratch. This is why drug precursors are also regulated.
1. Is this drug a desirable drug?
Is it easy to make? 0,5 x cost
Is it hard to make? 2 x cost
Is it popular right now? Does the supply meet demand? 2 x cost
Is there a lot of competition? 0,5 x cost
Does someone have a monopoly? 2 x cost
Did you manage to get a particularly delightful combination of effects? 2 x cost
2. Is this drug legal?
Essentially: does it cause trouble for the local police department? If yes, it is probably illegal. And therefore expensive.
Legal over the counter: 1/2 x cost | Common off the shelf stuff.
Prescription: 1 x cost | It is legally available, but you need a prescription to get it.
Low priority drugs: 2 x cost | harmful, but probably mostly to the user; read: the cops don’t give a fuck
Medium priority drugs: 5 x cost | bad enough to get attention, but there is worse shit out there
High priority drugs: 10 x cost | the hardcore, the worst of the worst. Even the most overworked cops give this stuff extra attention.
Experimental: 20+ x cost | Rating pending. It might be difficult to find a second dose, so better hope it isn’t addictive.
The Drug Formula
Estimated drug cost in euros per dose = (Effect A Cost * Effect A Strength * Effect A Duration + Effect B Cost * Effect B Strength * Effect B Duration + … + Effect N Cost + Effect N Strength + Effect N Duration) * Physical Form Cost Modifier * Social Cost Modifier * Legality Cost Modifier
The drug’s strength is equal to the highest strength of an effect included in the drug.