Drugs - Illegal

Drugs – Illegal
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Descriptions of the drugs are found below the table.

Drug
MSRP / Dose
Forms
Basic
12 / Dose
Pill
Dryad
10 / Dose
Pill
NERV
2,000 / Week
Injectable
Nerve Poison
5 / Dose
Any
Rage
40 / Dose
Injectable
Sandman
15 / Dose
Aerosol or pill (liquid)
Sin
35 / Dose
Pill
Slammer
25 / 2 Doses
Injectable or pill
Soothe
15 / Dose
Injectable or pill


Drug Descriptions
Basic
A mild and relatively safe psychoactive combat drug, Basic has two effects: it makes the subject more responsive and suppresses the inhibition to kill.
OOC: Basic provides Combat Reflexes (no effect if someone already has it) and suppresses the Pacifism disadvantage (exception: Total Nonviolence degrades to Reluctant Killer). Anyone who has Total Nonviolence who seriously injures or kills someone, or someone with Cannot Kill who kills, must, roll to avoid a nervous breakdown after the drug wears off as described under the Cannot Kill disadvantage. It requires a HT-2 roll to resist and has short-term affects lasting (25 – HT)/4 minutes.

Dryad
Dryad is the street name for Di-radiochloride, a bizarre form of irradiated swimming-pool chlorine. While under the influence of Dryad a subject feels invincible and quicker, but also suffers from delusions of paranoia. If taken infrequently, Dryad is non-addictive. Dryad is taken orally and is available in both powder and tablet form. Each dose of Dryad weighs 1/4 gram; the effects last 30 + 5d minutes.
OOC: While under the influence of Dryad the user has the Overconfidence and Paranoia disadvantages. It also raises Speed by 1, but decreases DX (and all DX-based skills) by 1. At the end of each week that a character has used Dryad more than once per day, he must make a Will roll to avoid Addiction. Dryad has no penalties on the withdrawal roll, and is a -5 point Addiction.

NERV
This drug chemically alters the neuro-endocrine system to improve reflexes and coordination. After taking NERV for 20 weeks, the improvement is permanent. There is a risk of neurological side effects. The drug treatment is $2,000 per week.
OOC: After taking NERV for 20 weeks, the user gains +1 DX permanently. The subject must then roll vs. HT. If successful, there are no side effects. If the roll fails, the user suffers one level of Ham-Fisted (B138) as the drug increases overall reaction speed and agility, but fails to make the neural connections needed to improve fine motor coordination. If the user already has Ham-Fisted, it increases to the higher level. If he already has the higher level of Ham-Fisted, or if the roll was a critical failure in any event, neural damage was inflicted. If neural damage is suffered, the user gains a Neurological Disorder (B144): a mild disorder unless he already has one; if so, increase the level of the disorder one stage, up to a maximum of crippling.

Nerve Poison
Nerve poison comes in many forms, but the effects are similar. The body’s nerves are overloaded and attacked. The immediate effect is paralyzation (though not all subjects experience this), but the more significant effect is internal damage if the agent is not countered in time.
OOC: A single dose injected into the body requires a HT-4 roll to avoid being paralyzed for (30-HT) minutes. 5d damage is taken if Neurovine is not taken within five minutes.

Rage
This drug dramatically increases the user’s strength, but also makes them prone to violence with little regard to their target selection. The drug requires ten seconds to take effect. After it wears off the user will be shaky and nervous. In some cases, users also experience drug effects as the drug is departing the system. Cumulative doses may extend the effect’s duration and will also extend the duration of the side effects.
OOC: A dose of this drug gives the user double ST and the Berserk disadvantage (B31) for 1dx10 minutes. Side effects occur after it wears off; -1 on IQ and DX for as long as he was on Rage. Rage has one other disadvantage: 1d hours after use, the user must roll vs. HT+2 or suffer a “flashback” to the drug effects, becoming berserk for 1d minutes (but without doubled ST!) and then suffering nerves and shakiness yet again.

Sandman
Sandman is the latest in mickeys — a high-tech, chemically engineered knockout potion. It is available in liquid, solid, and gaseous form. In liquid form, it is odorless and nearly tasteless (someone with experience in Poisons would have a chance to notice it in a drink, otherwise it is unrecognizable). Each dose of the liquid is one tablespoon. In solid form it is a plain white tablet that can be crushed and dissolved into a liquid. This is more noticeable than It is also available in an aerosol spray. A dose comes in several forms: one tablespoon of liquid, one 500-mg tablet, or a onespray aerosol can. Though illegal on most planets, Sandman is commonly used by totalitarian police forces in tightly controlled, oppressive regimes (as well as some corporate security). It is non-addictive.
OOC: The liquid form requires a straight IQ roll to detect, as long as the character has training in poisons (no default). The powder form can be detected by anyone with a straight IQ roll, however those with skill in poisons can roll against their Poisons skill instead. Anyone ingesting a dose of Sandman — by any of the delivery methods — must immediately make a HT-4 roll. Each point that the roll is failed by costs 1d of fatigue. If given a large dose, or a second dose within 2 hours of the first, the roll is made at HT-8. A critical failure on this roll sends the victim into a coma that will last 2d days.

Sin
Sin is one of the hot designer drugs on the club and singles scene. It acts as an anti-depressant, aphrodisiac, and uninhibitor – without causing a hangover, which makes it popular. It also occasionally sends people into a psychotic killing frenzy, which makes it illegal. Sin is manufactured in 100-milligram tablets that last 1d hours. It is highly addictive and is considered hallucinatory in the context of normal society.
OOC: While under the influence of Sin, the GM should secretly roll 3d. On a result greater than 6, the subject adds the Compulsive Carousing, Lecherousness, and Overconfidence disadvantages. On a 6 or less, the subject instead gets Bloodlust, Sadism, and Paranoia. Sin’s addictive nature gives a -5 on withdrawal rolls. Sin is a -25 point addiction.

Slammer
Slammer is a violent psychoactive used primarily for combat ops and some totalitarian police forces. It is illegal for civilians, but is widely available and popular among private security forces, gang members, and anyone else who enjoys senseless violence. Slammer has few redeeming features. While under its influence, a user is more responsive and feels no pain. It does, however, dull the mental faculties and reduce inhibitions regarding killing to the point that even pacifists will seek the death of their enemies. Slammer is usually sold by the gram — enough for two doses. It comes in either powder or tablet although many military organizations package it in injection ampules.
OOC: While under its influence, a user gains the advantages of High Pain Threshold and Combat Reflexes. These are offset by -2 to IQ and the Bloodlust disadvantage. It is totally addictive (-10 to the withdrawal roll) and socially incapacitating. Point value of a Slammer addiction is -30.

Soothe
Places the user in a dreamy state of euphoria. The user has no memory of events that occur while under the drug’s influence.
OOC: Roll HT-3; if the roll is failed, the drug causes the Euphoria irritating condition and High Pain Threshold advantage for five minutes times the margin of failure.

Drugs - Illegal

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