Some special drugs that were developed by various companies.
Addiction: People addicted must take the drug at least once per day. They Generally get a willpower check, TN (X,Time) where X is the base DC, increased by the number of doses taken in the amount of Time. So TN (4,Week) means 4+number of doses taken in the past week. Failed willpower means you must take another dose, even if you must go find it or rob people for money to get it. Get +1 bonus to your roll if getting a new dose is not "easy" (not if you have to buy it, but yes if you have no money or know no sources). Apply a -1 penalty to your roll if you have some supply on hand.
Onset: Drugs injected take effect immediately. Smoked takes 1d6 minutes. Eaten takes 1d6x10 minutes. Inhaled as powder (snorted) takes 1d6 rounds. Most drugs can be easily converted to any form.
Meta
While still a dangerous drug in its infancy, meta attempts to awaken the non-awakened, and greatly boost the power of mages during its effects. Meta was created by the Shinra Corp in an attempt to awaken non-mages. Though never officially produced, shadowrunners had stolen its secrets and now it is created on the streets.
After taking a dose of meta, the user's magic is temporarily increased by 1d6 points. (Creating a magic rating if there wasn't one). This effect allows for more powerful spellcasting and greatly reduced drain concerns (and banishing and spell tests!).
Mundanes that use this gain sorcery dice equal to the magic gain and one random spell per magic point granted, at max force.
Every minute, the spell energy seeks to break loose, and the user must make a willpower test, TN (6+magic increased by meta) or a spell will "cast itself" from you, randomly. Aspected mages may have spirits summoned accidentially or accidentially engage in magic skill tests (like creating background counts with virtuoso or projecting).
The effect lasts for 2d6 hours, after which the user becomes exhausted. The mage must roll for magic loss. If he fails, he burns 1 point of magic, and loses a number of magic equal to the amount gained, which restore at one point per day (though a new application of meta restores the lost amount in addition to granting its boost- for its duration). Mundanes who gained magic take essence loss instead of magic loss during the crash- essence brought to 0 or lower result in death of the mundane.
The drug is highly addictive for it's ability to greatly increase magical power (or create it), and it's ability to overshadow its penalties for frequent use. Each use requires a willpower roll (TN = # of times meta has been used in the last month). No successes means that you become addicted, and your meta penalty restores at 1 point per week rather than 1 point per day. Each day addicted you must make a willpower roll TN (6, month)
Sometimes on the streets this is referred to as ambrosia. Meta can cost upwards of $500 per dose, and has an availability of 12, with a street index of 2. It is difficult to create and contains some ingredients from awakened plants.
Ether
Created by the Shinra Corp in an attempt to boost mundane capacity, this drug has been found to be of great benefit to those wishing to fight spirits, though at a price.
Ether temporarily makes its user dual-natured, percieving both the astral and regular plane simultaneously. This allows people (even mundanes) to spot and target non-manifested spirits and detect magic and mages.
This effect lasts for 1d6+1 hours. Afterwards the user suffers a crash where he is near-blinded. He goes completely colorblind for 1d6 hours and suffers a -4 penalty to perception tests, and is plagued by headaches. Mildly addictive, every use involves a willpower test (TN 4, Week) or become addicted. Ether sells for around $250, has an availability of 14, and a street index of 3.
Dwarfen Ale
Not really an "ale" or alcohol at all- Dwarfen Ale is referred to as such because it grants its user a temporary protection against magical effects. The user gets +1d6 dice to any affect that targets him directly (Will or Body) while the user is on this drug. This stacks with dice granted from race (such as if the user is a dwarf already). Roll the 1d6 at the time the drug is taken. Multiple doses overlap- they don't stack.
Mages that take this instead have their magic rating lowered by 1d6 when they take this, making it effective as a weapon- a target injected with this can make a body check, TN 4. Every success lowers the magic loss by 1 to a minimum of 0. This effect lasts for 1d6*10 minutes in either case. Mages so affected must check for magic loss normally once the effect expires and they have their magic back.
Only barely addictive, the TN to avoid addiction is Will (5, day).
The drug Dwarfen Ale was developed by Aztechnology as an effort to replicate dwarf's magic resistance for their scientists who were employed working with magical critters and effects.
Marijuana
The drug that already exists- just with mechanics!
Marijuana creates feelings of relaxation and (very mild) hallucinations. Paranoia can be common. The user gains +1 die to resist any stun damage, and to resist any emotional effect (fear, anger), including magical effects. Addiction is (2,day). This effect lasts 2d6*5 minutes.
Certain critters have been known to be allergic to Marijuana, including some awakened beetles.
MDMA (Ecstasy)
This drug causes intense emotions in people.
MDMA gives confidence and happiness and provides +1 die to social skill rolls and perception tests as your awareness is heightened. Recent research shows that is also provides you with a special background count of 1, which doesn't affect your own casting, due to your own intense emotional experience. Mages on MDMA can treat any background count as if it were 1 lower, and ignore any background count caused by MDMA itself. Large raves are known to have more intense counts, though it doesn't exactly stack. This effect lasts for 1d6+1 hours.
During the crash the user takes a -1 die to any social skill rolls and perception tests, and feels generally woozy, hungry but unable to eat, very thirsty. This effect lasts 2d6 hours. The addiciton rating is (4, month).
Fly
Fly was a derivative of Spanish Fly and Rohypnol. Originally created by a gang called Skeet Shooters (accidentially, while trying to create a perfect date rape drug), Fly gives users extreme confidence, increased sexual libido, and increased charisma and beauty (due to more flushed appearance and pheremone levels). This comes at a penalty to willpower.
While originally intended to make girls horney and inhibit their judgement (which does happen), it also ended up giving them considerable social power. People on a dose of Fly gain a bonus of 1d6+1 to their charisma, and may use their charisma to suppliment any social skill rolls (etiquette, negotiations, etc). They suffer a similar reduction in their willpower during this time. (Willpower that reduces to 0 or below causes them to pass out). They also feel intense sexual desire during this time, and when faced with an attractive option must make a willpower test (TN = cha of target), at the lower willpower or attempt to seduce them. Where the shooters went wrong is that the target is still aware and can choose the most appropriate mate. Targets aware they took the drug get a +1 bonus on their willpower test as they try to actively resist it. (On the other hand, seductress shamans and other people with "addictive" or "vice-filled" personalities get a -1 on willpower tests). This effect lasts 1d6 hours.
Afterwards the user crashes, suffering severe headaches and nausea. They must make a body check, TN 8 or pass out due to exhaustion. They must make an intellgence check TN (5 + the bonus applied to charisma) or they have trouble remembering what happened while on the drug- the whole thing being a blur or a blank spot. This drug is only partially addictive Will (3,day)- use restored willpower.
The sexual desire "flaw" of the drug can be overridden by taking preventative measures to combat sexual arousal- including surgury or chemical castration or other drugs to inhibit desire, and can reduce or eliminate the desire. Some businesspeople have been known to take this drug before big negotiations and meetings (usually recorded so they can remember it later).
This drug costs somewhere around $50 per dose, has an availablility of 11 (illegal!), and has a street index of 3. Because of it's date rape stigma and use, it is common to arrest people immediately for possession.
Sniper Wolf: This drug is used to relax muscles, slow breathing, and make it easier for a sniper to take aim. When used the user takes a -4 penalty to quickness, but gets a -2 TN bonus to any called shot, or doubles the bonus from taking aim. It also allows anyone taking aim to ignore wound penalties after taking aim. This can be very addictive, (8, week) but can be very useful for snipers. It can cost around $50 per dose and is relatively easy to get. It can also be used to help light sleepers get to sleep more easily. The effects last for 3 hours.
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