Better Living thru Chemistry
This section covers the things that can be crafted with the Chemistry related craft skills (Reactive Chemicals, Pharmacuetical Chemicals and Alchemical Potions). The magic and tech level of your game will determine what can be made or purchased. A character with a focus in design on chemistry research should be able to unlock slightly more advanced chemicals as he will be toward the front of the research. However as this may be deemed super science the GM maybe justified in charging a little more x10-x100. Mixing in alchemical potions is also an option to give a scientist character a game place. If the character wants to determine what a chemical is they should use Scientific Analysis. This check may be required to indentify a substance before it can be replicated. In real life chemicals are not magically made in labs. Most are harvested and refined from natural sources(plant/animal extracts). This is a realistic cost reducing agent that could be worked into a game. Maybe there is a plant from which you can extract a chemical that acts as a potion of fire breath. The world is a wierd place, consult your GM.
Don't play with drugs Drugs are a dangerous game. Body chemistry is a pretty happy balance. Muck with it and bad things will start to happen.
Initial Save
Everytime a character takes a drug they must make a Resist Poison check. If they critically fail, they experience an allergic reation. If they succeed by 10 or more, they build up a tolerance.
Allergic Reaction
Anytime a character takes a drug or toxin, if they critically fail their save they have an allergic reaction to the drug or a chemical in the processing. Make a resist fatigue vs DC 20, if the character succeeds the reaction is minor, -2 to all checks for until daily resist fatigue vs DC 25 is made. If the character fails the intial save the character has a major reaction, The character begins suffocating. The character may attempt a DC 40 Resist Fatigue check once per minute to try to recover breathing. On any reaction, the character is now susseptible to this allergen, double the threat range for critcal failure (i.e. if you needed a natural 1 before now a natural 1 or 2 will result in a reaction) and add +2 to the DC to have only a minor reaction. These effects are cumulative.
Tolerance
Anytime a character takes a drug or toxin, if they succeed their save by 10 or more they begin building up a tolerance to the drug. Every 10 the save is exceeded by the character gains an addition +1 tolerance bonus to save vs this drug. This increases the chance of building up even more tolerance in the future. Every month without exposure the tolerance halves.
Doses
The list information is for nominal doses. Small Doses: Great for building up tolerance. Treat the drug strength as 2 lower(minimum 1) and +5 to save Large Doses: "Great" for overcoming tolerance. Cannot be easily forcible dosed(i.e. more then sits on a blade). Drug strength remains the same however -5 to Save, also doubles range of critical failure. Critical failure on large doses always results in an overdose. OverDoses: The character and must make a Toughness check vs 20 or die. Each minute an additional check with +2 DC must be made or the character dies. A DC 30 First Aid check is required to stabilize the character
Addiction
- Psychological Addiction save
- Must be made every time a dose is willingly used before the drug is completely out of system(effect Time x 10). Resist Mind Altering Drugs vs drug save DC or become addicted
- Physiological Addiction save
- Must be made every time a dose of a Physiologically Addictive drug is taken. Resist Posion vs drug save DC or become addicted
- Addiction
- Aquiring an addiction costs the character 1 Karma point(no roll allowed) When not under the effect of the addiction the character begins to experience withdrawl. As the characters tolerance increases more of the drug will be needed to prevent withdrawl.
- Withdrawl
- While experiencing withdrawl gets -2 on all checks and a -1 penalty to any stat normally boosted by the drug. A character going thru withdrawl may not use karma points.
- Quiting
- If a character tries to quit, he must make hourly Resist Mind Altering Drugs/Torture vs the drugs save DC. after 24 hours of successful saves the character must make daily saves until all Tolerance has gone away, minumum of 1 week. If the character does not use again the withdrawl penalties are removed. If the character ever uses again a psychological addiction check is made on each dose. Each time the character fails a save: lose 1 point of Karma, double the withdrawl penalties, and restart the quiting procedure back to the begining of the hourly checks. If a character loses all of his karma this way he is handed over to GM and will do anything for another dose.
Onset Time = 1d6-strength one lower duration level Example: a drug with duration 1d10+3 hours would have an onset time of 1d6-3 minutes
Common Drug List
Name | Method | Str | Time | Diff | Cost | Effect |
---|---|---|---|---|---|---|
Anti-venom, general | Ingest | 2 | hours | 31 | $31 | +2 Resist Poison |
Aminorex | Ingest | 2 | days | 23 | $23 | Appetite suppressant, END Damage |
Amanita | Ingest | 3 | days | 29 | $290 | END Damage |
Arsenic | Ingest | 3 | days | 29 | $290 | END Damage |
Alcoholic Beverage | Ingest | 1 | hours | 15 | $1.50 | Euphoric, WIL Damage |
Aspirin | Ingest | 1 | hours | 25 | $2.50 | Negate Pain, Blood Thinner |
Bee Sting | Injury | 2 | days | 31 | $31 | Allergen |
Belladonna | Ingest | 3 | hours | 27 | $270 | END Damage, Increased blood pressure |
Birth control pills | Ingest | 5 | days | 41 | $41 | Contraceptive |
Botulism Toxin | Ingest | 4 | hours | 33 | $330 | AGI Damage then END Damage |
Black Adder Venom | Injury | 1 | min | 15 | $150 | END Damage |
Black Widow | Injury | 1 | days | 17 | $170 | Illness |
Caffeine | Ingest | 1 | hours | 20 | $2 | Increase CUN |
Chloroform | Inhale | 3 | hours | 43 | $43 | Sedative, END Damage |
Chloral hydrate | Ingest | 4 | hours | 47 | $47 | Sedative, AGI Damage |
Cobra Venom | Injury | 4 | hours | 41 | $410 | AGI Damage and END Damage |
Curare | Injury | 5 | minutes | 59 | $590 | AGI Damage and END Damage |
Crack/Cocaine | Inhale | 3 | hours | 49 | $490 | Increased AGI/CUN, Euphoric, Paranoia, Physiologically Addictive |
Cyanide | Ingest | 4 | hours | 43 | $430 | Convulsions, AGI Damage then END Damage |
Dopamine | Injury | 5 | ||||
Epinephrine | Injury | 5 | minutes | 39 | $39 | +5 Resist Fatigue |
LSD | Ingest | 3 | hours | 27 | $270 | Hallucinagen |
Morphine | Ingest | 4 | minutes | 35 | $35 | Negate Pain, Physiologically Addictive |
PCP | Ingest | 4 | hours | 33 | $33 | Negate Pain, WIL Damage, Psychotic Rage |
Penicillin | Ingest | 2 | days | 25 | $25 | +2 Recovery |
Pepper Spray | Inhale | 3 | minutes | 46 | $4.60 | CUN Damage, Blindness |
Poison Ivy | Contact | 3 | hours | 42 | $42 | Allergen |
Rattle Snake Venom | Injury | 3 | hours | 25 | $250 | AGI Damage and END Damage |
Ricin | Injury | 5 | days | 39 | $390 | END Damage |
Sarine | Inhale | 5 | min | 41 | $410 | END Damage |
Strychnine | Ingest | 4 | hours | 43 | $430 | Convulsions, AGI Damage then END Damage |
Scorpion toxin | Injury | 2 | hours | 19 | $190 | AGI Damage then END Damage |
Sodium Pentathol | Ingest | 3 | hours | 27 | $270 | WIL Damage |
Steroids | Ingest | 2 | days | 21 | $210 | Increase STR, WIL Damage, Carcinogenic |
Tear Gas | Inhale | 3 | minutes | 36 | $36 | CUN Damage, Illness/ Nausea |
Tobacco Smoke | Inhale | 1 | minutes | 24 | $2.40 | Increase WIL, Carcinogenic, Physiologically Addicting |
Special Drug List
Name | Method | Str | Time | Diff | Cost | Effect |
---|---|---|---|---|---|---|
Anti-hystamine | Ingest | 1 | hours | 25 | $25 | Immune to allergic reactions, STR or CUN Damage |
Antitoxin serum | Injury | 2 | weeks | 30 | $30 | +20 save vs specific toxin |
Vaccine, Disease | Injury | 2 | perm | 30 | $30 | +20 save vs specific disease |
Super Drug List
Name | Method | Str | Time | Diff | Cost | Effect |
---|---|---|---|---|---|---|
Super Soldier Juice | Injury | 3 | weeks | 85 | $8500 | Increased AGI, STR, END, Increased Healing Rate, Negate Pain, Side: Physiological Addiction, Sterility, Carcinogenic. |
Disease List
Not really drugs, but can be cultivated with Microbiology
Name | Method | Str | Time | Diff | Cost | Effect |
---|---|---|---|---|---|---|
Anthrax | ||||||
Cold | ||||||
Flu(Influenza) | ||||||
Rabies | ||||||
Polio | ||||||
Gangrene | ||||||
Malaria | ||||||
Ecoli | ||||||
Ebola | ||||||
Botulism | ||||||
Allergic, Minor | ||||||
Allergic, Major | ||||||
Consumption/TB | ||||||
Bubonic Plague | ||||||
Small Pox | ||||||
Syphilis/The Pox | ||||||
Malaria | ||||||
Pneumonia |
Laboratory Drug Rules
Strength Save DC Damage Diff 1 17 1 5 2 20 1d3 11 3 23 1d4+1 17 4 25 1d4temp+1perm 23 5 28 1d4temp+2perm 29
Duration: Multiplier minutes x1 +2 hours x2 0 days x4 +2 weeks x8 +5
Method: Injury -2 Ingested 0 Inhale +2 Contact +5
Stimulants (+STR enhancement bonus while drug remians in effect) Increase STR 15 Increase END 15 Increase AGI 15 Increase DEX 15 Increase WIL 15 Increase PRE 15 Increase CUN 15 Increase KNO 15 Positive Effects Increase healing 15(+END) Anti-toxin (+strength vs Poisons/Disease) 20(+END) Anti-toxin, Specific 10 Negate Pain 10(+PRE/+WIL) Antibiotic +strength to save vs Death 10(+END) Euphoric 5 (-WIL) Sedative 20(-CUN/-END/+DEX) Antiinflamatory 15(+End) Anti-Psychotic 5(+WIL) Anti-Depressants 5(+PRE) Depressants( Damage to stat ) 1 STR damage 10 2 END damage 10 3 AGI damage 10 4 DEX damage 10 5 WIL damage 10 6 PRE damage 10 7 CUN damage 10 8 KNO damage 10 Non-positive Effects 9 Contraceptive/Sterility 10 10 Physiologically Addictive 10 11 Hallucinogen 10(-CUN) 12 Appetite suppressant 10(-END) 13 Appetite stimulator 5 (+STR) 14 Psychotic Rage (-str to Karma) 20(-WIL/-PRE/+STR) 15 Carcinogenic (critical failures cause cancer) 15(-END) 16 Blood Thinner 10(-END) 17 Mute 10(-PRE) 18 Allergen (increase critical failure threat range 1-Str) 20 19 Increase Blood Pressure 10 20 Paranoia 5(+PRE) 21 Convulsions 15(-AGI) 22 Illness/Nausea 10(-PRE/-CUN) 23 Necrotic (1d6+str damage) 15(-END) 24 Blindness 20(-CUN/-END) 25 Deafness 15(-CUN)
Side effects:
Randomly choose from list of non-positive effects(1d100/4+1)
Side effects lasts 10 times as long as drug at 1/2 strength(minimum 1)
roll: number of side effects:
0-10 4
11-30 3
31-50 2
51-80 1
81-100 0
cost = (diff - total side effects diff) Common x0.1 Poison x10 Controlled x10 New x100
Reactive Chemicals
Not really drugs, but can be crafted with Craft: Reactive Chemicals.
Name | Method | Str | Time | Diff | Cost | Effect |
---|---|---|---|---|---|---|
Metal Corrosive(20) | ||||||
Organic Corrosive | ||||||
Corrosive | ||||||
Glue | ||||||
Lubricant | ||||||
Explosive | ||||||
Burning oil | ||||||
Napalm | ||||||
Glowing liquid | ||||||
Fuel | ||||||
Coolant | ||||||
Refrigerant |
Alchemy
Spells Effects
Potions - The creature that drinks is considered both the caster and the target. Oil - The inanimate object bathed in the oil is the target. Potions DC = Same as effect Price = (DC-15)(DC-14) x $250
Legendary Brews
Lead to Gold Elixer of Life Ultimate solvent Frictionless Oil Unbreakable Glue Love Potion Strength Potion PSI Restoration +3 minutes 20 5 PSI Flush +2 minutes 20 5 Aphrodisiac Ingest Days Euphoric, Lose Inhibitions