Drugs are often taken by individuals in order to produce various highs, to feel good, and sometimes for battle.
Addiction occurs when a character’s body begins to crave the substance taken, and cannot go on without it. This usually manifests in withdrawals when not using the substance. Addiction Threshold represents how many doses must be taken to become addicted, if Health is lower use Health instead.
Characters who are addicted must take an amount equal to the Addiction Threshold in a day else they'll suffer withdrawals. Withdrawals deal a -15 penalty to all checks.
Characters who take more doses past the Overdose Threshold suffer the effects of an overdose as listed on the drug's description.
The time present is how long the drug affects the user.
At the time when the Fourth Crusade takes place (1200s AD) certain substances such as alprazolam do not exist yet. In these cases the flavor can be changed to an herbal concoction or remedy which acts the same way mechanically.
Price: 1 Silver
Duration: 1 hour
Addiction Threshold: 4
Overdose Threshold: Health + 1
Description: One of the most commonly taken substances, alcohol is sold in most places and is drank socially. Alcohol is known to make users abandon some of their inhibitions, however this impairs other mental and motor skills.
Characters who drink alcohol receive a +5 bonus on Comedy (Buffoonery and Physical), Persuasion, Seduction, and Trickery made to tell lies. They receive a -5 penalty to all Physical and Knowledge skills. Each additional dose of alcohol drank increases the bonuses and penalties by 5 (at two doses, you receive +10/-10, three is +15/-15, and so on).
On an alcoholic overdose you fall unconscious for 6 hours and suffer 2d4-2 points of damage. Upon waking up you suffer the negative effects of alcohol but gain none of the positives for the next 6 hours.
Price: 15 Silver
Duration: 1 hour
Addiction Threshold: 2
Overdose Threshold: Health
Description: A benzodiapine used to ease anxiety and panicking.
Characters under the effects of alprazolam are immune to non-magical fear effects, and receive a +2 to Mental Defense against magical fear effects however the user is afflicted with Staggered at Low Intensity. Each additional dose of alprazolam adds +2 to Mental Defense against magical fear effects and applies a -1 penalty to all move speeds (minimum of 1 square). Additional doses do not increase the staggered condition however.
On an alprazolam overdose the user falls unconscious and begins suffering from respiratory depression and suffer from Suffocation.
Price: 2 Gold, 50 Silver
Duration: 3 hours
Addiction Threshold: 5
Overdose Threshold: Health
Description: Amphetamines (also known as speed), is a stimulant used to help those with ADHD and also to generally enhance wakefulness and focus.
Characters under the effects of amphetamines are immune to the Staggered status condition, and receive a +2 to Mental and Bodily Defense. After the effects wear off the user is staggered at Moderate Intensity for 1d4 hours. Taking additional doses of amphetamine adds +2 to Mental/Bodily Defense.
On an amphetamine overdose the user suffers from cardiac arrest due to the amount of strain put on their body and takes 4d8 points of damage which cannot be resisted or reduced in any way. After which the user falls unconscious.
Price: 1 sp.
Duration: 1 hour
Addiction Threshold: 5
Overdose Threshold: Health x 2
Description: Caffeine is one of the mot commonly available and taken substances, even more-so than alcohol. It stimulates those taking it, but is much weaker than other more illicit substances. Normally caffeine is purchased as part of a drink (such as coffee) and not simply as a powder like with amphetamines.
Characters who take caffeine gain 2d4 points of Stamina Points upon taking it, and are immune to being caught Flat-Footed if the intensity is Moderate or lower.
Taking additional doses of caffeine recovers an additional 2d4 Stamina Points.
On a caffeine overdose the user suffers from increasingly dangerous heart palpitations which deal 2d6 points of damage which cannot be resisted or reduced in any way. After which the user falls unconscious.
Price: 45 Silver
Duration: 1 hour
Addiction Threshold: 3
Overdose Threshold: Health / 2
Description: Cocaine is a stimulant which increases the user’s heart rate, numb pain, and also increase a user’s mental and physical activity.
Characters under the effects of cocaine receive a +2 to land speed and a +5 bonus on Physical and Combat skills. However the character also takes a -5 to Persuasion and Trickery checks as well as a -5 to Mental Defense against fear effects.
Taking additional doses of cocaine increases the bonus to Physical and Combat skills by 5, however the penalty to Deception/Persuasion and Mental Defense also increase by 5 each time.
On a cocaine overdose the user suffers from cardiac arrest due to the amount of strain put on their body and takes 4d8 points of damage which cannot be resisted or reduced in any way. After which the user falls unconscious.
Price: 60 Silver
Duration: ½ hour
Addiction Threshold: —
Overdose Threshold: Health + 2
Description: Dimethyltryptamine (also known as DMT) is a psychedelic which occurs naturally, and is viewed as one of the most intense psychedelics one can get their hands on. Ayahuasca is the most common method of ingesting DMT naturally.
Characters under the effects of DMT receive a +5 bonus on all Magic-based checks (including Spellcasting and Rituals) due to the drug linking their spirit with the innate spiritual energy binding them. They also recover 2d4 MP upon taking DMT.
Taking additional doses of DMT renews the duration (but doesn’t stack with itself) and recovers an additional 2d4 MP.
On a DMT overdose the user acquires the Hallucinations mental illness.
Price: 60 Silver
Duration: ½ hour
Addiction Threshold: 2
Overdose Threshold: Health / 2
Description: Heroine is a powerful opiate substance with prominent relaxing and sedative effects.
Characters under the effects of heroin receive a +5 to Mental Defense for the duration, are immune to non-magical sources of the Pain status effect, and receive a +5 bonus to all Defenses against magical sources of Pain. Characters suffer from Illness and Staggered at Severe Intensity for 1 hour after the effects end.
Doses of heroin reduce the user's current Magic Points by 2d6 points. If this would reduce their Magic Points below 0 they are knocked unconscious for 1 day.
Taking additional doses of Heroin increases the bonus by another +5 and reduces their current MP by 2d6 points. However the character also takes 2d4 points of damage each time.
On a heroin overdose the user falls unconscious and begins suffering from respiratory depression and suffer from Suffocation.
Price: 35 Silver
Duration: ½ hour
Addiction Threshold: 5
Overdose Threshold: Health + 1
Description: Ketamine is a dissociative that causes intense hallucinations.
Characters under the effects of ketamine receive a +2 to Mental Defense, receive a +5 bonus to Touch and Hearing, but take a -10 penalty to all Knowledge skills.
Taking additional doses of Ketamine increases the bonus to Mental Defense by 2, and the bonus to Touch and Hearing by 5, however the penalty to Knowledge skills is increased by 5.
On a ketamine overdose the user falls unconscious and begins suffering from respiratory depression and suffer from Suffocation.
Price: 5 Silver
Duration: 1 hour
Addiction Threshold: 4
Overdose Threshold: Health / 2
Description: Kratom is a depressant which has effects similar to that of an opioid, killing pain and relieving stress. Characters under the effects of kratom receive a +2 to Bodily Defense and is cured of non-magical sources of the Pain status effect.
Taking additional doses of Kratom increases the bonus by another +2 and cures non-magical sources of the Pain status effect once more.
On a kratom overdose the user suffers from Illness at Severe Intensity for 1d4 days, and it cannot be cured outside of magical circumstances.
Price: 40 Silver
Duration: 3 hours
Addiction Threshold: —
Overdose Threshold: Health + 2
Description: LSD is a popular psychoactive substance popular among creative and spiritual individuals. Characters under the effects of LSD receive a +5 bonus to all Craft checks, Spellcasting, and Divination. Characters suffer from Illness at Low Intensity for 3 hours after the effects are over.
Taking additional doses of LSD resets the duration and increases the bonus by +5, however the duration of the after effects increases by 3 hours and the Illness increases in Intensity by one step (maximum of Severe).
On an LSD overdose the user acquires the Hallucinations mental illness.
Price: 10 Silver
Duration: 1 hour
Addiction Threshold: 9
Overdose Threshold: Health + 2
Description: Marijuana is a popular cannibanoid substance, its usage rivaling alcohol for its popularity.
Characters under the effects of marijuana receive a +2 to Mental Defense against fear effects, and are immune to non-magical forms of the Confusion or Dazed status effects. In addition to this you recover 1d6 Magic Points each time you ingest marijuana.
Taking additional doses of Marijuana increases the bonus against fear effects by 2 each time.
On a marijuana overdose the user is knocked unconscious for 1d4+1 minutes.
Price: 35 Silver
Duration: 2 hours
Addiction Threshold: 5
Overdose Threshold: Health
Description: MDMA is a popular party drug also known as “ecstasy”. Characters under the effects of MDMA receive a +2 on all checks made. After the duration ends the character takes a -2 to all checks for 1 hour.
Taking additional doses of MDMA increases the bonus by 1 each time, and the after effects increase the penalty by 1 and the time by 1 additional hour.
On an MDMA overdose the user falls unconscious and begins suffering from respiratory depression and suffer from Suffocation.