Addictions: From Electronic To Pharmacuedical

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Originally Posted By: Wolvercuss (wolver@agora.rain.com)

Been compiling this list for people in my game, not to mention to make MY life easier when I run it. But please, if I have missed something or you have something 'nasty' either Email it or post it.

Thanks.

Page Index:

Wireheading Goto Top

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Effect:

Hardware device that will link right into a person's brain. Result is continual stimulation of that person's pleasure-center.

Addictiveness:

VERY! Its usually a one time ride.

Disadvantages:

Once the person is wired in, then will no longer have any cares at all. Battery-pack usually lasts between 1-3 days. Since the addiction to the stimulation is so high, the addict usually dies of thirst before the battery runs down.
 

Braindance Goto Top

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Effect:

The usage of Braindance chips or use via inter-face plugs will give the user the desired effect. This depends upon what type of chip/interface they use.
The main 5 types are Experience Chips, Memory Chips, Environment Chips, Virtual Reality and Visitor Reality.

Experience Chips: Are the most common. It is simular to a movie where the user is the star. It shuts off the current reality so the user only experiences what the chip is geared for.

Memory Chips: Gives the user a specific memory or set of them.

Environment Chips: Are still mostly in development, though in theory they will give the user's consciousness to be changed from reality to a programmed one. Does not alter their actions any, just what they perceive.

Virtual Realities: Are like the Experience Chips but are interactive.

Visitor Realities: Are like the Virtual Realities, but they are linked into the net. They will give the user the experience of VR in Reality, as they walk, talk, etc.

Addictiveness:

Excessive use can alter their perceptions, giving the user the perception that the braindance is actually real.

Disadvantages:

Fairly expensive and since these chips will always give pleasure. Usage of these chips can lead to dependance.
 

Combat Drugs Goto Top

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Carbons: (Derm) Raise BODY +2
Side Effects: Once worn off, reduced REF -2 for 1d3 days.
Lasts: 1d3+1 Hours
Cost: 350eb / Dose

Chaka: (Crystal) Extended hearing range (+4 awareness)
Lasts: 1d6 Hours.
Cost: 120eb / Dose

Dab: (Inhalers) Gives excellent precision with small instruments (+3 tech)
Lasts: 1d3+5 Hours
Cost: 140eb / Dose

Red: (Derm) Raise BODY +3
Side Effects: User will receive 2d6 damage when it wears off.
Lasts: 1d6+3 Hours
Cost: 700eb / Dose

'Dorph: (Var) Painkiller. Reduces pain and stress
Possible Side Effects: 1 in 10 chance of loosing REF -1 forever.
Lasts: 1d6+1 Turns
Cost: 250eb / Dose

Black Lace: (Var) Painkiller. Raise COOL +2 and not effected by stun of shock effects.
Possible Side Effects: EMP loss or death.
Lasts: 1d6+1 Hours
Cost: 650eb / Dose

Score: (Powder) Raise REF +2
Lasts: 1d3+1 Hours
Cost: 250eb / Dose

Sniff: (Crystal) Raise +3 to awareness (smell only)
Lasts: 1d3 Hours
Cost: 85eb / Dose

Twenty: (Derm) +2 to awareness (visual) and human perception, +1 to all REF checks involving the visual perceptions
Possible Side Effects: Blindness can be experienced from withdrawl.
Lasts: 1d6+1 Hours
Cost: 120eb / Dose

Jazz: (Capsule) Gives +2 REF & COOL
Possible Side Effects: Psychological addictive, aggressive behavior, possible nerve damage.
Lasts: 1d10+1 Turns
Cost: 300eb / Dose

Foolkiller: (Derm) +3 COOL & Perception roll & Endurance check
Possible Side Effects: Reduced REF &/or INT, sterlility, immunie deficiency.
Lasts: 1d10+1 Minutes
Cost: 2,000eb / Dose

Rambo-7: (Injection) Gives +2 BODY & REF & Perception and helps negate pain.
Possible Side Effects: Reduced int, paranoia, psychotic rage, nerve degeneration, physiologically addictive.
Lasts: 1d10+1 Minutes
Cost: 800eb / Dose
 

Psychological Drugs Goto Top

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Nightline: (Derm) Grants the user +3 on skills (perform) in which benefits will be +2 (INT)
Side Effects: Reduced capacity in logical thought and reactions (-2 tech -1 ref) for the duration.
Lasts: 2d10 Hours
Cost: 100eb / Dose

Clock: (Powder) Induces logic and aids reflexes (+1 REF +2 TECH/INT) in return it reduces emotional (+2 COOL, -3 EMP).
Possible Side Effects: -1 INT & EMP.
Lasts: 1d6+2 Hours
Cost: 90eb / Dose

Gun: (Derm) Exaggerated emotions (+3 EMP) and -1 TECH & INT. Elevated energy level, +1 BODY & MA.
Lasts: 1d3 Hours
Cost: 50eb / Dose

Sixgun: (Injection) Gives +3 INT & Perception + Delayed side effects
Possible Side Effects: Tremors, reduced REF &/or INT, irrational fear, possible nerve damage.
Lasts: 1d10+1 Hours
Cost: 2,175eb / Dose

Boost: (Var) Boosts your INT by +1
Possible Side Effects: Screaming fits and hallucinations.
Lasts: 1d6+1 Hours
Cost: 600eb / Dose
 

Recreational Drugs Goto Top

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Syncomp 15: (Var) Broad spectrum poison anitidote for treating nerve and biotoxins. REF is reduced at rate of 1 pt / dose.
Lasts: 1d6+1 Turns
Cost: 650eb / Dose

Stim: (Var) Increases endurance and alertness for long periods of time.
Possible Side Effects: Mental delusions.
Lasts: 1d6+1 Minutes
Cost: 500eb / Dose

Synthcoke: (Var) Stimulant
Possible Side Effects: Paranoia, psychological addiction.
Lasts: 1d6+1 Minutes
Cost: 1,000eb / Dose

Gold: (Capsule) Sedative and gives the user greater appreciatino of dreams. Remembering them as well
Possible Side Effects: Will remember nightmares, if not make them worse.
Cost: 125eb / Dose

Klute: (Derm) Enhanced sexual performance
Lasts: 1d6 Hours
Cost: 70eb / Dose

Rain: (Crystal) Mind altering drug.
Lasts: 1d6+4 Hours
Cost: 130eb / Dose

LeSade: (Injection) Gives aphrodisiac, euphoric and coagulant.
Possible Side Effects: Psychologically addictive, reduced INT, delusions.
Lasts: 1d10+1 Minutes
Cost: 600eb / Dose

Diamond Four: (Injection) Gives increased healing, antibiotic, antidote vs nerve agents
Possible Side Effects: Tremors, irrational fear, reduced REF, extend reduced REF for 1 week.
Lasts: 1d10+1 Hours
Cost: 1,725eb / Dose

Thrill: (Injection) Gives euphoria
Side Effects: Delusion, paranoia, hallucinations.
Lasts: 1d10+1 Turns
Cost: 75eb / Dose

Skate: (Capsule) Gives euphoria and increased endurance
Possible Side Effects: Delusion, paranoia, reduced INT.
Lasts: 1d10+1 Hours
Cost: 195eb / Dose

Speedheal: (Var) Enhance the natural healing processes
Possible Side Effects: Reduced REF by 1d6/3 for 1 week after use.
Lasts: 1d6+1 Hours
Cost: 1,650eb / Dose

Blue Glass: (Var) Hallucinogenic, see colors in your mind
Possible Side Effects: (other than the obvious - 3 in 10 chance of it working though) and you are reduced to looking at them for the entire period.
Lasts: 1d6+1 Minutes
Cost: 900eb / Dose

Smash: (Cans) Makes you loose and happy. Very Euphoric
Possible Side Effects: Psychological addiction - suicidal thoughts, catatonic states
Lasts: 1d6+1 Minutes
Cost: 100eb per 6 pack.
 


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