Aerosols

Mist Goto Top

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Invented as an experimental drug for insomniacs, Mist is one of the more addictive Narcotics. It was withdrawn from public sale after it was discovered that long-term (3 month) usage led to nasal bleeding and irreparable damage to the mucous tissue.

The effect of the drug is a slight sensory crossover of "touch and pressure" to "sight and sound". For a person in nice surroundings this creates a warm fuzzy feeling. but for a person being pushed or bombarded with light or sound this can be terrifying and painful.

	Benzodiene-Analog, colourless liquid inhaled used
	in atomiser
		Narcotic
		DRM -2
		ODM +2
		WDM +4
		$100 Per 50 Shots

	Immediate Effect:
		Special Sensory Crossover
	Effect Duration:
		1d6 Hours
	Time Till Withdrawal:
		4d10 Hours
	Withdrawal Period:
		1 Month
	Withdrawal Side-Effects:
		-1 INT/REF Per 24 Hours Withdrawal To A
		Maximum Of -3.
		Hitting At Any Time Will Remove These Effects
		But Withdrawal Will Fail!
	Permanent Side-Effects:
		INT/REF Loss Remains After Withdrawal And Must
		Be Healed At Rate Of 1 Point Per Month.
		Nasal Bleeding And Mucous Tissue Damage.

Samuraii Goto Top

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Samuraii, colloquially known as "sammy" (also the name used for anyone using the drug) is THE combat drug. It was invented in a joint effort by the Pentagon and the Medellian Cartel for use in a war in Nicaragua against the other drug Cartels. The success' of the drug were difficult to hide in the military and it soon became popular in the civilian market.

The parties responsible for its creation kept supply low to boost the price, until it was discovered just how addictive and destructive it was. Most civilians with the money to buy it found the high addiction rate too inconvenient for their lifestyle, and too devastating, so use has slowly been limited to military ops.

The main problem is the effects of withdrawal. At first the extra REF, Awareness, etc. may not seem too bad, but for most people in the early quarter of the twenty first century the loss of 1d4 EMP is too much. Combined with the violent tendencies of both drug and user ANYTHING will act to piss the user off! The cat next door, the radio you can now hear half a city away, and especially those men and women in Kevlar with CSWAT written on it who keep yelling at you through a loud-speaker, hell even your own face may anger you.

The good news is that if you survive but fail to withdraw the first time, the only problem you have (and will have for the rest of your life) are bad headaches (-1 ALL rolls). Like they say "nobody fucks with Sammy, Sammy fucks with you!"

	Benzadrine-Analog, Greenish Liquid In Thin But Hard
	Shelled Capsule
		Stimulant
		DRM -2
		ODM +3
		WDM +3
		$450 Per Ampule

	Immediate Effect:
		+3 REF, Awareness, COOL, MA, BODY - No Shock Or
		Death-Saves Necessary
	Effect Duration:
		5d4 Minutes
	Time Till Withdrawal:
		4-8 Hours
	Withdrawal Period:
		20-30 Minutes
	Withdrawal Side-Effects:
		Same As "Immediate Effects" Plus The
		Temporary Loss Of 1d4 EMP
	Permanent Side-Effects:
		Headaches, -1 To All Rolls

Pepstuff Goto Top

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Basically one of the more successful, read "lower fatality" backyard products. Designed for netrunners who need to stay awake over many long nights.

	Benzadrine-Analog, Colourless Liquid In An Inhaler
		Stimulant
		DRM +0
		ODM +2
		WDM +2
		$130 Per 40 Shots

	Immediate Effect:
		+1 COOL Plus Negate Need For Sleep
	Effect Duration:
		2d6 Hours
	Time Till Withdrawal:
		1d12 Hours
	Withdrawal Period:
		1d12 Days
	Withdrawal Side-Effects:
		Insomnia, Anemia, D.T.s, -1 REF,COOL,EMP
	Permanent Side-Effects:
		Acne And Skin Problems


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