Depressants

Basic Set: Campaigns · p.441

Open source p.441

Depressants induce drowsiness,
lassitude, and (in large doses) insensi-
bility. All offer a HT roll to resist. As
with any poison, a large dose gives a
penalty – see Dosage (p. 438). Massive
doses may lead to overdose (see box).
Commonly
abused
depressants
include:
Sedatives: These include sleep aids,
anti-anxiety drugs, and many psychi-
atric drugs. A typical sedative is taken
orally and requires 20 minutes to take
effect. Make a HT-2 roll to resist. On a
failure, the user becomes drowsy (see
Irritating Conditions, p. 428) for hours
equal to the margin of failure.
Habitual users need larger and larger
doses to produce the same effect,
increasing the risk of overdose.
Sedatives are cheap and highly addic-
tive. If the user acquires them legally,
he has a -5-point Addiction; otherwise,
he has a -10-point Addiction.
Painkillers: Potent painkillers, such
as morphine, are used to treat chronic
or surgical pain. Abuse is often the
unintended result of legitimate use.
Taken orally, there is a delay of 20
minutes; injected, there is no delay.
Roll vs. HT-4 to resist. On a failure, the
user acquires the High Pain Threshold
(p. 59) and Unfazeable (p. 95) advan-
tages, and the Laziness disadvantage
(p. 142), and experiences euphoria
(see Irritating Conditions, p. 428). All
effects last for hours equal to the mar-
gin of failure. Painkillers powerful
enough to produce these effects are
expensive and totally addictive.
Addiction is worth -15 points if the
drugs are legal, -20 points otherwise.
Heroin: This opium derivative has
few legitimate uses. It is typically
injected, in which case there is no
delay. Roll vs. HT-4 to resist. Failure
incapacitates the user for hours equal
to the margin of failure – treat this as
ecstasy (see Incapacitating Conditions,
p. 428). In addition to the usual risk of
overdose, there is always the chance
the heroin was “cut” with toxic filler;
effects are up to the GM. Heroin is
very expensive, incapacitating, totally
addictive, and illegal; Addiction to
heroin is a -40-point disadvantage.
Maladies and strange diseases may
affect adventurers in far-off lands . . .
or even at home. The search for a cure
– whether for the Princess’ wasting
disease, an alien plague, or a terrorist’s
bioweapon – is a wonderful plot
device. The invention of diseases is an
excellent opportunity for the GM to
exercise a morbid sort of creativity.
Magical or technological items, the
Resistant advantage (p. 80), and high
HT can all protect you from disease.
Risks are greatest in warm, moist
areas. If you catch something, you
won’t know until the symptoms start
to show . . . the GM makes your roll to
avoid it!