The BlackHammer CyberPunk Project

Big Ass Needle
score-drugs-narcotics-pills-dope-stash

Drug Effects

Updated September 1st 1999

Drug Production Rules

Dosages, Overdoses & Drug Strength
When taking a drug, a person can increase the drugs effects by taking multiple doses, the second dose will increase the effects of the drug by 50%, further doses will have no further effect.

A drug's strength indicates how much of a drug is required to cause an overdose; if a character ever takes enough doses of a drug x the drug's strength to equal or exceed 30, then an overdose has occured. Roll d100 and add the drug's strength and subtract the character's "resist torture/drugs" to the roll, then consult the Overdose Table:

01-15Unconsciousness:
the character falls unconscious for 2d6 hours
16-30Nausea:
the character suffers 1d6 damage, and gets -4 on all rolls for d6 hours from extremem nausea.
31-50Ill:
the character suffers 2d6 damage and becomes severely ill (-4 on all rolls) for d6 days.
51-75Seriously Ill:
the character suffers 3d6 damage and becomes extremely ill (-6 on all rolls) for 2d6 days.
76-85Coma:
the character falls into a coma for 2d6 days.
86+Death:
the character must make a death save at -4. If successful the character falls into a coma for 3d6 days.

Mixing Drugs

When a person takes two or more drugs, problems may arise. Drug miscibility is a dangerous game, often resulting in extreme illness, reduced effects or even death. Whenever a new drug is introduced to a system already under the effects of another drug, the user must make a miscibility roll adding the strengths of both drugs to the roll.

Record the results of the miscibility roll, since future mixes of the two drugs will produce similar results (+/- d10 on the table).

01-25Full Compatability:
The two drugs work together without problem.
26-30Full Compatability:
As above, but roll for D6-2 (minimum 1) additional effects
31-55Partial Compatability:
One drug works normally, the other at half (½) strength for primary effects
56-60Partial Compatability:
As above, but roll for D6-2 (minimum 1) additional effects
61-65Single Dominance:
One drug works at full effect, the other's primary effects are not experienced. Randomly determine which.
66-70Synergistic Effect:
One drug works at 1/2(D6+1) times its normal power (can easily cause an OD) and the other acts as normal
71-75Partial Cancellation:
76-80Partial Cancellation:
plus additional effect(s)
81-85Full Cancellation:
both drug's primary effects are canceled out, but the side effects of both are fully experienced.
86-90Synergistic Effect, negative:
91-100Mildly Poisonous:
roll again (D69)the combination causes d6 damage to the character, neither effects are experienced.
101-105Poisonous:
roll again (D69)the combination of drugs causes 2d6 damage. Neither effects are experienced.
106-110Extremely Poisonous:
the combination causes 3d6 damage. Neither effects are experienced.
111-120Coma:
roll again (D69)the character falls into a coma for 2d6 days.
121+Death:
the character must make a death save at -4. If successful the character falls into a coma for 3d6 days.