======Drugs====== =====Overview===== //Whether you sniff it, smoke it, eat it or shove it up your ass, the risks are the same; overdose and addiction// Drugs have existed for countless generations, from chemical to biological and now technological. Like in any prison, drugs are quite hard to come by. Of course the [[people_of_the_prison|Doctor]] will have medicine for healing a wound, stitching up a limb, and medication for the pain, but there are other ways of getting drugs for example as a [[qualities#other_qualities|Luxury Item]], [[qualities#relations|knowing others]] who have the drugs, or becoming friends with the guards, and in particular one correctional officer, [[people_of_the_prison#staff|Riley Cole]]. Availability varies between drugs. ===== Drug Information ===== ==== Bliss ==== //It's coursing through my mind; I can see everything... It's so blissful.// * **Benefit:** You are intensely focused on any task you set your mind to. The euphoric effects make this a sought-after experience. * **Drawback:** It will be impossible to distract you. The return to sobriety is harrowing. * **Duration of effect:** 30 minutes * **Withdrawal:** Many cases have been reported of sufferers not being able to close their eyes. The eyeballs becoming drier and could cause blindness if left untreated. Additionally, a powerful craving descends a few hours afterwards. * **Availability:** Common ==== Overdrive ==== //Feel the rush of the silver blood pulsating.// * **Benefit:** You have better control of your cybernetics, and considerably improved reaction speed using them. Sense cybernetics are also amped up. * **Drawback:** There is a small risk of overdose overloading your cybernetics, with potential of malfunction and too much information for your brain to process. * **Duration of effect:** 2 Days * **Withdrawal:** You feel like your cybernetics are getting rusty, and underpowered. * **Availability:** Common ==== Rainbow Mithra ==== //Do you remember her singing? I felt her vocals touch my soul, body and mind.// * **Benefit:** Enhanced Senses for one action (cannot be used with cybernetics). * **Drawback:** Having super powered senses---if an alarm goes off, you'll be on the floor clutching your ears. * **Duration of effect:** 3 Days * **Withdrawal:** You feel like you are being isolated from the world. You struggle to notice anything happening more than a few metres away. * **Availability:** Rare---it is a plant-based drug and must be grown. ==== Senvaine ==== //That burning pain... Obliterated. That bleeding wound... Irrelevant. Stride ahead, hero, for mere pain cannot hold you back!// * **Benefit:** All physical wound penalties are greatly reduced. * **Drawback:** Wounds will return when you stop taking this. You are more likely to hurt yourself without any pain to warn you. * **Duration of effect:** 12 Hours * **Withdrawal:** Wounds shall come back once you stop taking. Past wounds and any additional current ones. * **Availability:** Easily Available ==== KRL ==== //The Gods have looked upon me and chosen their champion.// * **Benefit:** You are stronger, faster and plain physically better while under the effects of the drug (does not affect your cybernetic components). * **Drawback:** There's always a moderate risk of overdose, which isn't a pretty sight. * **Duration of effect:** 2 hours * **Withdrawal:** Uncommon Withdrawl, Overdose Common * **Availability:** Uncommon ===== How Drugs Work with Turnsheeting ===== Drugs that your character has obtained may be taken as part of a major or minor action. If you're just attempting to avoid withdrawal effects, a minor action to take it is sufficient for the turn. If you're using the drug's benefit as part of your plan for a major action, you should specify when you take it, taking into account the duration. Acquiring the [[qualities|Addiction]] (-2) quality is not guaranteed. Chances of becoming addicted vary by drug, but increase with the number of times the drug is taken. More Drugs = Higher Chance of Addiction.