What monsters lay behind the doors of the mind? |
What the workaday
citizen overlooks, we will see. Through the soot stained alleyways,
the viewer, you, will see the city as few can. Behind doors, unbarred
to the select, is a world avoided by the quotidian majority. These
are the places where the fringed, and most interesting, people gather
to buy and sell that which will bring them peace, if only for a time.
Through the city
under narcotic influences.
For some it is air,
for others it is drugs. They push the mind down, the pull the body
beyond its means, drugs become the answer to so much, yet engender
the most questions when they are gone. It is irresponsible to present
the downside of drugs without their benefits, by doing so we lose
sight of why someone might take them in the first place. When you put
drugs in a world, you need to inquire about who might find addiction
in them and why, otherwise you have pointless window-dressing rather
than useful motivations and drama. Here are but a few, with their own
miracles and curses still attached, trailed by those who find comfort
in them.
What dreams may come under the influence of drugs made of gods. Art by Franklin Booth |
Theos
/ God Eye / Angel Shit
Remember Street
Gods? What do you think happens to their bodies when the militias
finally kill god? Most neighborhood states burn the bodies in blast
furnaces, a process that can take days. Even dead, Street Gods
refuse to die completely. However, militia captains can be bribed to
look the other way while a limb is chopped off; 'Musta gotten
blown off when the cannon hit the bastard...' they'll say when
asked, but most folks know the score and keep the question to
themselves. There are some neighborhood states who make the
production of the drug a state event, becoming minor distributors to
the rest of the city. Some junkies might even tell of the fabled
Lotus Eater City, a neighborhood state where all the best
drugs are made, and where they keep stables of Street Gods to
slaughter and cook up.
Smoked, snorted, or
injected, when the stuff hits a body it gives the lucky bastard a
taste of being a god. Depending on the flavor a woman might be
given enough strength to rip a horse in two, or man might create a
new form of mathematics. But, when the high is over those poor
bastards get burned. For the rest of her life, the woman might have
trouble carrying the groceries home, and the man might have
difficulty adding small numbers in his head. There is no addiction,
the stuff is cruel enough without it, it'll make someone a god for a
short time and then make them less than they were.
Legality:
Highly illegal to possess, possible death sentence for the sale of.
Efficacy:
Highest known efficacy of any known drug.
Addictiveness:
No physical addiction, but an individual might develop a
psychological dependency.
Come Down:
Hard. One time is enough to cripple someone.
Anyone can become a circus strongman under its influence |
Brawn
/ Bull / Strongman
Cost
-
OSR
/ AD&D / LotFP: 100
gp/pp. Cost may vary depending on the purity level. (gp is used for
systems where sp is the standard currency, pp is used for systems
where gp is the standard currency)
Into
the Odd: 1
Guilder
Appearance:
A
dose comes in a thin, maroon square the size of an adult's thumbnail.
It has the texture of a dead leaf, and may be smoked from any pipe,
ground up and snorted, or made into a tincture and injected.
Creation:
Distilled from the
muscles of a Street
God.
OSR
/ AD&D: Grants
a +5 to a +10 bonus to Strength and +15 to +30 Hit-Points, the
efficacy depends on the purity level. The bonus from this drug can
take the user far beyond the normal 18 limit. The bonus lasts for 4
to 8 hours depending on the purity. After the end of the drug's
effects, the user loses 1D2 Strength and Constitution permanently, no
save. This loss may only be restored using magic on par with the wish
spell.
LotFP:
Grants
a +3 to +6 bonus to-hit with melee attacks, and grants a +4 to +8
bonus to melee damage, the efficacy depends on the purity of the
drug. The drug also grants a +15 to +30 bonus to hit-points depending
on the purity level. The bonus lasts for 4 to 8 hours depending on
the purity. After the end of the drug's effects, the user loses 1D2
Strength and Constitution permanently, no save. This loss may only be
restored using magic on par with the wish spell.
Into
the Odd: All
melee damage is considered Enhanced
and completely ignores armor. The user is also granted +10 to +20
Hit-Points the efficacy depends on the purity level. Finally, the
user also succeeds at all Strength saves. The bonus lasts for 4 to 8
hours depending on the purity. After the end of the drug's effects,
the user loses 1D3 Strength permanently, no save.
She took the drug, and soon they would be dead before they knew it. |
Zephyr
/ Quicksilver / Hurricane
Cost
-
OSR
/ AD&D / LotFP: 120
gp/pp. Cost may vary depending on the purity level. (gp is used for
systems where sp is the standard currency, pp is used for systems
where gp is the standard currency)
Into
the Odd:
1 Guilder and 20 Shillings
Appearance:
A
single dose takes the form of a prismatic hair or thread the length
of an adult's pinky finger. The dose may be smoked from any pipe,
ground up and snorted, or made into a tincture and injected.
Creation:
This
substance is made from the dried threads of a Street
God's spinal
cord.
OSR
/ AD&D / LotFP:Grants
a +/-5 to a +/-10 bonus to AC, the efficacy depends on the purity
level. The user also gains two full actions in a round, one at their
normal initiative with a +6 bonus and a second at their normal
initiative without bonus. The bonus lasts for 4 to 8 hours depending
on the purity. After the end of the drug's effects, the user loses
1D3 Dexterity permanently, no save. This loss may only be restored
using magic on par with the wish spell.
Into
the Odd: The
user is granted an extra turn after the last player has taken theirs,
the character may engage in the same number of actions as they would
during a normal turn. They are also granted 2 Armor,
though this armor is treated differently than normal since it
represents the character rolling with/riding the strike, thus
reducing the impact and cannot be reduced by weapons that normally
negate armor. The bonus lasts for 4 to 8 hours depending on the
purity. After the end of the drug's effects, the user loses 1D3
Dexterity permanently, no save.
An introspective genius now, an ignorant dullard later. |
Prophet
/ Seer / Genius
Cost
-
OSR
/ AD&D / LotFP: 300
gp/pp. Cost may vary depending on the purity level. (gp is used for
systems where sp is the standard currency, pp is used for systems
where gp is the standard currency)
Into
the Odd: 3
Guilders
Appearance:
A
single dose takes the form of white and gray crystals, the standard
dose being enough to half-fill a thimble. The drug may be smoked from
a specially filtered pipe, ground up and snorted, or made into a
tincture and injected.
Creation:
This
drug is created from the distillation of the Vitreous Humor (the
jelly filling eyeballs) and the brains of Street
Gods.
OSR
/ AD&D / LotFP: While
under the effects of this drug a character is considered to know
nearly anything and everything, the only knowledge they may not have
is truly secret or personal knowledge about an individual. Users are
also granted True
Seeing
as per the spell, as well as they become impossible to hide from or
to surprise. A person under the effects of this drug may also see in
total darkness and see perfectly through fog. Finally, the user
automatically knows when they are being lied to or mislead. The bonus
lasts for 4 to 8 hours depending on the purity. Once the effects are
over, the user permanently loses 1D2 Intelligence and Wisdom, no
save. This loss may only be restored using magic on par with the wish
spell.
Into
the Odd: While
under the effects of this drug a character is considered to know
nearly anything and everything, the only knowledge they may not have
is truly secret or personal knowledge about an individual. Users are
also granted the ability to see through illusions, as well as they
become impossible to hide from or to surprise. A person under the
effects of this drug may also see in total darkness and see perfectly
through fog. Finally, the user automatically knows when they are
being lied to or mislead. The bonus lasts for 4 to 8 hours depending
on the purity. Once the effects are over, the user permanently loses
1D3 Will, no save.
Those who take the hand of these drugs, dances with death. Art by Honore Daumier |
Users:
All
of those who use these drugs can be put into the same category:
desperate. When there are no options left, this drug becomes the
solution to problems. It's common knowledge that these drugs will
permanently damage a user, commonly called the
burn
or shriveling.
A widowed Gamayun
might use Brawn
to kill as many monsters/people as they can before succumbing to
overwhelming odds. Princesses of the Pale
Moon Queendom
are rumored to use Zephyr
during the a ceremony called The
Culling Steps,
where the daughters of the current queen compete to the death in a
series of blade filled 'dances' to see who will become the next
queen. Truly desperate Groteslang
youth may use Prophet
to pass into adulthood by answering the Prime
Koan.
Widow's
Respite / Misas / Ghost Memories
Loss
is a terrible affliction that no treatment can ease or cure. To lose
a loved one to the shores of death's three kingdoms is to become
debilitated, to have a piece of yourself amputated and given back as
the rest of you is destroyed. In the infinite city, for those not
rich enough to afford Resurrection,
the Mortician's Guild
offers a service that all members in good standing may provide.
Before the deceased is cremated or buried, the mortician removes the
brain and distills it into a tincture that may be injected by the
bereaved. After a few moments the user is comforted by the voice of
their loved one speaking to them, the experience similar to
schizophrenic auditory hallucinations. In essence the user is
allowing the memories of the deceased as well as their personality to
be 'ran' by their own brain. The bereaved an deceased may speak to
one another, saying the things they may not have said in life, though
only the bereaved hears the deceased's voice. Murder investigators
often use this process to interrogate deceased victim's through a
specially trained individual called a Mnemosynic
Alienist who injects the
deceased's memories into themselves. A dead individual's brain must
be largely intact, and they may not have been dead for more than
three days for the complete memories to be collected from the brain.
A damaged brain, or one from someone who has been dead for longer
than three days, has considerable gaps in the memory of the deceased.
This process was pioneered by the Gamayun
who use the drug to stave off the incredible despair that results
from the death of a mate, though when they inevitably run out of the
distillation they go off into the wilds of the city to find their
deaths.
Legality:
Legal in all current neighborhood states.
Efficacy:
Moderate.
Addictiveness:
No physical addiction, but an individual might develop a
psychological dependency to speaking to their loved one.
Come Down:
There is no physical cost to taking the drug, but it can bring
closure or increased levels of depression depending on the user's
state of mind.
Cost
-
OSR
/ AD&D / LotFP: 10
sp/cp. (sp is used for systems where gp is the standard currency, cp
is used for systems where sp is the standard currency)
Into
the Odd: 10
Shillings
Appearance:
A
single dose takes the form of a milky-gray liquid that is
administered though injection.
Creation:
This
drug is created from the distillation the deceased’s brain.
In her mind, she was soothed by her lover's voice. Art by Frederick R Pickersgill |
The
effects of the drug lasts from 45 minutes to over 3 hours, depending
on the relationship to the deceased. Those that knew the deceased
well will have greater periods of efficacy than complete strangers.
While under the effects of this drug, the user will be able to carry
on a conversation with the deceased as if they were still living. A
deceased person may attempt to tie or refuse to tell the user
information that they were secretive about in life. In essence treat
such interactions as any other character interactions with the called
for skill uses and rolls.
OSR
/ AD&D / LotFP: The
number of doses derived from the deceased's brain is equal to the
average of their Intelligence, Wisdom, and Charisma scores (results
are rounded up in the case of a non-whole number). Average number of
doses from a 'normal' person is 10.
Into
the Odd: The
number of doses derived from the deceased's brain is equal to their
Will score. Average number of doses from a 'normal' person is 10.
Users:
Users
of this drug tend to be people looking for closure or who are unable
to let go of their loved one. The drug has a nearly unlimited
shelf-life, allowing bereaved to use the drug on a the date of a
particular anniversary. As stated before, murder investigators often
use this process to interrogate deceased victim's through a specially
trained individual called a Mnemosynic
Alienist
who injects the deceased's memories into themselves. Generally, the
investigation team will provide the deceased's family with the
remainder of the doses. In the case of the Gamayun,
a widowed individual will go through the doses in a matter of days
before going off to find their death.
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