Stimulants
Drugs which bring temporary improvements to mental or physical function, such as alertness, coordination or endurance. These benefits usually have significant after-effects and withdrawal symptoms such as weight loss, anxiety, jitters and psychiatric deterioration.
- Bull: A physical stimulant which briefly increases physical strength and endurance. Taking the drug improves the Characteristic Modifiers for Str and End by one step for an hour. However, the effects strain the user’s physique, inflicting 2d6 damage.
- Focus: A mental stimulant which sharpens the user’s alertness. When taken it grants a +1 DM situational modifier to perception skill checks using Recon or Investigate. Under the effect users act in a noticeably manic manner.
- Sharp: A physical stimulant which increases coordination. For its brief duration the narcotic adds a +1 DM situational modifier to all Dex based skill checks. When the drug concludes the user takes 1d6 damage, due to abusive effects on the central nervous system.
- Zap: Another physical stimulant taken to dismiss feelings of tiredness. Whilst the drug effects last, any penalties suffered due to Fatigue are dismissed. At the end of the period the user crashes, suffering double the normal penalty for being fatigued.
