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Drugs, Chemicals, and Toxins
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=== Combat Drugs === Combat drugs are an easy way of evening the odds in a fight. '''BringIt:''' In some respects more a social than a combat drug, BringIt stimulates massive bursts of aggression pheromones designed to make the user the center of attention in a fight. In combat, opponents within 3 meters of the character not already in unarmed or melee combat with another character must pass a WIL x 3 Test or attack the character using BringIt. The nature of airborne pheromones is imprecise, however, so if the character using BringIt is within 1 meter of another character hostile to the character affected, the affected character may opt to attack the proximate character instead of the BringIt user. Characters using this drug suffer a –20 modifier on social skill tests. '''[Low]''' '''Grin:''' Grin is an effective opiate and pain suppressant. Users may ignore the –10 modifiers from 2 wounds (not cumulative with similar effects), and in fact may not even be aware they are injured. Grin users suffer from tunnel vision, however, and so suffer a –10 modifier on Perception Tests. '''[Low]''' '''Kick:''' Kick is a strong stimulant that increases the user’s response time and puts them on edge. The character gains +10 REF and +1 Speed for the duration of the drug. Characters under the influence of Kick are twitchy, however, reacting in a jumpy, cat-like fashion to sudden or unexpected stimuli. At the gamemaster’s discretion, they must make a WIL x 2 Test or react without thinking towards unexpected noises or other surprises. Long-term users suffer –5 COO. '''[Moderate]''' '''MRDR:''' MRDR is a straightforward and brutal combat drug. It increases pain tolerance, speed, and strength. The character receives +10 SOM, +1 Speed, +10 Durability, and may ignore the –10 modifier of one wound. Any damage incurred while under the effects of the drug is taken from the bonus Durability first. MRDR users are easily identifiable by the broken blood vessels in their eyes, tense posture, and visible tension in the muscles of the face, arms, and legs. Long-term users suffer –5 SOM. '''[Low]''' '''Phlo:''' Phlo increases alertness and coordination, making the user more graceful and nimble in a fray. The character gains +5 COO and +10 on Perception Tests for the duration of the drug. Everything feels possible to a character on Phlo, and so they are vulnerable to being goaded into actions that might be foolish or dangerous (apply a –10 modifier to appropriate Social Skill Tests). '''[Moderate]'''
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