Despite theirlong-term downsides and strict control in many settlements, chems, drugs and stimulants are a big part of the trade that goes on in the wasteland. Drugs and chems frequently give a short term boost, but at the risk of addiction, withdrawal, or other nasty side effects.
A listing of most major drugs, chems, stimulants or addictive substances floating around in the wasteland is below. To qualify, an item must have a chance of either causing their user to become addicted or of resulting in one or more nasty side effects. Whenever a character takes a substance on this list, have them roll twice – first Endurance, MFD 1, and then Intelligence, MFD 1 with the addiction chance listed as a penalty to both rolls. If they succeed on at least one of these rolls they’re fine, but if they fail both they’re addicted. D. A. R. E. ing Do modifies the addiction chance and chance the penalty to both rolls, in some cases completely eliminating the penalty and even providing a net bonus. Characters with the Addictive Personality hindrance automatically fail the intelligence roll.
As an optional rule, frequent use of a drug increases the chance a character will become addicted to it. The addiction chance penalty to both rolls for a given drug category is multiplied by the number of times the character has taken that drug in the last 72 hours. In this case, a character who has just taken their third dose of Filly’s Fennel Absinthe in the past 3 days would be rolling with a 30% penalty. Use the addiction chance penalty for the most recently imbibed substance (so if they’d had two doses of a less addictive substance in the same category --say, Hard Apple Cider-- their second roll to resist addiction would have been a 10%. If they then went on to immediately have a dose of absinthe, the third roll would still be at 30%).
If addicted, a character not under the influence of the drug, stimulant, or other substance of their addiction suffers a penalty as listed. There is no limit to how many types of substances a character can be addicted to, but certain substances can be grouped together, such as alcohols, where addiction to one item in the group is the same as or very similar to addiction to any other item in the group. Substances in such groups will have the group name in parentheses after the substance name, and taking any substance in the group will temporarily alleviate the withdrawal penalties. All drugs and chems can be assumed to have a weight of ½ unless specifically stated otherwise. Alcohols are the major exception to this rule, and have a weight of 1. Similarly, all non-alcoholic chems are neither hydrating nor significantly dehydrating, excepting again Alcohol which is dehydrating.
There are no drugs or chems that provide sustenance. That fact does not stop characters from insisting otherwise, but you really can’t live off beer alone. Table XVII: Addictive Drugs and Substances
Drug (Group, if any)
Benefits
Effect
Length
Addiction Chance
(Roll Penalty)
Negative/ Withdrawal Effects
Value
After Burner Gum
+10 Max AP,
+1 STR, +1 PER.
1 Day
30%
-10 Max AP, -3 STR, -3 PER
Applejack Daniel’s Whiskey (Alcohol)
+1 STR, +1 CHA, -1 INT
1 Hr.
10%
-1 AGI, -1 CHA
Balefire Blender (Alcohol, Mint-als)
+2 PER, +2 INT, +2 AGI, +20 AP
1 Hr.
10% x2
(Alcohol, Mint-als)
+15 Rads, Temporary Psychosis;
-2AGI, -1 END.
Balefire Blast (Alcohol, Mint-als)
+2 PER, +2 INT, +2 AGI, +5’ movement per action, +20 AP
+1 STR, +1 CHA, -1 INT
Contains 1 dose of Cawnine.
1 Hr.
5%
-1 AGI, -1 CHA
Hard Apple Cider (Alcohol)
+1 STR, +1 CHA, -1 INT
1 Hr.
5%
-1 AGI, -1 CHA
Lunar Number 999 Moonshine (Alcohol)
+2STR, +2 CHA, -2 INT
1 Hr.
10%
-1 AGI, -1 CHA
Sky Wine (Alcohol)
+2STR, +1 CHA, +1 AGI, -2 INT
1 Hr.
5%
-1 END, -1 AGI, -1 CHA
Stalliongrad’s Finest Vodka (Alcohol)
+1 STR, +1 CHA, -1 INT
1 Hr.
10%
-1 AGI, -1 CHA
Trottingham Tumbler Scotch (Alcohol)
+1 STR, +1 CHA, -1 INT
1 Hr.
10%
-1 AGI, -1 CHA
Wild Pegasus Whiskey (Alcohol)
+1 STR, +1 CHA, -1 INT
1 Hr.
10%
-1 AGI, -1 CHA
Ant Nectar (Ant Nectar)
+4 STR, -2 CHA, -2 INT
5 Min
5%
-2 STR
Fire Ant Nectar (Ant Nectar)
+4 AGI, -3 INT, +25 DT vs. Fire
5 Min
5%
-2 STR
Drug (Group, if any)
Benefits
Effect
Length
Addiction Chance
(Roll Penalty)
Negative/ Withdrawal Effects
Value
Ant Queen Pheromones (Ant Nectar)
+3 CHA, -3 INT, -3 PER
5 Min
5%
-2 STR
Buck
+3 STR, +2 END
5 Min
10%
-1 END, -1 STR
Cloudburst (Dash)
+30 Max AP, +5 Initiative
1 Min
30%
-1 AGI, -1 CHA, Hallucinogen (mild).
Dash (Dash)
+20 Max AP, +5 Initiative
5 Min
20%
-1 AGI, -1 CHA, Hallucinogen (mild).
Rebound (Dash)
Regenerate +30 AP per combat round
1 Min
20%
-1 AGI, -1 CHA
Filly Flash (Ultra Dash)
4x movement speed. +2 actions per combat round.
30 sec
20%
-2 AGI
Rainboom (Ultra Dash)
+40 Max AP, +10 Initiative
5 Min
20%
-2 AGI, -1 PER, -1 STR, Hallucinogen.
Ultra Dash (Ultra Dash)
+50 Max AP, +10 Initiative
1 Min
20%
-2 AGI, -1 PER, -1 STR, Hallucinogen.
Hydra
Restores up to 1d4 wounds or 1d2 maimed limbs (Won’t regrow maimed areas after 24 hours)
Perm.
--
+½ Taint level per dose. Only works if the wound/maiming is < 24 hours old.
Loco
+4 STR, +3 END, -4 CHA, -4 INT, -4 PER
5 Min
30%
-2 STR, -1 END
Med-X
+1/5 Medicine as DT; Ignore crippled penalties in 2 areas.
5 Min
10%
-1 AGI, -1 INT
Mint-als (Mint-als)
+2 PER, +1 CHA, +2 INT
5 Min
25%
-1 INT, -1 PER; Penalties increase by 1 after each use while addicted.
Orange Mint-als
(Mint-als)
+5 PER
5 Min
25%
-1 INT, -1 PER; Penalties increase by 1 after each use while addicted.
Grape Mint-als
(Mint-als)
+5 CHA
5 Min
25%
-1 INT, -1 PER; Penalties increase by 1 after each use while addicted.
Berry Mint-als
(Mint-als)
+5 INT
5 Min
25%
-1 INT, -1 PER; Penalties increase by 1 after each use while addicted.
Party Time Mint-als (Mint-als)
+2 PER, +5 CHA, +2 INT
10 Min
40%
-1 INT, -1 PER; Penalties increase by 1 after each use while addicted.
Moon Dust
+1 CHA, +1 END, -3 INT
1 Hr.
45%
-1 AGI, -1 CHA, -1 END. Hallucinogen (Strong).
Slasher
+20 Dmg to Melee & Unarmed Attacks, +1/5 Medicine, rounded down DT.
1 Min
20%
-1 END, -1 PER
Stampede
+20 Dmg to Magical, Melee & Unarmed Attacks.
5 Min
10%
-1 END, -1 PER
Steady
+20% Accuracy w/ all weapons.
1 Min
60%
-1 STR, -1 AGI
Cigarette (Tobacco)
+1 INT, +1 CHA
1 Hr.
5%
-1 AGI, -1 INT
Hellhound Tobacco Chew (Tobacco)
+1 PER, +1 AGI; Character cannot sleep for 6 hours.
15 Min
10%
-1 CHA, -1 PER
The listed penalties are the results of short-term addiction; long term effects (those that won’t usually manifest until more than a month spent addicted) may be more severe, possibly even resulting in permanent injury, deformation, or death.
Also not listed here are drug interactions. Characters that are under the effects of multiple stimulants, drugs, or other substances on this list at the same time can suffer adverse effects in excess of those listed, and taking one drug while already under the influence of others increases the addiction chance by 10% per drug a character is already on.
A common example of combined the combination of Dash and any type of alcohol, commonly referred to as “ghoul’s blood.” Mixing these two frequently results in death via a heart attack due to the interaction of the chemicals within your wastelander’s system (Endurance MFD ½ or die without immediate medical attention). Many other drug combinations can produce short term increases in benefits but may increase, decrease, or have no effect on the long-term downsides. GM discretion as to what works poorly with what, but looking online for negative drug interactions may be a good idea if you’re looking for inspiration.
Finally, and most importantly, addictions can be removed. Zebra purge and cleanse potions and the Cleanse- Poison spells are both capable of removing the physical side effects of an addiction. This is not 100% effective at removing an addiction - some addictions have a strong mental component and may stick with the character indefinitely. Spending two charges from a healing talisman or one charge from a rejuvenation or restoration talisman (at the same TNs listed for normal use) can also remove a physical addiction. More on this is discussed on the next page.
Before we leave this section, have some good news: there are some drugs that are non-addictive. They’ve been listed in the adjacent table, with their effects.
Table XVIII: Non Addictive Drugs
Drug Name
Effect
Effect Length
Value
Aconite
Potent natural poison that can be used as a paste to repel wild animals, especially dogs
60 Min.
Antivenom
Cures Natural Poisons
1-30 Min.
Antidote
Cures Non-Natural Poisons
1-30 Min.
Cat-Eye
Ignore all lightning penalties
5 Min.
Cawnine
Gives a 2 MFD step bonus to resisting Cawngo Fever. Goes great with certain alcohols.
24 Hrs.
Daturana
+2 END, -2 AGI, +1 Unarmed dmg, character cannot sleep for 4d4 hours.
30 sec (4 hours)
Fixer
Ignore any withdrawal effects
5 Min.
Healing Potions and Bandages
Heals Wounds (Varies)
Up to 18 Seconds
Rad-X
+25% Radiation Resistance
30 Min.
Radaway*
Removes radiation, dehydrating.
5 Min.
Rad Purge
Removes radiation (as Radaway)
30 sec
Sneezing Powder
Induces sneezing and coughing, giving the affected a 2 MFD step penalty on all actions for 30 seconds.
30 sec/dose
*Radaway removes up to twice the user’s medicine skill rank in rads per dose (minimum 50, maximum 200) over a period of a few minutes. Its taste has been described by many, ponies especially, as “rancid oranges put through a blender.” Noteworthy adverse side effects include stomach pain, hair loss, and headaches. Rad Purge is said to taste slightly better and is faster-acting, and is hypoallergenic.