Quicklinks

The pharmaceuticals are presented in two lists based on the medical and street names of the drug, to make it easier to locate which drug effect you need to find, depending on the circumstance.

Medical Drug Names

Medical License I: Addiction Suppressant | Pain Suppressant | Pheromone Substituter | Remedy | Sex Reassigner | Thermal Suppressant
Medical License II: Age ManipulatorAmnesia Shot | Arcana Neutralizer | Blood Coagulant | Death Falsifier | Revitalizer | Sleep Agent | Warding Agent
Medical License III: Anticurse | Memory Enhancer | Mind Protection | Signature Mutation Agent

Street Drug Names

Medical License I: Brute | Jab | Shift | Sleet | Trace
Medical License II: Angel FeathersBeau | Bliss | Dispel | Kayo | Lure | Twitch | Zee
Medical License III: Mummy Dust | Mute | Psych | Rime


Pharmaceuticals are medical devices that work over time or can remedy long-term, chronic conditions. Pharmaceuticals are sold by the unit but are not individually packaged. A pharmaceutical’s weight is equal to 1 pound for every 20 units of substance.

Under-Licensed Use. If you attempt to use any pharmaceuticals that you do not have the license for, your inexperience makes determining the required dosage unpredictable. When administering a pharmaceutical to a creature, you do not roll the variance die until after you administer the drug, which can lead to underdosing, overdosing or lethal dosing.


Dosing

When administering a pharmaceutical to a creature, you must determine the required dosage which is base dosage of the pharmaceutical + a d6 (known as the variance die). This required dosage must be given all at one time in order to be sufficient and cannot be separated over time. Administering below or above this required dosage can cause underdoses, overdoses, or a lethal dose.

All pharmaceuticals have a delayed reaction time: Once a pharmaceutical is administered to a creature the effect of the pharmaceutical is delayed by 15 minutes.

Underdose. When a creature receives less than the required dosage of a pharmaceutical, they experience an underdose. When a creature experiences an underdose it does not benefit from the effects of the pharmaceutical and it has advantage on any saving throw caused by the pharmaceutical.

Overdose. When a creature receives more than the required dosage of a pharmaceutical, they experience an overdose. When a creature experiences an overdose it still benefits from the effects of the pharmaceutical hover it has disadvantage on any saving throw caused by the pharmaceutical.

Lethal Dose. A lethal dose occurs when a creature is given a dosage that exceeds its natural ability to filter and utilize the pharmaceutical. If a creature receives any one dose of pharmaceutical units greater than or equal to its fortitude, the creature experiences a lethal dosage. A creature that experiences a lethal dose is reduced to 0 hit points and must make a DC 20 Fortitude saving throw. On a success, the creature becomes stabilized. In addition, the character also experiences an overdose, regardless of if the number of units would have qualified as an overdose.


Medical License I Pharmaceutical

Addiction Suppressant. This drug comes as a white tablet that can be swallowed or injected. The base dosage of this drug is 2 units, and it has a cost of 3 credits per unit. Immediately after being administered, this drug takes effect.

Once this drugs effect takes place, the recipient gains advantage on the next Fortitude saving throw it makes against gaining any levels of addiction. However, if the recipient fails the saving throw, it gains one additional level of addiction.

Pain Suppressant. This drug comes as a black syrup that can be swallowed or injected. The base dosage of this drug is 2 units, and it has a cost of 8 credits per unit. 5 minutes after being administered, this drug takes effect and the recipient must make a DC 12 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once under this drug’s effect, the recipient experiences the following effects:

  • The recipient is unable to feel any pain and automatically succeeds on Endurance rolls to ignore or endure physical pain.
  • The recipient is not made aware of the location of any hidden creature due to being damaged by a hidden creature.

The effect of this drug lasts for 8 hours, after which the effect naturally fades.

Brute. On the streets, this drug is known as brute and is crudely refined to enhance its numbing effects. It is used by property, bikers, and soldiers. However, recipients of brute have reduced neural activity and an inability to think logically or follow multi-step instructions. The average cost on the street is 3 credits a unit and the Fortitude saving throw is increased by 6.

Pheromone Substituter. This drug comes as a yellow oil that must be rubbed into a creatures skin. The base dosage of this drug is 4 units, and it has a cost of 3 credits per unit. 15 minutes after being administered, this drug takes effect and the recipient must make a DC 14 Fortitude saving throw. On a failed save, the recipient gains a level of addiction, however its addiction level can not go beyond 3 when taking this drug.

The drug comes in several varieties based on different scents. Generally they are all pleasing scents, though any scent can be bought with custom orders (however such order come at a premium and may require olfactory experiential data if entirely unique or tailor to match an individual creature). In addition to the standard scents, most brands offer a blank scent – one that completely removes your scent.

Once under this drug’s effect, the recipient’s scent changes to match the particular scent assigned to the drug. If applied after being tracked or followed, any creatures tracking the recipient by their scent lose the recipient’s trail.

The effect of this drug lasts for 72 hours, after which the effect naturally fades.

Trace. On the streets, this drug is known as trace. It is often used by people in high society or public facing jobs. On the street, the scents are heavily reduced in variety, restricted by what is being produced and available on the fragment and what is currently fashionable. Due to this, it is seen as trashy to use scents popular with the poor. Recipients of trace often breakout into random sweats and in rarer cases, have thicker sweat that solidifies into a rubber-like texture instead of evaporating. The average cost on the street is 1 credits a unit and the Fortitude saving throw is increased by 4.

Remedy. This drug comes as a syrup in a variety of colors and must be injected. Unlike other pharmaceuticals, this is a group of drugs that are similar in application and usage, but have different purposes. Each strain of remedy is made to cure a specific ailment, and these strains can not be used to cure anything else.

The base dosage of this drug is based on the strain of remedy and it has a cost of 4 credits per unit. 5 minutes after being administered, this drug takes effect and the recipient must make a DC 10 Fortitude saving throw. On a failed save, the recipient gains a level of addiction, however its addiction level can not go beyond 6 when taking this drug.

The base dosage required of remedy is based on the strain of remedy purchased, as detailed below:

  • 2 Unit Base Dosage: Blurred Vision, Irritability, Nausea, Drowsiness.
  • 3 Unit Base Dosage: Disoriented, Insomnia, Skin Damage.
  • 4 Unit Base Dosage: Heart Arrhythmia, Malaise, Nerve Damage.

Once administered to a creature it is cured from the ailment that the remedy strain was made to combat.

Jab. On the streets, this drug is known as jab and often diluted with other medications to cheapen its cost. It is popular with the poor and those on rural or frontier fragments who lack access to hospitals or cannot afford proper medical care. Because dealers dilute jab with other medical products in order to maximize profits, recipients often receive new ailments as side effects. These ailments are random and unpredictable, and are only documented in 20% of jab seen on the market. The average cost on the street is 1 credits a unit and the Fortitude saving throw is increased by 4.

Sex Reassigner. This drug comes as a blue, pink, and white striped syrup that must be injected. The base dosage of this drug is 6 units, and it has a cost of 35 credits per unit. 15 minutes after being administered, this drug takes effect and the recipient must make a DC 16 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once under this drug’s effect, the recipient experiences intense pain as their biological sex is rapidly shifted from male to female, or vise versa. Aftering shifting, the recipient’s abilities, statistics, skills, personality, and mind remain the same. As well, the recipient’s life signature and identification signature are unaltered. However, its physical body will change to look like a typical member of the new sex, such as changing hair styling or length, strengthening or softening facial features, and increased or decreased hair growth. This effects of this drug takes 4 hours, and renders the recipient infertile. If the recipient is pregnant, this drug will automatically fail.

A hospital can restore fertility lost by this drug for 3000 credits, however doing so also renders you immune to the effects of this drug.

Shift. On the streets, this drug is known as shift. It is popular with petty theives, performers, sex workers, and club-goers. Shift has few to no side effects when rarely used. However, when used frequently, the recipient may begin dissociating and believe themselves to be two or more individuals. The average cost on the street is 12 credits a unit and the Fortitude saving throw is increased by 8.

Thermal Suppressant. This drug comes as a small teal shards that can be absorbed orally or crushed and snorted. The base dosage of this drug is 2 units, and it has a cost of 5 credits per unit. 10 minutes after being administered, this drug takes effect and the recipient must make a DC 10 Fortitude saving throw. On a failed save, the recipient gains a level of addiction, however its addiction level can not go beyond 6 when taking this drug.

Once under this drug’s effect, the recipient experiences the following effects:

  • The recipient’s body temperature changes drastically to match its surroundings. This change does not harm the recipient.
  • The recipient always feels a gentle cooling sensation across their body, and is unable to feel any other temperature. However it is still vulnerable to damage caused from exposure to external temperatures.
  • The recipient is invisible to any creatures or devices that rely on heat vision.

The effect of this drug lasts for 24 hours, after which the effect naturally fades.

Sleet. On the streets, this drug is known as sleet. It is often used by people who regularly consume drugs with intense burning or numbing effects and is enjoyed for its erotic effects. The only common side effect of sleet is a reduced appetite, however, 5% of users suffer a side effect that changes their vision to heat vision for the duration of the drugs effect. The average cost on the street is 2 credits a unit and the Fortitude saving throw is increased by 5.

Medical License II Pharmaceutical

Age Manipulator. This drug comes in two different strains as either an orange (youth) or brown (maturity) oil that is rubbed into the skin. Unlike other drugs, a creature can not receive an underdose, overdose, or lethal dose of this drug. Instead each unit used translates into 1 year of age manipulated and it has a cost of 60 credits per unit. 1 hour after being administered, this drug takes effect and the recipient must make a DC 8 Fortitude saving throw. On a failed save, the recipient gains a level of addiction. This drug has no effect on creatures that have not reached adulthood.

The effects of this drug lasts for 7 days and once under this drug’s effect, the recipient has one of two different effects occur depending on the strain of amnesia shot administered.

  • Youth Age Manipulator: Once under the effects of the youth age manipulator, the recipient’s appearance shifts to become younger by a number of years equal to the units applied. Your age can never appear younger than adulthood.
  • Mature Age Manipulator: Once under the effects of the youth age manipulator, the recipient’s appearance shifts to become older by a number of years equal to the units applied.

This drug is unable to affect any part of a creatures person that is not a natural or biological component to them (e.g. tattoos, scars, a cybernetic limb, or a detachable faceplate).

Beau. On the streets, this drug is known as beau and comes as a dry paste (either orange or brown) that must be rehydrated with alcohol. The drug notably stings the skin as it is applied. It is popular with celebrities, executives, and aristocrats. While under the effects of beau, recipients also develop narcissistic personality quirks and often become obsessed with their appearance or reflection. Regular users can develop body dysmorphia and may seek out further body modifications, seeing themselves as hideous when not changed by beau. An estimated 60% of all beau purchased of the street is cut with life-threatening chemicals that cause a user to gain the skin damage ailment. When the skin damage ailment is acquired from beau, there is a 20% chance that the user loses 1 point of charisma. Charisma lost in this way can only be restored by a hospital. The average cost on the street is 18 credits a unit and the Fortitude saving throw is increased by 4.

Amnesia Shot. This drug comes in two different strains as either a yellow (retrograde) or green (anterograde) syrup that must be injected. The base dosage of this drug is 6 units, and it has a cost of 22 credits per unit. 10 minutes after being administered, this drug takes effect and the recipient must make a DC 8 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once under this drug’s effect, the recipient has one of two different effects occur depending on the strain of amnesia shot administered.

  • Retrograde Amnesia Shot: Once under the effects of a retrograde amnesia shot, the recipient falls unconscious for a minute and when it awakes, it loses all memory from the past 6 hours. The recipient does not remember any events that occurred and forgets any facts, skills, or spells it has learned within the forgotten timeframe.
  • Anterograde Amnesia Shot: Once under the effects of an anterograde amnesia shot, the recipient begins spasming for several seconds before returning back to normal. For the next 24 hours, the recipient is unable to make new long-term memories, maintaining only the ability to remember facts and information for a few minutes before it is lost. When the effects of the drug lapse, the recipient may at first experience a sense of confusion similar to waking from a blackout.

The forgotten memories caused by either amnesia shots are lost forever and cannot be recovered without the intervention of advanced hospital equipment. However, the recipient may become aware that it lost its memories if it is prompted by others or if it has a reason to believe it has forgotten something (such as being in an entirely different location, having a new injury or being accompanied by someone new).

Bliss. On the streets, this drug is known as bliss and is heavily diluted and modified. It is mostly used by major drug addicts, property, and the depressed. Bliss doesn’t come in a variety of strains and instead of removing any memories, it simply subdues the recipient’s ability to experience their own thoughts or memories for 72 hours. People high on bliss experience contentment and a sense of accomplishment even when doing mundane, painful, or traumatic activities. Regular usage of bliss often leads to the development of delusions where the recipient believes themselves to be an idolized and successful version of themselves that is not based in reality. The average cost on the street is 4 credits a unit and the Fortitude saving throw is increased by 14.

Arcana Neutralizer. This drug comes as a purple syrup that must be injected. The base dosage of this drug is 2 units, and it has a cost of 50 credits per unit. 1 minute after being administered, this drug takes effect and the recipient must make a DC 15 Fortitude saving throw. On a failed save, the recipient gains a level of addiction, up to a maximum of 3.

Once this drug takes effect, one random magical effect on the recipient immediately ends.

Dispel. On the streets, this drug is known as dispel and is crudely diluted into bundles of purple coils that must be rolled and smoked. Dispel does not remove any magical effects, instead it has other effects which last for 6 hours. It is popular with university students, executives, and aristocrats. Recipients experience a sense of relaxation and are dispelled of their immediate worries. However, individuals taking the drug are unable to think about long-term plans and instead are only able to focus on stress-free activities that are in front of them. Regular users develop decreased motivation when not affected by this drug. The average cost on the street is 3 credits a unit and the Fortitude saving throw is decreased by 5.

Blood Coagulant. This drug comes as a pink syrup that must be injected. The base dosage of this drug is 2 units, and it has a cost of 5 credits per unit. 5 minutes after being administered, this drug takes effect and the recipient must make a DC 8 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once under this drug’s effect, the recipient experiences the following effects:

  • The recipient’s blood begins to coagulate and the recipient stops exsanguinating, and is immune to exsanguination for the duration.
  • The recipient has advantage on saving throws against poisons.
  • The time it takes for pharmaceuticals to take effect is doubled.

The effect of this drug lasts for 1 hour, after which the effects naturally fade.

Lure. On the streets, this drug is known as lure and is crudely refined to enhance its circulatory effects. It is used by club-goers, executives, and the elderly interested in its erotic properties While under the effects of lure, individuals become hypersexual and emboldened with unnatural confidence and self-esteem. As well, men experience a drastic increase in virility. Regular users often become highly suggestive, willingly to try and do things that are thrilling or stimulating, even if they are out of character or dangerous. The average cost on the street is 2 credits a unit and the Fortitude saving throw is increased by 2.

Death Falsifier. This drug comes as a black powder that can be mixed with liquids and consumed. The base dosage of this drug is 6 units, and it has a cost of 25 credits per unit. 10 minutes after being administered, this drug takes effect and the recipient must make a DC 12 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once this drug takes effect, the recipient immediately become unconscious and stop breathing and its body become indistinguishable from a corpse.

However, the recipient retains its sense of hearing and touch as well as its awareness of its surroundings via those two senses. It also retains its current hit points, abilities, and spells. It no longer needs to breathe and automatically succeeds any saving throws caused by harmful gases or vapors.

The effects of this drug last for 8 hours or until the recipient is exposed to awakening powder.

Kayo. On the streets, this drug is known as kayo and once mixed into a liquid it becomes indistinguishable. It is mostly used by cult members, club-goers, burglars, and meditation gurus. Additionally, rumors on the street connect the drug to various serials killers and crazed fanatics. While under the effects, recipients receive out-of-body experiences and a strong sense of enlightenment. Additionally, regular recipients frequently claim that the drug helped them make drastic life-changing decisions. An estimated 40% of kayo found on the streets is laced with chemicals that cause nerve damage. The average cost on the street is 10 credits a unit and the Fortitude saving throw is increased by 6.

Revitalizer. This drug comes as a pale green powder that can be snorted or absorbed orally. The base dosage of this drug is 4 units, and it has a cost of 10 credits per unit. 15 minute after being administered, this drug takes effect and the recipient must make a DC 14 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once this drug takes effect, the recipient loses one level of exhaustion.

Twitch. On the streets, this drug is known as twitch and is crudely refined into a white powder that can be snorted, absorbed orally, or dissolved into liquids and injected. It is popular with property, factory workers, office clerks, and astral marines. While under the effects of twitch, the recipient gets a rush of excitement and can become amused at even the most mundane activities. Individuals that abuse twitch are often restless and uncontrollably twitch or spasm. They typically lose their sense of time, are unable to follow conversations or arguments, and deliver impossible or false promises. The average cost on the street is 6 credits a unit and the Fortitude saving throw is increased by 3.

Sleep Agent. This drug comes as a dark blue syrup that must be injected. The base dosage of this drug is 6 units, and it has a cost of 35 credits per unit. 1 minute after being administered, this drug takes effect and the recipient must make a DC 8 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once under this drug’s effect, the recipient becomes unconscious. The effect of this drug lasts for 24 hours or until the recipient is exposed to awakening powder.

Zee. On the streets, this drug is known as zee and comes as blue tablets that can be ingested, absorbed orally, or crushed and snorted. It is used by corporate workers, soldiers, depressed individuals, and the elderly. Recipients of zee usually fall into a deep sleep that does not produce dreams or nightmares, and bypasses any effects of insomnia. However, when recipients wake up from the drug, they have difficulty operating vehicles, assembling objects, or performing complicated tasks. Individuals that regularly take zee usually experience synesthesia-related hallucinations when they wake up. Likewise, regular users have a 10% chance of receiving the insomnia ailment. The average cost on the street is 3 credits a unit and the Fortitude saving throw is increased by 6.

Warding Agent. This drug comes as in a small bag filled with a white substance similar to a birds down that must be consumed. The base dosage of this drug is 6 units, and it has a cost of 55 credits per unit. 5 minutes after being administered, this drug takes effect and the recipient must make a DC 15 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once this drug takes effect, the recipient has advantage on Charisma saving throws and Planar Walking skill rolls for the next 24 hours.

Angel Feathers. On the streets, this drug is known as angel feathers. It is popular with young people, bikers, adrenaline junkies, and soldiers. It has multiple rumors surrounding its effects that trick the uninitiated, from making the user invulnerable to the drug being produced from actual angels. Recipients of angel feathers may become emboldened and determined, losing their sense of fear and believing their actions to be righteous and important. Regular users often develop a superiority or god complex and may suffer from bouts of mania, grandiosity, and hallucinations. The average cost on the street is 25 credits a unit and the Fortitude saving throw is increased by 5.

Medical License III Pharmaceutical

Anticurse. This drug comes in a small bag filled with a brown powder that can be snorted or orally absorbed. The base dosage of this drug is 6 units, and it has a cost of 75 credits per unit. 12 hours after being administered, this drug takes effect and the recipient must make a DC 16 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once this drug takes effect, the recipient is purged of any one curse, or the curse of an object that they are wielding is subdued, allowing them to drop it.

Mummy Dust. On the streets, this drug is known as mummy dust. It is popular with cult members and is common to find in charity circles. The high caused from this drug lasts for up to 30 days before it fades, however it does not remove any curses. It is an obscure drug to find and purchase, as few dealers will stock it due to the dangerous effects. Regular users will experience an unusually strong sense of devotion and community. These users derive pleasure from charity, providing assistance, and receiving thanks. Mummy dust found on the streets is missing an important stabilization component which makes it very dangerous to consume, far more than most other drugs. Each use of mummy dust reduces a creatures maximum hit points by 1d4. This loss is permanent, until restored at a hospital. The average cost on the street is 22 credits a unit and the Fortitude saving throw is increased by 6.

Memory Enhancer. This drug comes as blue hexagonal tablets that can be ingested or crushed and snorted. The base dosage of this drug is 4, and it has a cost of 25 credits per unit. 5 minutes after being administered, this drug takes effect, and the recipient must make a DC 16 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once this drug takes effect, the recipient’s recall is increased by 10 for the next hour.

Psych. On the streets, this drug is known as psych and is a mass produced substitute that comes in a variety of shape and size tablets. The drug is commonly used by university students, academics, inquisitors, and civil servants. Recipients under the effects of pysch have their recall multiplied by 5 and they become very productive, focused, and are able to better organize their thoughts. For this reason, it is extremely popular with exam takers. However, the drug also causes recipients to overplan for unlikely events and obsess over small details that they would normally ignore. Regular use of psych often causes users to become paranoid and focused on elaborate conspiracy theories and grandiose plans. The average cost on the street is 14 credits a unit and the Fortitude saving throw is increased by 2.

Mind Protection. This drug comes as a blue crystal-like substance that must be consumed, traditionally mixed with alcohol. The base dosage of this drug is 6 units, and it has a cost of 45 credits per unit. 30 minutes after being administered, this drug takes effect and the recipient must make a DC 15 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.

Once this drug takes effect, the recipient is immune to magic or supernatural effects that allows other creatures to read its thoughts, determine whether it’s lying, know its alignment, or know its creature type. Creatures can telepathically communicate with it only if its allows the creatures to. This effect lasts for 24 hours.

Rime. On the streets, this drug is known as rime. It is popular with public figures, celebrities, and the inquisition. When consuming rime, the user experience a frigid chill across its body, beginning in its throat. Throughout the high, the user feels cold and seeks sources of warmth, gaining an usual attraction to sunlight and fires. Regular users of rime claim to experience clarity of mind, claiming to gain a deeper understanding of themselves as individuals, and find the purpose of their lives or reasons to live. Unlike other drugs, it is not possible to determine if a creature is high on rime through any technical device or divination. The average cost on the street is 24 credits a unit and the Fortitude saving throw is increased by 3.

Signature Mutation Agent. This drug comes as a bubbling green syrup that must be injected. The base dosage of this drug is 8 units, and it has a cost of 70 credits per unit. 1 minute after being administered, this drug takes effect.

Once the drug takes effect, the recipients life signature will become temporarily altered. Skin, hair, and other particles left by the creature cannot be properly identified by a signature scanner, bio-registered device, or any divining magic. This effect lasts for 10 days.

Your life signature is mutated consistently based on the brand, with each brand acting as a unique strain of this drug. As such, each brand’s mutation can be thought of as a bio-alias.

Mute. On the streets, this drug is known as alias and is actually an older, experimental formulation of the product that is cheaper to produce but highly unstable. The street version of this drug does not have brands, however it acts as its own strain for determining your bio-alias. First time use of mute is the most dangerous, 5% of first time users experience sudden and violent biological mutation, causing their body to expand into a mass of flesh and bile up to 15 feet in each direction. This form is unable to move. While the user remains alive and conscious, they live in perpetual pain (as per the Power Word: Pain spell). The only known way to reverse this effect is with the Wish spell or equivalent. Frequent use of mute causes the recipient to develop a second consciousness within them, with the bio-alias taking on the personality, thoughts, mannerisms and desires of this second consciousness. The recipient is aware of this second consciousness but is unable to interact with it or control it directly. 90% of regular users that develop a second consciousness eventually commit suicide that is believed to be connected to a conflict between the two consciousnesses. The average cost on the street is 30 credits and the recipient must make a DC 25 Fortitude saving throw. On a failed save, the recipient gains a level of addiction.