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Message no. 1
From: Hal Mangold <hmangold@*******.AC.RUNET.EDU>
Subject: Re: Drugs!
Date: Thu, 15 Apr 1993 14:15:00 EDT
Hmmm. I read through the drug listings and most of them are pretty good,
but I have a few problems with a couple of the plants. Its seems that a
few suspisiously resemble potions from a certain fantasy game. I have
enough problems with wounds having any significance without introducing
healing potions. Does anybody else sometimes get the feeling that their
mage has some suspisiously cleric-like characteristics? :)
On the up side I thoughht that the hallucinogens worked pretty
well. Historically, magicians have had a long and friendly relationship
with hallucinogens (i.e. peyote) and I think the rules reflect that pretty
well.
Castigir
hmangold@*******.ac.runet.edu
Message no. 2
From: Something wicked this way comes <MKNABUSCH@******.BITNET>
Subject: Drugs
Date: Mon, 8 Nov 1993 15:22:33 -0500
Does anyone know of a liquid drug (it has to be miscible
with DMSO) that causes sleep/lathargy in a minute or two
tops? I thought of chloroform. And I have yet to look
up neuro stun from the game, but will. Any others.
Most noticably with no lasting ill affects?
Harlequin
Message no. 3
From: Ioannis Fikouras <j07c@***.UNI-BREMEN.DE>
Subject: Re: Drugs
Date: Tue, 9 Nov 1993 13:20:09 +0100
> Does anyone know of a liquid drug (it has to be miscible
> with DMSO) that causes sleep/lathargy in a minute or two
> tops? I thought of chloroform. And I have yet to look
> up neuro stun from the game, but will. Any others.
> Most noticably with no lasting ill affects?

Chloroform (C2H3CL3 I think) can be dangerous even fatal if exposed to
Oxygen for a long period of time.
--

Strong am I with the Force... but not that strong!
Twilight is upon me and soon night must fall.
That is the way of things ... the way of the Force.
Message no. 4
From: Hobbes Patrol Headquarters <TYGER@****.WINONA.MSUS.EDU>
Subject: Re : Drugs
Date: Tue, 9 Nov 1993 13:20:53 -0500
>Does anyone know of a liquid drug (it has to be miscible
>with DMSO) that causes sleep/lathargy in a minute or two
>tops? I thought of chloroform. And I have yet to look
>up neuro stun from the game, but will. Any others.
>Most noticably with no lasting ill affects?
>Harlequin

Try playing muzak at full blast. That works. :P

Seriously, tried Lithium? (Is that right?)

-Tyger

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"It's not like talking with people. With people, anything can be said and
nothing matters. Words and words and words. You go to a party... people
sit around and say things. Anything. Just to talk. Put forth views and
debate them. Sometimes you get a new idea. Sometimes something changes"
-Luicifer
From "Virtual Realities"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Message no. 5
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: Re : Drugs
Date: Tue, 9 Nov 1993 13:33:08 -0600
How about whatever that stuff is that the use to knock you out when you
have surgery (pentathol?).

DOCTOR: Ok Mr. Hayden, start counting backwards from 10.
ME: 10 9...8........sev...................


____ Robert A. Hayden <=> hayden@*******.mankato.msus.edu
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> Veteran of the Bermuda Triangle
\/ Finger for PGP 2.3a Public Key <=> Expeditionary Force -- 1993-1951
-=-=-=-=-=-=-=-
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Message no. 6
From: "Well for starts you have the fraggin' thing in backwards."
Subject: Re: Re : Drugs
Date: Tue, 9 Nov 1993 15:52:05 -0400
>How about whatever that stuff is that the use to knock you out when you
>have surgery (pentathol?).
>
>DOCTOR: Ok Mr. Hayden, start counting backwards from 10.
>ME: 10 9...8........sev...................


Sodium Penathol great stuff you go under and come out w/ a loss of 1-2 hours
(depending on how much they dope you on) of memory....

--Head Case
Message no. 7
From: Something wicked this way comes <MKNABUSCH@******.BITNET>
Subject: Drugs
Date: Tue, 9 Nov 1993 23:01:02 -0500
Hmmm.
The drug needs to be a liquid and DMSO soluble.
Pethol...surgical gas I don't like. I had a five minute
conversation with my anestetiologist while I was getting
gassed. It needs to be fast. Under a minute hopefully.
If you ment the IV drip knock out...well, you have to
compute metabolism and weight to do that. My girlfriend's
heart stopped on the table when they misjudged her metabolism.
Ick. Safer, is what I need.
Harlequin
Message no. 8
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: Drugs
Date: Tue, 9 Nov 1993 22:09:03 -0600
On Tue, 9 Nov 1993, Something wicked this way comes wrote:

> Hmmm.
> The drug needs to be a liquid and DMSO soluble.
> Pethol...surgical gas I don't like. I had a five minute
> conversation with my anestetiologist while I was getting
> gassed. It needs to be fast. Under a minute hopefully.
> If you ment the IV drip knock out...well, you have to
> compute metabolism and weight to do that. My girlfriend's
> heart stopped on the table when they misjudged her metabolism.
> Ick. Safer, is what I need.

Liquified Al Gore, that would knock anybody out.....

____ Robert A. Hayden <=> hayden@*******.mankato.msus.edu
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> Veteran of the Bermuda Triangle
\/ Finger for PGP 2.3a Public Key <=> Expeditionary Force -- 1993-1951
-=-=-=-=-=-=-=-
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Message no. 9
From: David Asplund <STINGRAY@****.WINONA.MSUS.EDU>
Subject: Re: Drugs
Date: Wed, 10 Nov 1993 00:41:05 -0500
hoi chummers

Please be kind cause this is my first post (I know a little about this).

The idea of pentathol is interesting, but this drug is touchie (as stated).
Pentathol was also one of the early "truth" serums. But for what is required
it would seem that Thorazine would be a better drug. Thorazine is a muscle
relaxent; and when used in the right dosage, Thorazine can take down a human or
an elephant in about one to two minutes and knock them out or imobilize them
for a couple of hour(dependent on their metabolisum(english major I aint)).
Thorazine comes in the form of a (normally) red liquid and it only takes
about 1cc to relax a average person to the point of imobalization and 1.5 to
2cc to relax a average person to the point that they really want to take a
nap. You need to be careful not to overdose the subject or the heart will
stop. But you should find little problem getting the dosage charts from a
street doc (if ya got da neyen).

Annother possibility is the application of a large cresent wrench or pipe
wrench to the base of the skull.

See Ya

Stingray

@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@
@ @
Do or Do Not, @ USER ID @ Try to look
There is no @ Stingray @ UNIMPORTANT, they
try. @ @****.winona.msus.edu @ might be low on ammo.
@ @
Yoda, Jedi Master @**@**@**@**@**@**@**@**@**@ Murphy's Laws of
The Empire Strikes @ @ Combat
Back @ What me Worry?!?!?! @
@ @
@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@**@
Message no. 10
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: drugs
Date: Wed, 4 May 1994 13:44:48 +0100
Looking thru' the rulebook,i notice one big difference between
SR and CP2020(bar the elves,magic and date)
DRUGS
the only pharmacutical products available are the four medical
drugs (stim,antidote,trauma & tranq)
To add a little variety,why not have more drugs?Proper drugs, the
sort streetie peaple live on (uppers, downers, appetite
supressors, sedatives, relaxants, combat
drugs,aphrodisiacs,antibiotics,painkillers,the works)

Any coments?
Here comes the CHOPPER to chop off your head
Message no. 11
From: "S.K. Khoo" <S.K.Khoo@*********.AC.UK>
Subject: Re: drugs
Date: Wed, 4 May 1994 13:53:50 +0100
On Wed, 4 May 1994, J.W.Thomas wrote:

> Looking thru' the rulebook,i notice one big difference between
> SR and CP2020(bar the elves,magic and date)
> DRUGS
> the only pharmacutical products available are the four medical
> drugs (stim,antidote,trauma & tranq)
> To add a little variety,why not have more drugs?Proper drugs, the
> sort streetie peaple live on (uppers, downers, appetite
> supressors, sedatives, relaxants, combat
> drugs,aphrodisiacs,antibiotics,painkillers,the works)
>
> Any coments?
> Here comes the CHOPPER to chop off your head


The way I see it is that such drugs are now out of fashion so to speak
- people don't want the lamo stuff ( ie. uppers, downers, etc. ) anymore
'cos they've got things like simsense chips and the hi-tech illegal version,
dreamchips. Why rely on your own senses when chips can make anything ( from
sex to feeling high on any kinda substance ) so more real.
Message no. 12
From: Bryan Prince <WALAB@******.HH.VANDERBILT.EDU>
Subject: Re: drugs
Date: Wed, 4 May 1994 08:30:30 -0600
Ya Know, Chopper, I think you might be trying to start a thread here.
If you want info on drugs, illicit or not, try the Shadowrun file at
teetot. I have seen it covered there. But why introduce them into the game,
except as something the PC's encounter only occasionly(sp?) in others that
they meet? I personally would NOT allow PC's in my campaigns to be a substance
abuser-good shadowrunners have enough troubles without adding that monkey to
their backs...
That's my 0.02=Y= worth, anyway....
Bryan Prince aka SHADOWMASTER
Message no. 13
From: Josh Walters <jwalters@******.LINFIELD.EDU>
Subject: Re: drugs
Date: Wed, 4 May 1994 07:37:33 -0700
> the only pharmacutical products available are the four medical
> drugs (stim,antidote,trauma & tranq)
> To add a little variety,why not have more drugs?Proper drugs, the
> sort streetie peaple live on (uppers, downers, appetite
> supressors, sedatives, relaxants, combat
> drugs,aphrodisiacs,antibiotics,painkillers,the works)

Welll...They added a couple more in the Shadowtech book...Combat Drug
related, and also one of the adventure books, Mercurial (I *THINK) has
stats for a rather interesting ombat drug...Harlequin also has a rather
interesting drug that messes with mages, something like +10-20 to all
target numbers... Some drugs would be good, painkillers, sedatives (for
those pesky uncooperative kidnapees...) but I don't know if I'd want to
bother with some of the others..I'd never use them.....
Perhaps someone could do something for Challenge, or some other
SRun Publishing Mag....

Josh
Message no. 14
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: drugs
Date: Wed, 4 May 1994 10:46:41 -0500
[...disjointed rambling deleted to save my lunch...]

There is a drugs file on Teetot.

____ Robert A. Hayden <=> hayden@*******.mankato.msus.edu
\ /__ -=-=-=-=- <=> -=-=-=-=-
\/ / Finger for Geek Code Info <=> Political Correctness is
\/ Finger for PGP 2.3a Public Key <=> P.C. for "Thought Police"
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Message no. 15
From: Lars M Ericson <lericson@***.EDU>
Subject: Re: drugs
Date: Wed, 4 May 1994 11:30:18 CDT
There is a massive compilation of drugs for Shadowrun at the teetot
FTP site.


teetot.acusd.edu pub/Beelzebub/Role-Playing/Shadowrun some where
in there.




--
Lars M Ericson: Professional Vagabond <lericson@***.edu>
aka Maxwell Von Talos, 7th Generation Tremere
Team Garotte, Founding Member
Registered Member of a Decadent Society

Life is like a Wankel Engine. In between the emptiness of boredom and
despair, and the compression of stress in one's life, there's that
one spark of enjoyment that keeps you going.

QUOTE OF THE WEEK:
"Does Eegy want an interview with me? I am one of the leading causes
of urban violence."
-- Gabriel
--
Message no. 16
From: jacob hawkins <HAWKINSJ@********.WA.COM>
Subject: Re: drugs
Date: Wed, 4 May 1994 18:44:10 +0200
We've started seeing a little more "street drugs" as they showed in
Shadowtech. (Kamikaze's a pretty good little burner.) And one of
the NAGEE's had some average "drug-on-the-street" I seem to remember
(tho I could just be completely wrong, I think it was NAGEE2, maybe.)


Snakebait
Message no. 17
From: "C. Paul Douglas" <granite@*****.NET>
Subject: Re: drugs
Date: Wed, 4 May 1994 15:05:17 -0400
On Wed, 4 May 1994, J.W.Thomas wrote:

> Looking thru' the rulebook,i notice one big difference between
> SR and CP2020(bar the elves,magic and date)
> DRUGS
> the only pharmacutical products available are the four medical
> drugs (stim,antidote,trauma & tranq)
> To add a little variety,why not have more drugs?Proper drugs, the

The Shadowtech also has some combat type druggs in it...Most are VERY
addictive and VERY detrimental to the health of a character..

However, Personally I neither condone nor understand the drug user [in
real life]. One of the reasons I like SR is because of the NO DRUGS
NEEDED cyberware..I don't wish to interact with those into the drug
culture..And I have no wish for my fantasy time to be invaded with such
tripe...That is why not....
-------------------------GRANITE
Message no. 18
From: Timothy Dann <C598706@*******.BITNET>
Subject: Re: drugs
Date: Wed, 4 May 1994 14:24:59 CDT
For a full list of fun drugs, see Shadowtech and the 'Drugs in Shadowrun' at
teetot.acusd.edu. There are some really nasty ones in there. Have fun!

Midnight Sting
Message no. 19
From: Dave S Johnson <john0286@****.TC.UMN.EDU>
Subject: Re: drugs
Date: Wed, 4 May 1994 15:25:15 -0500
On Wed, 4 May 1994, Bryan Prince wrote:

> they meet? I personally would NOT allow PC's in my campaigns to be a substance
> abuser-good shadowrunners have enough troubles without adding that monkey to
> their backs...
> That's my 0.02=Y= worth, anyway....
> Bryan Prince aka SHADOWMASTER

I feel that this is a game and my players cxan do whatever the hell they wnat.
If they want to do drugs, or simsence or whatever thats fine but, there
are consequences. I run them like real life sort-of, you do what you
wnat, just be prepared to accept the consequences...

Dave S Johnson
Message no. 20
From: Dave S Johnson <john0286@****.TC.UMN.EDU>
Subject: Re: drugs
Date: Wed, 4 May 1994 15:32:06 -0500
On Wed, 4 May 1994, Bryan Prince wrote:

> I personally would NOT allow PC's in my campaigns to be a substance
> abuser-good shadowrunners have enough troubles without adding that monkey to
> their backs...
> That's my 0.02=Y= worth, anyway....
> Bryan Prince aka SHADOWMASTER

I believe that it is not the up to you to allow the players to do anything!
The player should be able to do anything they want to, however, they
should be prepared to pay the consequences . . .

I had a player hooked on tech, he loved it right up till he coul;d do
nothing but look for something to cure his need. He soon dropped that
cjharacter and began a clean one.

One's rules should not limit WHAT a character does but HOW they do it.

Remind them often, "Every action has an equal and opposite reaction..."
Message no. 21
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: drugs
Date: Thu, 5 May 1994 09:55:00 -0700
Good on ya, Dave. The art of roleplaying is supposed to let the
players do what they want. Then the GM has the world react as (s)he
thinks it ought to.
Message no. 22
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Drugs
Date: Fri, 6 May 1994 17:44:58 +0100
Welcome to the Pharmucopia of narcotic delights

Hype
custom tailored for use by American military pilots and
special forces in high risk situations. The drug causes an
increase in neuron fire rates,and aids the absordtion of oxygen
into the bloodstream.
The user feels a state of euphoria,and may start to hallucinate
(need to be expecting the rush or may be swept away in your own
body chemistry and loose it)
All colours , in fact all sensory input seems more intense, but
the user seems calm and in control,riding the eye of a whirlwind.
Perfect control of motion is acheived,and memory is at your
fingertips.
This stuff gives the ultimate high,and every motion of your body
is perfection.
Duration is momentary,lasting D6 rounds on a standard dose... the
military dosages are either for intraveinous hookup(up till
the drip runs dry=HOURS! ) or timed release 'derms or
tablets.(lasting from 5 to 30 minutes.time stamped on the pill)

Target numbers for all Physical tests -2
(includes all combat+vehicle skills,must be skills of the
moment,nothing that takes time)

Target numbers for all mental tests -1
(this covers all thinking,memory,and social skills (calmer&
not scared) plus all B/R skills)

Reaction +D6 , on top of anything already wired in... this WILL
carry through into Vehicle rigs ,Decking etc

Magicians find the drug actually aids concentration,but hampers
links... Magic -1 while on drug,but gets the reaction+D6 in
normal and astrial ,and all spells are Mental tests.ie TN-1

Gets -2 to all target numbers relating to senses. rolls to
see/hear things...jumps subliminal/periferal perception so much
that HALF combat pool can be used in surprise tests.

Now the DOWN side.
This stuff looks like the ultimate...but it has a price.
The user is addicted automatically on the second dose.
The drug causes perminant neural damage,burning out the nerves...
Doses=BOD and Quickness goes down 1 perminantly
Then looses 1 quickness after Each BOD doses till quickness=0.
This is paralysed,wheelchair bound and OUT of anything like an
active campaign...BUT they still keep there other stats,so burnt
out semi paralysed Cyberjet pilots can still run rings round
'normal ' pilots

Availability =Very rare.limited production runs ,now outlawed in
most 'civilised 'countrys...(but they still keep stores 'just in
case')
Cost = exorbitant...never more than 5 doses in a city at one
time...eat into your players hard earned NY.

CHOPPER
Better living thru chemistry
Message no. 23
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: drugs
Date: Mon, 9 May 1994 13:42:53 -0400
FASA didn't put drugs into Shadowrun (and when they did, in SHADOWTECH,
they were horribly stupid and dangerous drugs that no sane person would
ever come near) probably because they're scared of being seen as soft on
drugs. It's politically dangerous these days to be soft on drugs; game
companies already have enough problems.

Real drugs are much more interesting, but are best left as somewhat
fuzzy and roleplayed things, I feel. Populate your streets with newer
and more interesting designer drugs; by 2050 people should be able to
tailor things very precisely, with few or no unwanted side effects.
Drugs have the advantage over stimchips in that you need no extra
equipment to use them; this makes them the opiate of choice for the
poor. Cut some cheap ones into the cheap booze for even better effects,
especially if the drugs are addictive (nothing like a captive market).

Maybe someday I'll send some of the drugs I made up to the list.

- cks
Message no. 24
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: Drugs
Date: Mon, 9 May 1994 13:41:58 -0700
On Fri, 6 May 1994, J.W.Thomas wrote:

> Welcome to the Pharmucopia of narcotic delights
>
> Hype

OK, everyone,
I suppose that you have all heard of the two US Army choppers
shot down in Iraq. And that they were shot down by US Air Force pilots?
And that the "Investigation" hasn't come up with any reasonable reasons
for the shooting?
What makes anyone sure that this drug hasn't been invented yet?


>
> Now the DOWN side. > This stuff looks like the ultimate...
> but it has a price.
> The user is addicted automatically on the second dose.

NOTHING is that addictive (pardon the shout)! And, from my time
as a Drug and Alcohol counselor for the Army I think "addiction" doesn't
work the way the government says it does either.

>
> Availability = Very rare.limited production runs ,now outlawed in
> most 'civilised 'countrys...(but they still keep stores 'just in
> case')

This's another guaranteed thing. Every government, and corp,
would have ample supplies on hand.

> CHOPPER
> Better living thru chemistry
>
Much more likely is the use of Amphetimines, like are already
used by the military, by prescription. The Special Forces Combat Medics
used to carry them by the 1,000 bottle.
Ivy K
Message no. 25
From: "C. Paul Douglas" <granite@*****.NET>
Subject: Re: Drugs
Date: Mon, 9 May 1994 18:13:26 -0400
On Mon, 9 May 1994, Ivy Ryan wrote:

> On Fri, 6 May 1994, J.W.Thomas wrote:
>
> > Welcome to the Pharmucopia of narcotic delights
> >
> > Hype
>
> OK, everyone,
> I suppose that you have all heard of the two US Army choppers
> shot down in Iraq. And that they were shot down by US Air Force pilots?
> And that the "Investigation" hasn't come up with any reasonable reasons
> for the shooting?
> What makes anyone sure that this drug hasn't been invented yet?

I fail to see a conection...
>
> NOTHING is that addictive (pardon the shout)!

We obviously haven't heard about crack [can cause addiction from a single
use] - or what is that other new kind ice [reportedly even more addictive
than crack]

> Much more likely is the use of Amphetimines, like are already
> used by the military, by prescription. The Special Forces Combat Medics
> used to carry them by the 1,000 bottle.

And due to the wide spread abuse they no longer are allowed to carry
around those little pick me ups...
-------------------GRANITE
Message no. 26
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: Drugs
Date: Mon, 9 May 1994 17:38:51 -0700
Like they say, Granite, Buuuuzzzzzz, Thank you for playing.
Nice try tho, but wrong.
Crack isn't any more addictive than anything else that get's you
high. More damaging than most, but no more addictive.
I am not going to enter a whole lot of stuff here for a couple of reasons;
1.) I'd be typing for a month.
2.) I don't have all the reference stuff.
But, what the government puts out is BS. It is designed to make
people afraid of drugs, not to educate them.
From troops I've talked to in the last few weeks the various
drugs are still prescribed, and still carried. These are useful in
combat and so they are still in use.
The government has been working since the mid 70s to get everyone
to buy their ideals on drugs and they have been ignoring reality.
Reality is that *anything* that allows people to deal with a sucking
world by getting outside of it will be "addictive" as long as they people
are stuck in the particular situation that drives them to chemically escape.
Change the situation, and the "addiction" will leave if the
change is an improvement. Example: A whole lot of middle-class whites
were using heroin in the nam. So were blacks, mexicans, etc.
When the whites got home, their situation improved, and they
didn't need the drugs any more. ditto for the mexicans, orientals. The
blacks didn't get a better situation. Their "addictions" stayed with them.
Right now I don't know for sure where anyone can get honest
information on what drugs actually do. Anything realeased by the
government is going to be self-serving. Try NORML for info, they might
have something honest. I learned the hard way. As a councilor, and an
ex-alcoholic. I changed the situation, and no longer need the booze.
And I know many others with other habits who had the same thing happen.
Message no. 27
From: kyle kohler <kkohler@**.UCR.EDU>
Subject: Drugs
Date: Wed, 20 Jul 1994 15:35:07 -0700
You know how to reallt screw up a sammie for life? Just capture
him (that's the hard part) and inject him Kamikaze a couple of times. No
more cyberware. The guys just walking scrap metal. Alternately, just
get an Ares squirt with DMSO and squirt him a couple of times. Sure
it'll make him stronger for a while, but then he's screwed. Kinda makes
your sammie want to get armor with an environmental seal, eh?

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% % % %
% Kyle Kohler % Love your enemies, % This space %
% % % %
% kkohler@**.ucr.edu % It'll confuse the % Unintentionally %
% % % %
% C.S. Major % hell out of them % left blank %
% % % %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Message no. 28
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: Drugs
Date: Wed, 20 Jul 1994 15:41:33 -0700
That's a good, and very evil <my congratulations!> point.

On Wed, 20 Jul 1994, kyle kohler wrote:

> You know how to reallt screw up a sammie for life? Just capture
> him (that's the hard part) and inject him Kamikaze a couple of times. No
> more cyberware. The guys just walking scrap metal. Alternately, just
> get an Ares squirt with DMSO and squirt him a couple of times. Sure
> it'll make him stronger for a while, but then he's screwed. Kinda makes
> your sammie want to get armor with an environmental seal, eh?

From reading them both I think Detox Deadly (because of the damage level)
and a sufficiency of Healing magics might repair the damage. But it's
still a very nasty thing. And if those magics don't or can't do the job
then, indeed, the sammi is screwed.

Guaranteed, anybody points a squirt at Di'mon's they're meat. She ain'
gonna ask. Anything at all. No questions, no excuses. That's a major
league bad deal for a sammi.

Gonna have to go back to work on brain-taping and clones...

Ivy
Message no. 29
From: Luke Kendall <luke@********.CANON.OZ.AU>
Subject: Re: Drugs
Date: Thu, 21 Jul 1994 09:24:26 +1000
kyle kohler wrote:

> You know how to reallt screw up a sammie for life? Just capture
> him (that's the hard part) and inject him Kamikaze a couple of times. No
> more cyberware. The guys just walking scrap metal. Alternately, just
> get an Ares squirt with DMSO and squirt him a couple of times. Sure
> it'll make him stronger for a while, but then he's screwed. Kinda makes
> your sammie want to get armor with an environmental seal, eh?

Yuk! Just like hitting a mage with a few Rating 10 Stimpatches.
Bye, Bye, Magic.

luke
Message no. 30
From: "David L. Hoff" <DLHOFF@****.WISC.EDU>
Subject: Re: Drugs
Date: Wed, 20 Jul 1994 22:22:00 CDT
Luke said:

>Yuk! Just like hitting a mage with a few Rating 10 Stimpatches.
>Bye, Bye, Magic.

Why bother with a patch? Take a Narcojet pistol or rifle, and fill one of
the darts with "Stimpatch juice". Since patches normally release their dosage
of drug over a period of time, this massive, instant dose of the Stimpatch
is almost guaranteed to hose a mage's magic rating, and just might _kill_
anybody (can you say "heart attack"? I thought you could).

--Phoenix
(who personally thinks the Narcojet rifle and Ares squirt are the most evil
weapons of the game)

dlhoff@****.wisc.edu
Message no. 31
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: Drugs
Date: Thu, 21 Jul 1994 20:29:08 +1000
Ivy writes:

> From reading them both I think Detox Deadly (because of the damage level)
> and a sufficiency of Healing magics might repair the damage. But it's
> still a very nasty thing. And if those magics don't or can't do the job
> then, indeed, the sammi is screwed.

Well, he's screwed. It specifically states that heal/treat/detox/whatever
spells cannot repair the loss of essense or the loss of damage capacity (the
marked off boxes).

--
Damion Milliken University of Wollongong e-mail: u9467882@***.edu.au

(GEEK CODE 2.1) GE d@ H s++:-- !g p? !au a18 w+ v C+ U P? !L !3 E? N K- W+ M
!V po@ Y t(+) !5 !j r+(++) G(+) !tv(--) b++ D+ B? e+ u@ h+(*)
f+@ !r n--(----)@ !y+
Message no. 32
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: Drugs
Date: Thu, 21 Jul 1994 13:48:17 -0700
Interesting....

On Thu, 21 Jul 1994, MILLIKEN DAMION A wrote:

> Ivy writes:
>
> > From reading them both I think Detox Deadly (because of the damage level)
> > and a sufficiency of Healing magics might repair the damage. But it's
>
> Well, he's screwed. It specifically states that heal/treat/detox/whatever
> spells cannot repair the loss of essense or the loss of damage capacity (the
> marked off boxes).

On rereading the Detox Deadly there is no mention of loopholes. Loss of
Essence? Wu is a fruitcake! And an alarmist. Let's just say that magic
can do a lot of things that Dr.(?) Wu doesn't, and can't, understand.
And, yes, I know that Dr.(?) Wu *said* that magic wouldn't work. I know
magic, I doubt he does. And I've seen a lot of people on drugs.
Including the US Army on issue "pepper-uppers" like amphetimine (Speed,
crank, or whatever it's being called now). Wu's write-up is way off base
from what I've seen. Heck, ask Lemmy, of Motorhead, about it. His use
of speed ranged over 15 years from what he says.

Ivy
Message no. 33
From: Matt Hufstetler <gt2778a@*****.GATECH.EDU>
Subject: Re: Drugs...
Date: Sun, 2 Oct 1994 04:00:46 -0400
> I don't think how bad they are, are the point...
> I think the grafted muscles are more effective...
>
> But I think it might be a rent to own type thing, where it would be cheaper
> to have the operation...
> possibly even a steriod impant...

Wasn't there a section in one of the books(Shadowtech) that gave bonuses
kind of like this?
Message no. 34
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: drugs
Date: Tue, 4 Oct 1994 15:00:10 +0100
>
> Thanks Stephan for the respone to my steroid question. It makes a lot of
> sense. But what I had in mind was not for PC's. They would be far to
> ineffecient and time consuming for the majority of PC's. But maybe for
> corp or military guards? I mean, stuff like kamikazee and jazz was
> designed with those guys in mind. What about them?
>
> Anyway, just stirrin' up the pot and causing trouble...
>
> Erik
>
<CHOP> what about that old favorite, PCP?
thats a combat drug and a half!
(friend of mine had his arm broken by some 'dusted guy. Gave me
a long lasting respect for the stuff)
The drug causes great increases in strenght, reduces pain and
increases agression. Unfortunately it does cause nausea,
psycosis, hallucinations and brain damage quite easily...

But the 2050 version made for the military could have the side
effects greatly reduced. The Third would love it as an equaliser
for all those cybernetics the best armys have.

Str +3
Bod +3
all wounds pain effects -2 levels
Int -2
reaction +D6
Addictive

Mass produced by arms/pharm companys, so its quite cheap but
hard to come by.

CHOPPER
<Sapere Aude>
Message no. 35
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Re: drugs
Date: Tue, 4 Oct 1994 15:28:30 +0100
> Version 1.2 with mistakes corected.. sorry for any confusion.
> >
> > Thanks Stephan for the respone to my steroid question. It makes a lot of
> > Anyway, just stirrin' up the pot and causing trouble...
> >
> > Erik
> >
> <CHOP> what about that old favorite, PCP?
> thats a combat drug and a half!
> (friend of mine had his arm broken by some 'dusted guy. Gave me
> a long lasting respect for the stuff)
> The drug causes great increases in strenght, reduces pain and
> increases agression. Unfortunately it does cause nausea,
> psycosis, hallucinations and brain damage quite easily...
> But the 2050 version made for the military could have the side
> effects greatly reduced. The Third WORLD would love it as an equaliser
^^^^^^^^^^^
> for all those cybernetics the well funded armys have.
>
> Str +3
> Bod +3
> all wounds pain effects -2 levels
> Int -2
> reaction +D6
> Addictive
>
> Mass produced by arms/pharm companys, so its quite cheap but
> hard to come by on the street(has to be stolen from military).
>
> CHOPPER
> <Sapere Aude>
>
Message no. 36
From: Hairy Smurf <ab130f92@*******.adelphi.edu>
Subject: Re: Drugs
Date: Fri, 26 Apr 1996 23:25:41 -0400 (EDT)
I was just rereading VR 2.0. (long Q-to-Q in the theatre with nothing else
to do.) and I thought of something. The decker interface is just under that
of a addictive chip. Maybe runner's don't need drugs. Maybe the interfaces
of decker and riggers is a drug. Maybe a sam's cyber is his drug. All of
these can be psychologically addicting. Imagine a deckers reaction to not
being able to jack in. Or a sam after his 'ware was removed. I'd think it'd
be pretty close to withdrawal. The rush of being who they are and doing what
they do might be greater then any drug they could find.

Sasquatch
(The technican formerly known as BLAIR)

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Message no. 37
From: "Andre' Selmer" <031ANDRE@******.wits.ac.za>
Subject: Re: Drugs
Date: Mon, 29 Apr 1996 09:07:56 GMT + 2:00
@ I was just rereading VR 2.0. (long Q-to-Q in the theatre with nothing else
@ to do.) and I thought of something. The decker interface is just under that
@ of a addictive chip. Maybe runner's don't need drugs. Maybe the interfaces
@ of decker and riggers is a drug. Maybe a sam's cyber is his drug. All of
@ these can be psychologically addicting. Imagine a deckers reaction to not
@ being able to jack in. Or a sam after his 'ware was removed. I'd think it'd
@ be pretty close to withdrawal. The rush of being who they are and doing what
@ they do might be greater then any drug they could find.

I like the idea. It definately holds for deckers and riggers.
For mages the rush comes with magic, and in sammies its the firefight
and speed. Thinking of it, wouldn't be part of the reason rather whyu
they remain in the shadows?




Andre'

-- We exist because you want us to, because you are
|__|__ afraid to fact the facts. We are what you fear
/\ /\ \ in the deep recesses of your soul, yourselves.
|\ /\ /| | It is there in the shadows of your soul and those
|/ \/ \| | of the street that we exist. Through the use of
\/__\/ might, magic, cunning, blood, sweat and tears we
protect you from your fears, from youselves, from
others and keep your utopia, not ours, intact.
Message no. 38
From: Caric <caric@*******.COM>
Subject: Re: Drugs
Date: Wed, 13 Nov 1996 16:31:56 -0700
Hoi chums,
>
> just wondered how many of your runners out there are on drugs, and if so,
> what drugs they're taking?
>
My cybermage was addicted to NuYou, but he kicked the habit before he lost
the last bits of his mojo.

Caric
> :)
Message no. 39
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Drugs
Date: Thu, 14 Nov 1996 15:15:42 -0700
|> just wondered how many of your runners out there are on drugs, and if so,
|> what drugs they're taking?

I've got one PC in my game that has a serious addiction to
money. It certainly decides his actions (and gives me
opportunities to sucker the character into nasty
situations).

-David

/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 40
From: Timothy P Cooper <tpcooper@***.CSUPOMONA.EDU>
Subject: Re: Drugs
Date: Thu, 14 Nov 1996 14:19:27 -0800
> I've got one PC in my game that has a serious addiction to
> money. It certainly decides his actions (and gives me
> opportunities to sucker the character into nasty
> situations).
>
> -David

That just about describes my whole group....

-Tim
Message no. 41
From: shadowrn@*********.com (Ice Heart)
Subject: Drugs?
Date: Mon Dec 31 14:20:01 2001
>Can anyone with some of those extra rulebooks please tell me about some
>drugs that are available in the SR world (and the details of how they
>work)?
>I'm especially looking for something that gives bonusses to combat, and is
>fairly addictive.
>
>Thanks all,
>
>Jane

Shadowtech (SR2 again) had some drugs, as well as great rules on addiction.
Blackjack had some nice drugs on his page. :)
I built a campaign around a drug that was really a retrovirus. It induced
goblinization and even awakened magical skills in some. It was frightfully
addictive, and invariably lethal. The CAS government was using it.
Imagine: an entire special forces unit, headed in to a fight with some
Azzies, all able to assense the astral plan, and picking up the odd
metahuman trait, for a few hundred nuyen and a month's training. So the
soldiers had need of regular doses and often perished, but what are soldiers
for? I called the drug Blizz, and it worked really well. Only one
character tried it, being an addict of other things already. The others
were terrified of it. It did not unduly effect game balance. It allowed
for some frightening bad guys without a multi-billion nuyen budget and half
the mages in North America. Throw Lofwyr behind it all, through his
AG-Chemie corp, and it makes for great fun in a game. Well, for the GM
anyhow. ;)
Blizz: retrovirus, carrier, and DMSO; all mixed on a non-descript blue slap
patch. Onset time is nearly instant. User experience trauma of
goblinization to some degree, followed by the rush of unexpected power.
Most gain the ability to percieve the astral on the first use. Few ever use
enough to become a mage before their system collapses. Particully tough
users will find that they can learn Magical Skills with the proper training.
Hermetic ONLY, unless you want a nasty toxic totem to take interest in the
drug user. ;>
Type of metahuman is up to GM, I usually rolled randomly. Once a type is
selected, all further doses will tend to the same metahuman. Attributes
will increase or decrease by one for each does until all are equal to the
racial maximum for the metatype. Other abilities will manifest at the GM's
whim, with a given dose, and remain in effect ever after. (e.g. thermal
vision)
Each dose drops one box from one side of the condition monitor, first
mental, then physical. (So 20 doses...max) In addition, the user must roll
body at a TN equal to the number of doses taken or lose one point of body.
The same is rolled for Willpower. The efficacy of a dose of Blizz is 24
hours, minus one per dose taken. Once the drug wears off, the user can last
100 hours, minus 5 hours per dose taken, before withdrawal sets in.
Withdrawal comprises all the pain and terror of goblinization, with no
changes to the body. Hallucinations, mental and astral, torment the user.
NO actions are possible during withdrawal. These symptoms last until
another dose is taken, or for one week per dose taken.
This stuff is nasty and unpleasant, and not really intended to hook a PC on
unless you like very dark campaigns. Feel free to modify things if you do
use it. It is great for scary, cheap security teams. Enjoy. :)


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Message no. 42
From: shadowrn@*********.com (Gurth)
Subject: Drugs?
Date: Tue Jan 1 07:05:01 2002
According to Ice Heart, on Mon, 31 Dec 2001 the word on the street was...

> Shadowtech (SR2 again) had some drugs, as well as great rules on
> addiction.

First edition, and calling those addiction rules great is the same as
callingthe second edition AD&D rules, "the best-designed set of game rules
ever" :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
At the Olympics during the Bronze Age, all winners came third.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 43
From: shadowrn@*********.com (Ice Heart)
Subject: Drugs?
Date: Wed Jan 2 08:50:01 2002
>First edition, and calling those addiction rules great is the same as
>callingthe second edition AD&D rules, "the best-designed set of game
>rules
>ever" :)

What, they weren't??! :P

Hmmm, I thought Shadowtech was 2nd Ed. except for those nifty 1st Ed
staging numberes. Oh well, even old dogs can learn new stuff. :)

Happy New Year everybody!

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Message no. 44
From: shadowrn@*********.com (Thorger_SÃŒnert)
Subject: Drugs?
Date: Wed Jan 2 09:05:01 2002
----- Original Message -----
From: Ice Heart <korishinzo@*******.com>
> >First edition, and calling those addiction rules great is the same as
> >callingthe second edition AD&D rules, "the best-designed set of game
>rules
> >ever" :)
>
> What, they weren't??! :P
>
> Hmmm, I thought Shadowtech was 2nd Ed. except for those nifty 1st Ed
> staging numberes. Oh well, even old dogs can learn new stuff. :)
>
> Happy New Year everybody!
>

AFAIK there are two version of shaodwtech out there, one 1st ed, the 2nd ed.
Greetings Thorger Sünert


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Message no. 45
From: shadowrn@*********.com (Gurth)
Subject: Drugs?
Date: Wed Jan 2 13:20:01 2002
According to Ice Heart, on Wed, 02 Jan 2002 the word on the street was...

> Hmmm, I thought Shadowtech was 2nd Ed. except for those nifty 1st Ed
> staging numberes.

If it has Staging numbers, it's a first-edition rulebook (NAGRL is both
first- and second-edition, in case somebody sees the need to point that
one out as "proof" that I'm wrong here ;)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
At the Olympics during the Bronze Age, all winners came third.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) s:- !a>? C+@ UL P L++ E W-(++) N o? K w+(--) O V?
PS+ PE(-)(+) Y PGP- t@ 5++ X(+) R+++(-)>$ tv+ b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 46
From: shadowrn@*********.com (Lars Wagner Hansen)
Subject: Drugs?
Date: Wed Jan 2 15:05:03 2002
From: "Thorger Sünert" <thorgersuenert@*****.com>
>
> AFAIK there are two version of shaodwtech out there, one 1st ed, the 2nd ed.

Nope, there was two versions of Street Samurai Catalog, but no other book.

Then there were two Editions of some of the other books, but at least they were
edited, which you could say about SSC.

Lars
--
Lars Wagner Hansen, Jagtvej 11, 4180 Sorø
l-hansen@*****.tele.dk http://home4.inet.tele.dk/l-hansen
--
SRGC v0.22 SR1 SR2++ SR3+++ h+ b+++ B--- UB++ IE+ RN LST W++ dk sa++ ma+
sh++ ad++++ ri mc rk-- m- (e-- o t-- d-) gm+ M- P-
--
Main Rule of Usenet: Never argue with idiots. They drag you down to
their level, then beat you with experience.
Message no. 47
From: shadowrn@*********.com (Ice Heart)
Subject: Drugs?
Date: Thu Jan 3 13:20:01 2002
> > Hmmm, I thought Shadowtech was 2nd Ed. except for those nifty 1st > Ed.
>staging numberes.

>If it has Staging numbers, it's a first-edition rulebook (NAGRL is both
>first- and second-edition, in case somebody sees the need to point that one
>out as "proof" that I'm wrong here ;)

I should probably stop GMing entirely from memory, since three editions of
SR and my house rules are becoming indistinguishable in my brain.
:)
Yep...Shadowtech is SR1, although very forward compatable
Yep...Shadowtech drug addiction rules suck the barrel of an Ares Predator
:P so...

Check out the White Wolf (Mage) book called "The Price of Destiny" [I
think...will double check], it has very nicely researched info on drugs and
addiction. Or better yet...use the web and research real drugs and their
effect on neurochemistry/physiology. Then draft your own rules on use and
addiction. In addition to making you really evil as a GM, you can use the
info to scare your friends away from stupid drug use. You can be the death
of the party, so to speak. :)

Awakened drugs? If you do not have the CalFree sourcebook, just extrapolate
from basic drugs. Notice that awakened critters are
nastier/tougher/creapier/everything-else-ier(TM ;P) than unawakened
versions of the species. Following that logic, awakened natural
amphetamines make your head explode. Done deal.

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Message no. 48
From: shadowrn@*********.com (John)
Subject: Drugs?
Date: Thu Jan 3 14:15:02 2002
> I should probably stop GMing entirely from memory, since three editions of
> SR and my house rules are becoming indistinguishable in my brain.
> :)
I hear ya, I play something like 2 1/2 edition, my players don't even bother
reading the books anymore because I play whatever suits the moment and is
usually in the player's favor.

> Check out the White Wolf (Mage) book called "The Price of Destiny" [I
'Destiny's Price', but yes, it is decent book.

> think...will double check], it has very nicely researched info on drugs
and
> addiction. Or better yet...use the web and research real drugs and their
> effect on neurochemistry/physiology. Then draft your own rules on use and
> addiction. In addition to making you really evil as a GM, you can use the
> info to scare your friends away from stupid drug use. You can be the
death
> of the party, so to speak. :)

If you want to look for an online drug guide or two:
http://www.rhodium.ws/links/index.html here's a good starting point
http://www.the-hive.ws/ as seen on Dateline NBC is back up and running
again
http://www.hightimes.com/noflash.html and then the usual

Not that I am very familiar with any of the above materials :)

John

Further Reading

If you enjoyed reading about Drugs, you may also be interested in:

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