TEXT: The Third Reformation Church takes a strong 
  stance on drugs. Despite moral arguments against 
  their use, the truth is rather more practical—drug 
  users tend to be poor workers and the money 
  they spend on their habit goes into criminal 
  coffers, not the Church’s. The Union, perhaps 
  not surprisingly, takes a similar view. However, 
  despite the Inquisition’s regular clampdowns on 
  organized crime, drug dens continue to prosper. 
  As well as illegal drugs, there are a range of legal 
  or sanctioned drugs available to characters. Some 
  are addictive, others have nasty side-effects, but 
  all serve a purpose. The following drugs are those 
  commonly available in the Necropolis universe. 
  Whether drugs are available depends largely on 
  the GM’s wishes. Knights may use appropriate 
  Connections to acquire doses illegally, but some 
  drugs are also issued by the Church.
  ADDICTION
  ADDICTION
  Most drugs are addictive, though Church 
  pharmacists don’t want to create an army of 
  drug-crazed ﬁ ghters and so try to make them as 
  safe as possible. Each time a user takes a dose 
  of drugs, he must make a Vigor roll (in addition 
  to any other rolls required). On a critical failure, 
  the victim becomes addicted and gains the Major 
  Habit Hindrance.
  ANTIDOTES
  ANTIDOTES
  Sometimes the medics need to bring a Knight 
  down more quickly than the drug allows. Every 
  medikit comes with 5 doses of Purge (which 
  also doubles as a universal antitoxin). It is also 
  referred to as Dump and Streak.
  Taking a dose instantly induces violent vomit-
  ing and diarrhea, which cleanses the body of all 
  toxins. Victims remain Shaken for 1d6 rounds 
  and may only try to unShake after this time.
  A single dose removes any drug or poison. 
  A patient Fatigued or physically wounded by 
  poison remains in that state until he heals natu-
  rally, but he will not get worse. Poisons which 
  induce paralysis or similar effects are immediately 
  negated, leaving the patient free to move once he 
  has ﬁ nished expelling the contents of his stomach 
  and bowels. The victim suffers a level of Fatigue 
  for 24 hours due to the violent bodily functions.
  DRUGS
  DRUGS
  Injecting oneself with any drug takes an action, 
  assuming the dispenser is close to hand. Injecting 
  an unwilling foe requires a Called Shot to avoid 
  any armor. Avoiding light armor is a –2 penalty, 
  medium armor a –4 penalty, and enclosed suits 
  a –6 penalty. Against unarmored foes, a Touch 
  Attack (+2 to Fighting) is all that is required. 
  Drug dispensers cannot be thrown. Drugs count 
  as poison, and thus have no effect on Rephaim.
  BOOST
  BOOST
  Whereas Kaff works to stop the user sleeping, 
  Boost is a more generic stimulant. It removes feel-
  ings of fatigue, but it does not remove the cause. 
  It is used as a short term ﬁ x to help a Knight get 
  himself out of any environment or predicament 
  which may lead to death if not otherwise rem-
  edied.
  EFFECTS
  EFFECTS
  One dose removes one level of Fatigue, 
  regardless of the source. Although it cures the 
  symptoms, it doesn’t remove the cause. A hero 
  who is suffering from dehydration is still thirsty, 
  for instance, he just isn’t as tired as he was. Like-
  wise, a poisoned character may feel okay, but the 
  DRUGS
  DRUGS
  
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  NECROPOLIS 2350
  NECROPOLIS 2350
  poison is still in his system. A maximum of one 
  dose per day may be imbibed—additional doses 
  have no effect.
  DOPE
  DOPE
  So named because it dulls the cognitive abili-
  ties of users, Dope is used by those who want to 
  forget about their troubles for a while. Both the 
  Church and Union have been accused of adding 
  minute traces of Dope to food and water supplies 
  to keep the populace from thinking too hard, 
  something both organizations strenuously deny.
  It is used in some prisons to subdue the 
  population, though strict rules govern its usage. 
  Generally, only criminals considered likely to be 
  planning an escape are Doped.
  Dope is also known as Glaze, because it causes 
  the user’s eyes to glaze over.
  EFFECTS
  EFFECTS
  A single dose lowers Smarts and all Smarts-
  linked skill by one die for 8 hours. Traits dropping 
  below a d4 are treated as unskilled. Multiple doses 
  are cumulative, though if Smarts drops below a d4 
  the user enters a catatonic state and must make 
  a Vigor or suffer a permanent one die loss in all 
  Smarts and Smarts-linked skills. If the permanent 
  loss drops Smarts below a d4, the victim becomes 
  a vegetable (player characters afﬂ icted this way 
  are removed from play).
  FAMINE
  FAMINE
  For the most part, Knights are well-fed. The 
  Church understands that a well-fed army ﬁ ghts 
  better, but sometimes it isn’t always possible to 
  supply the troops. In the ﬁ eld, Knights may be 
  operating behind enemy lines, making transport 
  of supplies hazardous. Long range scouting 
  patrols sometimes run out of provisions, or 
  decide to move light and cut back their ration 
  loads. When food is short, it’s time to break out 
  Famine.
  EFFECT
  EFFECT
  Famine is most commonly used as a form of 
  emergency rations, providing much needed 
  energy, but little nutritional value, when food is 
  scarce. A dose is equivalent to a whole day’s food 
  requirements.
  For every four days spent using nothing but 
  Famine the hero suffers a one die reduction to 
  his Vigor due to a lack of essential nutrients and 
  vitamins. Vigor cannot drop below a d4. For each 
  day after his Vigor reaches a d4, he gains a Fatigue 
  level instead (this can lead to Death if he is force 
  fed more). Lost dice and Fatigue recover at the 
  rate of one die per day of rest and proper meals 
  (both conditions must be met).
  FERVOR
  FERVOR
  Talk around the barrack blocks is Fervor 
  (known as Psyche in the Union) was created by 
  the Templars, who legendary refusal to surrender 
  is more drug-induced than religious in nature. 
  True or not, Fervor remains a popular combat 
  drug among the Sacri Ordines, though its use is 
  carefully monitored. Users gain a resistance to 
  fear and minor injuries and distractions, though 
  it does not focus their minds—it simply causes 
  them to become single-minded.
  EFFECTS
  EFFECTS
  Taking a dose of Fervor adds +2 to Spirit and 
  Spirit-linked skill rolls for 10 minutes. Unfor-
  tunately, it also ﬁ lls the user with intense zeal, 
  preventing him from thinking straight. Victims 
  gain the Overconﬁ dent Hindrance for the dura-
  tion, lose any Cautious Hindrance, and cannot 
  retreat from combat. Multiple doses extend the 
  duration, but effects do not stack.
  Although the Church looks the other way if 
  Knights using this narcotic win the day, it comes 
  down heavily on those whose pharmaceutical zeal 
  causes a military defeat or unacceptable loses.
  KAFF
  KAFF
  Based on caffeine but hyped up beyond sen-
  sible limits, Kaff is the drug of choice for those 
  who don’t want to sleep. Sentries are often given 
  doses, but only in situations where falling asleep 
  could lead to loss of life. Those tormented by 
  nightmares are frequent users, though neither 
  the Church nor Union considers this acceptable 
  usage.
  EFFECTS
  EFFECTS
  Gives +2 to Vigor rolls to stay awake and lasts 
  for 12 hours. Multiple doses extend the duration, 
  but effects do not stack. A user taking more than 
  one dose in a 24 hour period gains the Mean 
  
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  TALES FROM THE FRONTLINE #01
  TALES FROM THE FRONTLINE #01
  Hindrance for the next 6 hours. Heroes who 
  have already succumbed to lack of sleep gain no 
  beneﬁ t if force fed the drug.
  PATCH
  PATCH
  Also known as “Third Day,” Patch greatly 
  increases the healing capabilities of the human 
  body. The drug is very expensive to produce. It is 
  only issued to Knights who mission is deemed so 
  vital to the safety of humanity it cannot be allowed 
  to fail, and even then only in limited doses. (It 
  should not become a common item—death in 
  Necropolis should always be a very real threat.)
  EFFECTS
  EFFECTS
  The hero makes a natural Healing roll after 48 
  hours. Multiple doses within the same Salus week 
  (8 days, remember) have no additional effect.
  PSYCHIC LOBOTOMY
  PSYCHIC LOBOTOMY
  Psy-Lo is only issued to Inquisitorial units, 
  though on very rare occasions Knights whose 
  orders call for them to engage rogue psions 
  are issued a few doses. The drug scrambles the 
  parts of the brain scientists believe affect psionic 
  powers, reducing the effectiveness of psions, 
  albeit temporarily.
  Still experimental, the drug lacks potency, 
  forcing victims to be hit with multiple doses to 
  ensure the threat they pose to humanity is fully 
  neutralized. The Union reportedly keeps psions 
  who refuse to cooperate pumped full of the 
  drug.
  EFFECTS
  EFFECTS
  Victims must make a Vigor roll for each dose 
  injected. With failure, they lose a die in their Psi-
  onics skill and 1d6 Power Points. A critical failure 
  causes a 2 dice reduction and 2d6 Power Points. 
  When Psionics drops below a d4 or Power Points 
  reach zero, the victim is unable to use his psion 
  powers. The effects last for an hour (which is usu-
  ally enough time to move the psion to a secure 
  facility).
  RED MIST
  RED MIST
  Knights often have to resort to their swords to 
  win the day, either because the Rephaim they face 
  is resistant to their weapons, ammunition supplies 
  are exhausted, or because an ambush prohibits 
  using ﬁ rearms. Melee combat is a bloody affair, 
  and to help tip the balance, the Church designed 
  Red Mist.
  Not without its side-effects, it has nonetheless 
  proven its worth time and time again. Of all the 
  Sacri Ordines, the Impalers, famed for the use of 
  melee weapons, are most likely to issue it on a 
  regular basis.
  EFFECTS
  EFFECTS
  The user automatically goes berserk, as per 
  the Edge of that name. He remains in this state 
  for 10 minutes, during which time he cannot 
  try to calm down. The drug can cause psychotic 
  episodes Psychotic characters attack the nearest 
  creature, whether friend or foe (roll randomly to 
  determine the target if multiple foes are equally 
  close).
  Deal a card to every user, one at a time. Shufﬂ e 
  the deck after each user is dealt his card. A black 
  deuce indicates the character is uncontrollably 
  berserk.
  Taking multiple doses without allowing previ-
  ous doses to vacate the body greatly increases the 
  risk of the red mist truly descending. The hero 
  draws a number of cards equal to the number 
  doses he has taken.
  For instance, a Knight taking a second dose 
  receives two cards, a third dose means he must 
  draw three cards, and so on. Only by not using 
  the drug for a whole 24 hours after the last injec-
  tion wears off does the user go back to drawing 
  a single card.
  SURGE
  SURGE
  The Church’s combat drug of choice, Surge 
  boosts the user’s physical strength and stamina, 
  though only for a short period. The side-effects 
  force commanders to issue it only in life-and-
  death situations (where it gives the Knights at 
  least a ﬁ ghting chance) or during ﬁ nal pushes to 
  break an enemy.
  EFFECTS
  EFFECTS
  User increase their Strength and Vigor by one 
  type for the next 10 minutes (max d12+2). Once 
  the drug wears off, the user suffers a similar drop 
  in both traits for the next hour. Taking multiple 
  doses has no effect on traits.
  
SOURCE: textdata/thevault/Triple Ace Games/Necropolis 2350/Necropolis 2350 Drugs.pdf