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Drugs

So, since the grid isn't comeing back anytime soon…
LEt's simplify what the durgs in SD are with what they would be today.

My idea is as follows

Th-2c: Weed
MrC-Coke
Lna-Heroine

I haven't really played around much with any others. So discuss discuss so people can properly play an addiction.

na-3Z is acid possibly..
Well, since this is here, I'll put my rant in this topic rather than start a new one.

First off, the drug use in this game is pathetic. I swear you all play mixers like a bunch of puritans! It's like you've bought into the war on drugs or something!

Life in the mix sucks. Everyone knows this. But drugs in this game are an escape method. They make you feel good, like your life is worth living. For a while anyhow. You all should be snortting back Marcy and shooting up lna-3z like mad.

But you don't.

It is unthemely not to take drugs. Why are people not taking them is my question? Is it because you do not know what they do? Are you all confused about how they work? Is it the stat alterations that are the problem? What is the reason the players are avoiding what should normally be a highly used element in the game?

It can't be the money issue, there is more wealth in the game than there has ever been. I see more bank accounts of mixers above 20k than ever before…so why are people not using drugs?

Come on, good players use em! SO USE THEM!!

I will track down the drugs list and post it here for you all to see.

NA-3
primary use: street drug
legality: legal (recreational drug)
duration: 1-3 hours
effects: Creates a long, steady high. Effects vary with the individual, but include mild hallucinations, mild synesthesia (crossing of senses while high), and very strong and pleasant reactions to ultra-low frequency sound waves. The high is up beat and highly enjoyable, if mild.
drawbacks: a mild down of a short length, between 2 and 6 hours. Slightly slower reaction time, mild hot/cold flashes that are of nothing more than discomfort. Long term use results in exagerated side effects.


v-202
primary use: high end combat stimulant
legality: restricted (can be considered a deadly weapon if taken in combat.)
duration: 4-7 minutes at peaked, with a 2 hour come down.
effects: boosts reaction time and increases nerve/brain connectivity. Blocks pain receptors. Also gives a harsh, powerful mental buzz, giving the user a feeling of 'indestructibility.'
drawbacks: Results in extream addiction. The down is nasty and sharp, reversing many of the affects of taking the drug. User reaction time drops drastically, and 'shadow pains' often are experienced in extremities. Vomiting, shakes, and convulsions are not uncommon. Long term use results in permanent nerve damage as well as mental instability. Very heavy use often results in multiple personality disorders, megalomania, high levels of paranoia, and extremly violent tendencies.


dezraldin
primary use: medical grade pain killer
legality: legal
duration: 4-6 hours.
effects: Blocks pain receptors in the body and places the user in a state of heavy euphoria. Users often experiance strong feelings of well being. Slows reaction time greatly, blocks muscle/nerve connections, slows bleeding by promoting vascular constriction in extremities. Users often feel an 'other worldly' high, as if they are floating or flying.
drawbacks: down often accompanied by mild vertigo and loss of balance. Long term use results in synaptic break down, deterioration of vision, and in extream cases of addiction a mild form of epilepsy may develope.

mRc
primary use: street drug (stimulant)
legality: legal
duration: 30-60 minutes for a single dose.
effects: Increases heart rate, synaptic connectivity, and nerve responsivity within the brain and upper spinal column. Users feel a sense of everything slowing down as the brain increases data processing rates. Light sensitivity increases, ives a feeling of confidence, well being, and sexual rush. Sometimes makes the user hungry.
drawbacks: down results in short term spikes in blood pressure, often up to three times the average, resulting in nose bleeds. Short term synaptic burn out occures for up to twelve to fifteen hours after use. Long term use results in permanent synaptic damage, and blood pressure/heart rate problems that can lead to bleeding from tear ducts, ears, nose, and gums.

Endoprine
primary use: medical pain killer
legality: legal
duration: 4-6 hours
effects: blocks all sensations of pain in the user. Also creates a sharp, metallic high that is often accompanied by heavy synesthesia. Usually used in conjunction with anti-depressants to minimize the effects of synesthesia in a medical application.
drawbacks: down results in phantom pains in user, itching, and vomiting. Perceptual damage often occures for short periods of time, between 2-6 hours. Drop in reaction time, visual accuity, and peripheral vision. Long term use can result in permanent states of hallucinations, internal bleeding, liver and heart damage, and/or psycosis leading to mental collapse.


TH-2c
primary use: street drug (recreational)
legality: legal
duration: 30-120 minutes
effects: creates a mellow, slow high. Feeling of well being towards self and others, mild hysteria in the form of uncontrollable laughter.
drawbacks: highly addictive. Highs become less and less with use. Lows often accompanied by a marked drop in self esteem. Heavy long term use can result in short term memory damage.


HP-2
primary use: street drug (recreational)
legality: legal
duration: 20-45 minutes
effects: creates a sharp, short high. User experances hallucinations. Extreamly high or low frequency sounds often generate strong emotional reactions ranging from happiness to depression and in rare cases of very heavy useage violent rage.
drawbacks: down time usually has nausea, sweating, and mild muscle spasms in extremities. Long term use can result in permanent synaptic damage as well as loss of long term memory.


Ex-D7
primary use: street drug (combat stimulant)
legality: restricted (can be considered a deadly weapon if taken in combat.)
duration: 2-5 minutes with a 2 hour comedown.
effects: boosts reaction time, coordination, and synaptic speed from brain to extremities. Mild blocking of pain receptors. NOTE: geared specifically to react synergistically with cybernetics, boosting brain-mecanical device transfer rates greatly.
drawbacks: Results in extream addiction. Downs often have dramatically lowered reaction time, marked drops in coordination, and loss of vision accuity. Cybernetic users often experiance technical difficulties with implants and enhancements. Long term usage often results in premanent physical damage as well as paranoia, neurosis, and mental instability that include violent mood swings from manic to depressed, with bouts of sudden uncontrollable rage.


LnA-3z
primary use: street drug (recreational)
legality: legal
duration: 60-120 minutes
effects: slows the world down to a crawl, things seem to move in perpetual slow motion. Eyes become hyper sensitive to lights, vibrant colours or sudden flashes of bright light cause pleasure and euphoria.
drawbacks: slows reaction time, drop in coordination, drop in short and long term memory while high. Long term use results in permanent memory damage, as well as liver and kidney problems. Heavy usage for long terms can result in synaptic burn out.

The above list will be edited slightly over time, but you get the general idea of what the drugs do and how you should feel on them.
Quote: from Iga on 10:04 pm on Dec. 31, 2006[br]
Come on, good players use em! SO USE THEM!!

Because doing the same things other people do is the very essence of cyberpunk.

Good RP and character depth isn't determined by trivial things like taking drugs or smoking or drinking alcohol or ordering pizza or the colour of your in-game car - these things are affectations. They're props. Costume. Gimmicks.

Like @look_place and @title, they're tools. They don't instantly make you a better roleplayer, they're an extra tool to customize your character to the way you think they ought to be.

Intimate knowledge of who your character is,  the ability to do what they would do rather than what you want to do and especially knowing what they would do without having to think about it - that's good RP. Participating in or causing exciting happenings and reacting in-character, that's good RP. Ambling in to say "Ooo I'm so stoned" is what happens in chatrooms across the world when the 14 year olds are let out of school.

Doing things to have the admins like you or to gain the OOC respect of other players - that's not RP. That just means you need to go outside and maybe make some new real friends or ring up some old ones.

Do what your character would do. If that includes taking drugs, then do so. If it doesn't, then don't.

The point of any game, including RPGs, is to have fun. Not to stress about what you should be doing to fit in with the other players. Make your character a unique individual and have fun being him or her.

Eh, Johns is a reformed drug addict.

So there.

2CH,

Grim

Drugs are bad.
All right. Since we included the various illicit drugs in-game.  Perhaps someone could put an entry in for the various slap patches supplied by Viriisoma.

There's the Velosan Healing Patch, Hemostax Trauma Patch, and the Vitality Stim Patch.  

There's Ever Up! Stay Awake Pills as well.

And every alcoholic beverage in the Dome.

As well as jackel pipes and the like.

Might as well throw these into the list as well.

2CH,

Grim

(Edited by Grim at 8:44 pm on Jan. 8, 2007)

Just thought I'd point out that Dezraldin is a stimulant, -not- a pain killer, being as it boosts strength, making it a steroid.

Yes. Dezdraldin is a stim.. i tested the thing on some poor homeless people and they started tearing down the walls in the mag lev station.

-not- a depressant. we dont have a quality depressant yet. Viriisoma will work on that.

The stat effects of dezraldin have changed since Iga's document was written.
Hmm…we need some OD scripts....
I once OD'd on V….

Don't know if it was scripted or GM done... but it happened.

Hmm, one of my characters awhile back died of a radiation injection OD.  Pretty sure it wasn't scripted though, yet too much carries over to a new character.  Talk about a shitty start..
I know there is a detox script written…. its fun! I think Bixby's controller wrote it a while back...
-Public Service Announcement-

Drugs are addictive.  You will experience withdrawals that will last differing amounts of times depending on the drugs.

There are no negative effects other then withdrawal messages at this point, but soon you possibly take health damage or stat damage (temp) during withdrawals.

Also, I am going to change around the negative effects you experience from drugs WHILE ON THEM.  Making them somewhat more useful.

What I want from you all is to BUY DRUGS IN GAME.  This is good for the economy and good for the players that are drug dealers.

Even if you don't feel like fighting bitches using combat stims, atleast party with some mrc!
As Cobra Commander once said, "Don't do drugs, be drugs."

Drugs are now different.  What you know loved and hated may have changed.  The existing drug document is very much more accurate now.  (Look earlier in this topic too see it).  

I have balanced many drugs, changed prices, changed quantaties etc.

Most drugs as you may know had 10 hits.  That has changed.  There are fewer now.

I have made drugs that no one used like lna, na, ex-d7, th-2c, endoprine, dezraldin, and v-202 (Oh HEY, THATS PRETTY MUCH ALL THE DRUGS!) more useful and balanced.

You can mix cocktails in order to get the result you want, so go fucking try it!  Buy drugs!

Now if only they were illegal…