TEXT: modern  CHEMISTRY
  Requires  the  use  of  the  d20  Modern™  Roleplaying  Game,  published  by  Wizards  of  the  Coast,  Inc.
  A  d20  Modern  Sorcebook
  “Modern Chemistry” uses the rules provided in “The
  Little Black Drug Book” published by Louis Porter, Jr.
  Design, Inc. to present a variety of fictional drugs for
  use in a D20 Modern campaign.  By no means does
  this product seek to trivialize or make light of the seri-
  ousness of drug addiction.  But, most GMs should find
  “Modern Chemistry” useful for introducing both the
  positive and negative game effects drugs can have on
  Modern heroes and supporting characters alike.
  New Drugs
  Bleeder
  Few drugs inspire fear quite like Bleeder, a powerful
  anti-coagulant sometimes incorporated into chemical-
  filled ammunition to increase the blood loss of
  inflicted wounds.  The drug also includes a necrotoxin
  to induce internal bleeding as a side-effect, causing
  even worse blood loss over a prolonged period of time
  to anyone surviving an initial conflict.  Originally,
  government researchers created Bleeder for special
  military use as an adaptation of anti-coagulant break-
  throughs in the commercial drug industry.  Over time,
  however, the drug also found its way to the streets and
  now anyone with enough money can acquire Bleeder
  as a potent chemical weapon.
  Form: Injected liquid or ballistic chemical-round
  Type: Anti-coagulant necrotoxin
  Benefits: Extended Duration
  Drawbacks: Internal Bleeding
  Strength Rating: 5
  Onset Time/Duration: 1 round / 2d4+2 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Non-addictive
  Next Dosage: n/a
  Withdrawal Period: n/a
  Withdrawal Symptoms: n/a
  Legality Rating: Provisional (5)
  Purchase DC: 22
  Overdosing: Hemophilia; user suffers 1 additional
  point of damage from each slashing, piercing, or
  ballistic attack as a result of blood loss until someone
  successfully tends to the wound.
  Game Effects: In its weaponized form, Bleeder auto-
  matically overdoses each local wound with anti-coag-
  Written  by  Neil  Spicer
  
  ulant, forcing the loss of 1 additional hit point per round until
  someone stops the bleeding with first-aid.  Once the drug runs
  its course, however, additional internal bleeding takes its toll,
  inflicting 2 additional hit points of damage each hour.  In addi-
  tion, any attack that triggers a massive damage save during
  these side-effects, also results in one point of temporary
  Constitution damage.
  Double-Tap
  Double-Tap earned its nickname because it actually includes
  two drugs in one package.  The primary dose serves as a major
  pain reducer and stimulant to provide a temporary boost to the
  user’s strength and endurance.  This also increases aggressive
  behavior in the user, but Double-Tap employs a delayed second
  dose of depressant to offset such side-effects.  The military first
  developed Double-Tap in only its stimulant form to enhance a
  soldier’s performance in the field.  But problems with aggres-
  sion and psychological disorders in habitual users, led their
  researchers to add the depressant to make subjects more
  manageable.  Earlier forms of Double-Tap still exist, however,
  and some drug dealers find it easier to manufacture than the
  current variety.
  Form: Injected
  Type: Stimulant, pain reducer and delayed depressant
  Benefits: Ability Boost (STR), Fast Burnout, Reduced Addiction
  Drawbacks: Aggressive Behavior
  Strength Rating: 3
  Onset Time/Duration: 1d10 rounds / 2 hours
  Side-Effect Duration: (30 hours – CON) / 3
  Addiction/Dependency: Fortitude save (DC 18) every three
  uses
  Next Dosage: 1d8 hours
  Withdrawal Period: 1d10 hours
  Withdrawal Symptoms: Exhaustion, must also succeed at
  Fortitude save (DC 15) or lose 1d3 CON
  Legality Rating: Illegal – Class C (2)
  Purchase DC: 30
  Overdosing: Fall into a coma for 3d12 hours, followed by a
  Fortitude save (DC 20) to avoid death.
  Game Effects: As a stimulant and pain reducer, Double-Tap
  provides a +2 bonus to both STR and CON for as long as the
  drug lasts.  It also boosts the user’s natural energy by granting a
  +4 bonus on Initiative checks as well as the temporary benefits
  of the Endurance feat.  The normal side-effect of Double-Tap
  increases aggression in its users, causing a -2 penalty to Defense
  as they become more reckless in combat.  Double-Tap’s depres-
  sant offsets this consequence after 1d4 hours, but still inflicts a 
  -2 penalty to Initiative checks for the remainder of the side-
  effect duration.
  Enerject
  Enerject burst onto the sports scene as a difficult-to-detect
  steroid-stimulant designed to boost STR and DEX, but the side-
  effects include both psychological addiction and an array of
  physical problems.  The latter include impotence, frequent
  urination, and powerful headaches.  In addition, true addicts of
  Enerject who suffer withdrawal, experience rapid weight loss
  and severely reduced Constitution.
  Form: Injected
  Type: Steroid stimulant
  Benefits: Ability Boost (STR, DEX), Extended Duration
  Drawbacks: Psychologically Addictive, Headaches, Impotence,
  Diuretic
  Strength Rating: 4
  Onset Time/Duration: 1d6 rounds / 6 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 25) after every use
  Next Dosage: 1d6 hours
  Withdrawal Period: 2d6 hours
  Withdrawal Symptoms: Exhaustion, user dazed, suffers loss of
  1d6 CON (no save)
  Legality Rating: Illegal – Class A (4)
  Purchase DC: 28
  Overdosing: Fortitude save (DC 20) or die from cardiac arrest
  Game Effects: Enerject increases the user’s STR and DEX
  attributes by +2, provides a +4 bonus to Initiative checks, and
  grants temporary use of the Endurance feat for up to six hours.
  Side-effects kick in shortly thereafter and produce blinding
  headaches imposing a -2 penalty on Concentration checks and
  any activities requiring dedicated focus.  In addition, Enerject
  reduces sexual desire while causing frequent trips to the bath-
  room every two hours.  Lastly, due to the psychological power
  of Enerject, it inflicts a -2 step penalty on an addict’s skill
  checks, attacks, and saves, while not under the drug’s direct
  influence.
  Glimmer
  This drug gives a boost of energy, confidence, and endurance
  while also allowing its users to make a fashion statement.
  Entire underground subcultures have evolved where Glimmer
  addicts attach the drug’s multicolored tabs to their bodies in a
  variety of patterns.  These works of art sometimes designate
  gang colors or simply highlight tattoos, but always represent
  each user’s own unique creativity, style, and mood.
  Form: Direct-contact dermal patch
  Type: Stimulant
  Benefits: Ability Boost (CHA)
  Drawbacks: None
  Strength Rating: 2
  Onset Time/Duration: 1 minute / 1 hour
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 15) every three
  uses
  Next Dosage: 1d10 hours
  Withdrawal Period: 1d8 hours
  Withdrawal Symptoms: Fatigue
  Legality Rating: Illegal – Class C (2)
  Purchase DC: 20
  Overdosing: Fortitude save (DC 20) or die of cardiac arrest
  Game Effects: Glimmer raises a user’s confidence, increasing
  CHA by +2 for an hour at a time.  As a stimulant, it also
  temporarily conveys the Endurance feat for free, and provides a
  +4 bonus on Initiative checks.
  Page 2
  d20 modern
  
  Hells Doorstep
  Also known as HD or Heavy-D, Hell’s Doorstep gives its user a
  sinful euphoria of an extended duration and temporarily
  increases physical strength and stamina.  But, to reach this state,
  a user has to eventually “pay the Devil his due” with severe
  side-effects.  These include punishing pain and suicidal depres-
  sion.  Hell’s Doorstep is highly addictive and any attempts to
  ignore its siren call after a few uses, results in withdrawal symp-
  toms described as “living hell,” including an increased chance
  of outright death.
  Form: Powder
  Type: Euphoric
  Benefits: Ability Boost (CON, STR), Extended Duration
  Drawbacks: Headaches, Suicidal Tendencies, Severe
  Withdrawal Symptoms
  Strength Rating: 4
  Onset Time/Duration: 1d6 rounds / 6 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 25) after every use
  Next Dosage: 1d6 hours
  Withdrawal Period: 4d6 hours
  Withdrawal Symptoms: Exhaustion, user dazed, suffers loss of
  1d6 CON (no save)
  Legality Rating: Illegal – Class A (4)
  Purchase DC: 21
  Overdosing: Fortitude save (DC 20) or suffer nausea for 1d3
  days
  Game Effects: As a euphoric, Hell’s Doorstep provides a +2
  bonus to CHA, STR, and CON for its 6-hour duration, but also
  incurs a -2 penalty to WIS.  Side-effects include blinding
  headaches that incur a -2 penalty on all Concentration checks.
  In addition, the suicidal tendencies generated by Hell’s Doorstep
  inflict a -3 cumulative penalty on all other skill checks, attacks,
  and saves until the drug runs its course – or the user commits
  suicide – whichever comes first.
  Jammer
  Jammer acts as a depressant to shut down the outside world and
  reduce sensory input.  This allows users of Jammer to maintain
  calm and ignore pain even in moments of the highest possible
  stress to the body.  As the drug’s strength wanes, however, it
  temporarily diminishes the user’s eyesight and hearing, leading
  many to refer to such addicts as street-zombies or deadheads.
  Repeated use of Jammer also causes psychological addiction
  with withdrawal symptoms taking a harsh toll on both the
  mind’s ability to focus and the body’s physical condition.
  Form: Pill
  Type: Depressant
  Benefits: Calm, Ignore Pain
  Drawbacks: Sense Reduction (sight, hearing), Psychological
  Addiction
  Strength Rating: 3
  Onset Time/Duration: 1d10 rounds / 2 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 20) every three
  uses
  Next Dosage: 1d8 hours
  Withdrawal Period: 1d10 hours
  Withdrawal Symptoms: Exhaustion, must also succeed at
  Fortitude save (DC 15) or lose 1d3 CON
  Legality Rating: Illegal – Class B (3)
  Purchase DC: 15
  Overdosing: Fortitude save (DC 20) or slip into deep coma for
  2d12 hours
  Game Effects: As a depressant, Jammer reduces stress and
  tension, providing a +6 bonus on saves against fear and a +4
  bonus on Concentration checks.  It also temporarily grants the
  Improved Damage Threshold feat for the duration of the drug’s
  effects, but inflicts a -2 penalty on Initiative checks.  After the
  drug runs its course, Jammer also reduces the user’s sight and
  hearing, causing a -2 penalty on all Listen, Spot, and Search
  checks, as well as any other activity dependent upon those two
  senses.  In addition, due to its powerful psychological addiction,
  Jammer imposes a -2 penalty on all attacks, saves, and skill
  checks to those that become dependent on the drug.  These
  penalties disappear however, as soon as the user receives his
  next hit.
  Juvenescence
  Also referred to as Essence or Saint Juve, this drug is a
  powerful sleeping agent and pain reducer designed to speed the
  natural healing process, even countering some poisons.  It
  causes swift drowsiness, and any user who attempts to stay
  awake still suffers reduced awareness and dizziness.  Hospital
  researchers originally created Juvenescence to aid recovering
  trauma victims and surgical patients.  The drug’s use has now
  extended to law enforcement and some paramilitary organiza-
  tions for quite some time.
  Form: Liquid or Injected
  Type: Soporific pain reducer
  Benefits: Increased Healing, Immunity (General Poisons),
  Extended Duration (x2)
  Drawbacks: Dizziness, Reduced Awareness
  Strength Rating: 2
  Onset Time/Duration: 1 minute / 4 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 15) every eight
  uses
  Next Dosage: 1d12 hours
  Withdrawal Period: 1d6 hours
  Withdrawal Symptoms: Fatigue
  Legality Rating: Prescription (2)
  Purchase DC: 24
  Overdosing: Fortitude save (DC 20) to avoid death; success
  still inflicts a coma for 2d12 days
  Game Effects: Juvenescence always forces a Fortitude save
  (DC 15) to stay awake.  Failure places the user into a state of
  unconscious sleep for the drug’s duration (4 hours).  During this
  time, the natural healing rate is increased to 2 hit points per
  character level.  If the user undergoes complete bed rest for the
  entire day, the restorative powers increase to 3 hit points per
  character level instead.  Those who fight off the sleepy effects
  do not receive these advantages, and only suffer the drug’s side-
  Page 3
  d20 modern
  
  effects.  These include the reduction of DEX and base move-
  ment rates by one-half due to severe dizziness, and a -2 penalty
  on all Listen, Search, and Spot checks because of reduced
  awareness.  In addition, the user’s maximum Dexterity bonus to
  Defense is reduced to +3 for the duration.
  Kill-Zone
  Also known as KZ or Krazy, this hallucinogenic nerve-gas first
  developed within the military as a chemical weapon, but swiftly
  found its way into the hands of criminal organizations, street
  gangs, and even some drug-users.  It primarily saw use as a
  weapon of terror, causing opponents to turn on one another in
  the battlefield.  Eventually, police units discovered they could
  break stalemates more effectively by pumping Kill-Zone into
  the confined spaces held by entrenched gangs.  This allowed
  law enforcers to assure such killers eliminated one another
  rather than risk their own lives in an assault.  Of course, any
  hostages left inside suffered a similar fate, leading the courts to
  establish protocols for its use.  Black markets quickly developed
  for Kill-Zone, however, and its buyers rarely exercise such
  restraints.
  In its drug-form, Kill-Zone provides mostly non-addictive,
  pleasant hallucinations for the first two hours, but these illusions
  quickly turn deadly, encouraging irrational behavior, aggressive
  rage, and even lingering nightmares in its victims.  As a result,
  most drug-users only inhale Kill-Zone while locked away in a
  safe location, to minimize any danger they might pose to others.
  In this fashion, they enjoy the drug’s high and then ride out any
  nightmares that follow.  Unfortunately, stronger addicts of Kill-
  Zone sometimes forget to exercise these precautions.  And some
  who use the drug still do so as a weapon of terror to inflict upon
  others instead.
  Form: Direct contact or inhaled gas
  Type: Hallucinogen
  Benefits: Extended Duration, Reduced Addiction
  Drawbacks: Rage, Nightmares
  Strength Rating: 2
  Onset Time/Duration: 1 minute / 2 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 13) every three
  uses
  Next Dosage: 1d10 hours
  Withdrawal Period: 1d8 hours
  Withdrawal Symptoms: Fatigue
  Legality Rating: Provisional (5)
  Purchase DC: 19
  Overdosing: Permanent loss of 1d4 Wisdom, recurring night-
  mares and hallucinations of violence, possible insanity
  Game Effects: Pleasant hallucinations cause a -2 distraction
  penalty to Listen, Search, and Spot checks for the first two
  hours.  Thereafter, side-effects force a Will save (DC 15) to
  resist the building rage that follows.  Failure indicates the victim
  lashes out against any perceived insult or threat for the next
  several hours.  Afterward, an additional Will save (DC 15) must
  succeed or nightmares and sleeplessness plague the user for the
  next 1d4 days, causing fatigue and preventing the recovery of
  hit points for the duration.
  Matchmaker-Heartbreaker
  This aphrodisiac comes in distinct varieties called Poz and Neg,
  serving as two parts of a single drug.  Individually, Poz and Neg
  have no immediate effect other than an increased libido.  When
  combined, however, they create a powerful euphoria.
  Matchmaker typically comes in tab-form as concentrated liquid
  versions of Poz and Neg which are then dried upon tiny strips
  meant to be taken orally.  After applying the tabs to the tongue,
  users may then kiss and mix the drug to produce the euphoric
  effects.  Most Matchmaker strips also include a fruit flavoring
  to enhance the taste experience.
  Attempts to mix two Poz or Neg strips together – or prolonged
  exposure to just one of the strips without eventually introducing
  its mate – may lead to an increased chance for cardiac arrest.
  This side-effect has given the drug its other nickname,
  Heartbreaker.  In addition, even properly mixed Matchmaker
  produces a short-term heightened sensitivity in the skin, causing
  the body’s pain receptors to fire much more strongly than usual.
  Of course, for some, this effect has a mixed benefit for partners
  into pain.
  Form: Oral tab
  Type: Euphoric aphrodisiac
  Benefits: Extended Duration, Fast Burnout
  Drawbacks: Pain Sensitivity, Cardiac Arrest
  Strength Rating: 3
  Onset Time/Duration: 1d10 rounds / 4 hours
  Side-Effect Duration: (30 hours – CON) / 3
  Addiction/Dependency: Fortitude save (DC 20) every three
  uses
  Next Dosage: 1d8 hours
  Withdrawal Period: 1d10 hours
  Withdrawal Symptoms: Exhaustion, must also succeed at
  Fortitude save (DC 15) or lose 1d3 CON
  Legality Rating: Illegal – Class B (3)
  Purchase DC: 17
  Overdosing: Fortitude save (DC 20) or suffer nausea for 1d3
  days
  Game Effects: As a euphoric, Matchmaker provides a +2 bonus
  to CHA for its 4-hour duration, but also incurs a -2 penalty to
  WIS.  Any user failing to properly mix Poz and Neg together
  must make a Fortitude save (DC 15) or suffer a fatal heart
  attack.  Even users who do “find their match” suffer from pain
  sensitivity that causes 1d3 additional non-lethal damage for
  every 5 points normally inflicted on the user for the side-effect’s
  duration.
  Midnight Oil
  Also known as Jolt, Midnight Oil acts as a long-lasting stimu-
  lant to boost the user’s intelligence and ability to focus.  The
  drug most often sees use by students for late-night studying, but
  can lead to bouts of insomnia once it runs its course.  In addi-
  tion, a subject’s body typically builds up a resistance to the drug
  with higher doses required to gain its effects.
  Page 4
  d20 modern
  
  Form: Gel caplet
  Type: Stimulant
  Benefits: Ability Boost (INT), Extended Duration (x2)
  Drawbacks: Insomnia, Addiction Tolerance
  Strength Rating: 2
  Onset Time/Duration: 1 minute / 4 hours
  Side-Effect Duration: 30 hours – CON
  Addiction/Dependency: Fortitude save (DC 15) every three
  uses
  Next Dosage: 1d10 hours
  Withdrawal Period: 1d8 hours
  Withdrawal Symptoms: Fatigue
  Legality Rating: Common (1)
  Purchase DC: 26
  Overdosing: Fortitude save (DC 20) or die from cardiac arrest
  Game Effects: Midnight Oil gives a +2 bonus to INT, a +4
  bonus on Initiative checks, and the temporary benefits of the
  Endurance feat.  Once the initial boost of energy and focus
  dissipates, however, the drug prevents its user from falling
  asleep.  This inflicts a -2 penalty on all actions until the side-
  effects expire.  Each week of additional use of Midnight Oil
  requires double the dosage to achieve the same results, forcing
  an overdose check as usual.
  Spiral
  Spiral comes in a popular street form as a powdery rock-like
  substance used to lace cigarettes or other smoking products.  It
  calms and enhances the willpower of the subject for short
  periods of time, but generally slows down reaction speed.
  Unfortunately, experimentation with the drug also leads to
  minor depression for a few hours afterward.
  Form: Inhaled
  Type: Depressant
  Benefits: Calm, Iron Will, Fast Burnout
  Drawbacks: Depression
  Strength Rating: 1
  Onset Time/Duration: 3 minutes / 30 minutes
  Side-Effect Duration: (30 hours – CON) / 3
  Addiction/Dependency: Fortitude save (DC 10) every eight
  uses
  Next Dosage: 1d12 hours
  Withdrawal Period: 1d6 hours
  Withdrawal Symptoms: Minor cravings and irritability
  Legality Rating: Illegal – Class B (3)
  Purchase DC: 24
  Overdosing: Fortitude save (DC 20) or slip into deep coma for
  2d12 hours
  Game Effects: As a depressant, Spiral provides a +6 bonus to
  Will saves against fear or stress, while inflicting a -2 penalty to
  Initiative checks.  Due to its enhanced calming effects, it also
  grants a +2 bonus to all other Will saves and an additional +4
  bonus to Concentration checks.  The drug’s side-effects don’t
  usually last very long, but cause a -1 penalty to all attacks,
  saves, and skill checks following Spiral’s high.
  Twirl
  Partygoers and the club-set enjoy this euphoric stimulant more
  than any other.  For Twirl produces a desire for near-constant
  motion which activates the drug’s mood altering effect and
  kicks it into high gear.   Twirl often comes in a liquid form
  similar in taste to a variety of wines, but some backstreet drug
  labs have also formed it into red licorice sticks or other forms of
  candy.  Aside from the grand sense of energy and happiness
  Twirl provides, the drug also enhances the user’s balance and
  coordination, proving useful on the dance floor as well as back
  alleyways.  Some prizefighters and athletes also take the drug
  for these same benefits, even though it lasts for only an hour at
  a time.
  It often proves easy to spot Twirl users, not only because of
  their hyperactivity, but also the drug’s unique side-effects.  As
  the chemical runs its course and begins to wind down, Twirl
  spikes the subject’s central nervous system, causing frequent
  uncontrollable twitches for the next several hours.  These invol-
  untary movements and facial ticks last only as long as the next
  hit of Twirl, but addicts have to be careful since overdosing on
  the drug can lead to catastrophic heart failure.
  Form: Liquid or other ingested substance
  Type: Euphoric stimulant
  Benefits: Ability Boost (DEX), Fast Burnout
  Drawbacks: Twitch
  Strength Rating: 2
  Onset Time/Duration: 1 minute / 1 hour
  Side-Effect Duration: (30 hours – CON) / 3
  Addiction/Dependency: Fortitude save (DC 15) every three
  uses
  Next Dosage: 1d10 hours
  Withdrawal Period: 1d8 hours
  Withdrawal Symptoms: Fatigue
  Legality Rating: Illegal – Class C (2)
  Purchase DC: 25
  Overdosing: Fortitude save (DC 20) or die of cardiac arrest
  Game Effects: After its onset time, Twirl users feel the desire to
  move, either by dancing, running, or other activity.  For the next
  hour, the stimulant grants a +2 bonus to the user’s DEX, a +4
  bonus to Initiative checks, and temporary use of the Endurance
  feat.  The euphoric component of Twirl also includes a +2 bonus
  to CHA, but dulls the user’s common sense with a –2 penalty to
  WIS.  After these effects wear off, the drug continues to cause
  violent movements that the user can no longer control, actually
  reducing DEX and CHA by –2 for the duration of the side-
  effects – or until the next hit of Twirl.
  Page 5
  d20 modern
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  Open Game Content using the name of any Contributor unless You
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with
  any of the terms of this License with respect to some or all of the
  Open Game Content due to statute, judicial order, or governmental
  regulation then You may not Use any Open Game Material so
  affected. 
  13. Termination: This License will terminate automatically if You fail
  to comply with all terms herein and fail to cure such breach within 30
  days of becoming aware of the breach. All sublicenses shall survive
  the termination of this License. 
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent neces-
  sary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc. 
  Modern System Reference Document Copyright 2002-2003, Wizards
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
  Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Chemistry, Copyright 2005, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Devil's Workshop/Sourcebook/Modern Chemistry.pdf