Drugs, Intoxicants & Posions
- At August 23, 2021
- By Great Quail
- In Call of Cthulhu
- 0
Introduction
This section details the most common drugs and poisons appearing in White Leviathan. Many of these substances are fictional, found only on Katau Peidi or the Black Island. For a more complete listing of real-world drugs, Chaosium’s Berlin sourcebook offers a comprehensive pharmacopeia. However, the Keeper should remember that cocaine was not isolated until 1855, and heroin was not introduced until 1874. Also, while some physicians have used goose quills to perform intravenous injections as early as the seventeenth century, the hypodermic syringe didn’t emerge until the 1850s.
Drugs
The following chemicals are taken into the body to produce mental and physical effects, and are usually ingested, inhaled, or introduced directly into the bloodstream using lancets. Drugs are described by the following statistics:
Metabolism: This represents the onset time and average duration of the drug. Variations are possible given dosage, habituation, and the Constitution of the user.
Effects: The general effects of the drug, usually parsed into “standard dose” and “strong dose.” The exact amount constituting dosage depends on the specific drug and the user, and is up to the Keeper to determine.
Side Effects: The most common side effects of the drug. Not every user will experience all of these side effects.
Overdose: Many drugs can be harmful or fatal if taken in excess. This section describes those effects.
Addiction: Some drugs are physically and/or psychologically addictive. Addictive drugs are given an addiction threshold, a frequency of use considered “safe” from dependency. If the user abuses the drug by crossing this threshold, he begins the path to addiction. The next time he takes the drug, he must make an Addiction roll. This roll is based on the user’s Constitution or Power, depending on the drug. A Regular success staves off dependency. If the user returns to the threshold, he remains safe. If he continues past the threshold, he keeps making Addiction rolls for every use. Once he fails an Addiction roll, all subsequent Addiction rolls for that drug require a Hard success to pass. This reduction is retained even if the user returns to the threshold—he’s “got a taste.” Upon the next failure, all subsequent Addiction rolls require an Extreme success to pass. The next failed roll results in dependency. (Any critical failure in this process also results in dependency.) An addicted user must maintain his habit by taking the drug a specified number of times each week or suffer withdrawal. Breaking an addiction is difficult, and requires the user to abstain for a given number of weeks. This automatically triggers withdrawal.
Withdrawal
Withdrawal is an intense period where the body reacts negatively to the absence of the accustomed drug. During the withdrawal period, all skill rolls are made at an increased difficulty (a Regular success now requires a Hard success, and so on) or suffer a penalty die; the decision is up to the player. At the conclusion of each week, the addict makes a Power roll. If he fails, he must return to the drug and lose all progress; or he may lose 1D6 Sanity points and continue abstaining. It’s the player’s decision. If no drug is available, a failed Power roll results in a 1D6+2 Sanity loss.
Cthulhu Mythos: Certain drugs have distinct benefits pertaining to the Call of Cthulhu milieu, which includes the Dreaming skill.
Cuttle/Nautilus (Abaddon)
Alternative Names: Ink, Squid, Bluemouth, the Blue
Several unusual creatures dwell in the waters of the Wahnspiegel, but the most bizarre is certainly the “tintefisch,” a small, freshwater cuttlefish with luminescent eyes. When provoked, the creature emits a jet of cobalt blue ink. If this discharge is collected, boiled to a paste, and exposed to the Fenstraal, it produces a concentrated liquid with powerful hallucinogenic properties. Known as “nautilus,” this liquid is usually diluted with saltwater to form a mild hallucinogen called “cuttle.” Although cuttle is fairly common in Abaddon, possession of the Tintefisch is forbidden, and only Vorticist priests are allowed to prepare concentrated doses of nautilus. Many consider it a religious sacrament, and take a dim view of casual users of the dilute version!
Metabolism: Onset 1D10+2 minutes. Duration 2 hours/dose.
Effects: Cuttle places the user in a pleasant psychedelic trance. The user suffers a –10% reduction to all physical characteristics and skills, but is more susceptible to insights and connections, earning a temporary +5% boost to Intelligence and Power. The first time a user enters a “cuttletrance,” he is allowed a Power roll, with a success earning +1D6 Sanity points for a “good trip” and a failure losing –1D2 Sanity points for a “bad trip.” Additional trips have no effect on Sanity.
The concentrated form of the drug has a significantly more profound effect, paralyzing the body and freeing the user’s mind to “become one with Dagon.” The user suffers a –50% reduction to all physical characteristics and skills, but earns a temporary +10% boost to Intelligence and Power. Similar in effect to DMT, nautilus triggers an intense psychedelic experience, and many users claim their mind is projected into a vast universe filled with sentient beings.
A stronger dose of nautilus results in sustained contact with these beings. The user is immobilized, and must make a Power roll. A failure ends the trip and triggers a 1D6 Sanity loss. A Regular success earns a temporary +15% boost to Intelligence and Power. A Hard success actually makes contact with these beings, and provokes a psychic assault that must be survived! A second Sanity roll is required. Failure costs 1D10 Sanity points, automatically ends the trip, and advances the user one stage on the Call of Dagon. (Subsequent attempts lose 1D6 Sanity points and have no effect on the Call.) A success weathers the assault by restructuring the mind to survive the “Outer Darkness.” When the trip has ended, the user is permanently awarded +5 Power percentiles, +1 magic point, and +1D4 percentiles in Cthulhu Mythos. Additionally, +1D10 “insight percentiles” are awarded to spread among existing mental skills. A user who has survived this experience is said to have been “ordained.” Further use of nautilus entails no Sanity loss and bestows no additional permanent bonuses.
Side Effects: Both cuttle and nautilus impair movement and suppress the ability to achieve orgasm. Users often have bluish urine for a few hours after ingestion. Nautilus generally immobilizes the user. Habitual users develop dark blue stains on their lips and mouths.
Overdose: One cannot overdose on cuttle or nautilus.
Addiction: Neither form of ink is addictive.
Cthulhu Mythos: The Mythos aspects of nautilus are discussed under “Effects.”
Dalán (Katau Peidi)
Alternative Name: Frog
Dalán is a powerful drug made by blending the crushed body of a ró dalán poison-dart frog with animal lard and papaya juice. Indigenous to the caldera of Vál Ludakek, the frog is believed to house the souls of ancient imps. One frog yields 1D4+10 doses. A reddish paste with a bitter, alkaline taste, dalán must be ingested. Single doses are usually wrapped in mangrove leaves and licked off with the tongue. It has identical effects on humans, Slákti hybrids, and Deep Ones.
Metabolism: Onset 1D3 minutes. Duration 8 hours/dose.
Effects: Dalán causes heightened emotions, feelings of physical dislocation, and the suppression of discomfort and pain. One dose temporarily adds +1D8 hit points to the user, contributes a +1D10 bonus die to all physical rolls, and imposes a –1D10 penalty die to all other rolls. Sanity rolls are unaffected. A second dose doubles all bonuses and penalties, but requires a Constitution roll. A failed roll brings permanent physical damage: after the drug wears off, the user subtracts –1 Constitution percentile.
Side Effects: Sweating, aggression, and rage, with priapic arousal in males. Habitual dalán users acquire a ruddy flush to their skin, and the whites of their eyes acquire an unnatural scarlet coloration. Some users experience decreased hearing, and a few lose their teeth, hair, or even fingernails. All serious dalán addicts are considered Enúkí, and most Kát shun them as being part demon.
Overdose: One cannot develop a tolerance for dalán. Taking more than two doses in an eight-hour period is considered an overdose. Each dose adds another +1D8 hit points, a +1D10 bonus die to physical rolls, and a –1D10 penalty die to other rolls. This maxes out at four doses (+4D8 hit points, +4D10 bonus dice, –4D10 penalty dice). However, after the drug wears off, the user experiences excruciating agony, suffering –1D8 hit points damage per dose and permanently losing –1 Constitution percentile per dose. This often kills the user. The Ró Saudru, the suicidal berserkers of Kát legend, called this the “Death Payment.” They believed that a warrior who died from a deliberate overdose joined the ró dalán spirits, adding his voice to the chorus of imps.
Addiction: Dalán is quite physically addicting—its addiction threshold is one dose per month. The Addiction roll is based on the user’s Constitution. Addiction requires a weekly dose. Breaking the addiction requires 1D4+2 weeks of sustained abstinence.
King Crimson (Abaddon)
Alternative Names: Devilweed, Red Weed, Bladderwrack
A deep red seaweed resembling a cross between bladderwrack and immature fern tendrils, “king crimson” is found floating in tangled mats near the cliffs of Kithaat. Inedible but non-toxic, king crimson is dried and smoked in a similar manner to tobacco or marijuana. Producing an oily, reddish smoke with a spicy odor, the weed produces an effect similar to high-grade hashish. The drug was discovered by the crew of the Richard Sharpe Shaver and named after a progressive rock band from the twentieth century.
Metabolism: Onset 1D4+1 minutes. Duration 2 hours/dose.
Effects: A standard dose of king crimson brings a floating, pleasant high that heightens sensory input for two hours. Colors are extraordinarily vivid, sounds are intensified, and thoughts seem more profound. Users report feeling “at home” in the surroundings of Kithaat. All physical skills suffer a –1D10 penalty die, while mental skills gain either a +1D10 bonus die or a –1D10 penalty die, depending on a coin flip made prior to the roll. It’s most beneficial to arcane powers, and users receive a temporary +5 Power boost and +1 magic point. A strong dose triggers a “tripping” effect and invokes synesthesia for a period of 2D6 hours. All physical skills suffer two –1D10 penalty dice, while mental skills gain either +2D10 bonus dice or –2D10 penalty dice, depending on a coin flip made prior to the roll. The user earns a temporary +10 Power boost and +2 magic points; but all Sanity losses are doubled. The user must make a Hard success on an Intelligence roll to be understood while speaking.
Side Effects: Users report an increased sensitivity to low frequencies, and often find themselves entranced by bass-heavy music or baritone singing, thunderstorms, or the sound of whales beneath a ship’s hull. Higher doses bring labored breathing, a spurious belief that one is telepathic, and the feeling of possessing additional appendages and eyeballs.
Overdose: A overdose of king crimson triggers delusions, paranoia, and uncontrollable hallucinations that last 2D6 hours. A user must make an Extreme success on an Intelligence roll to be understood while speaking. All skill rolls are made at an increased difficulty (a Regular success now requires a Hard success, and so on). A Sanity roll must be made for a 1D4/2D4 loss. If 5 or more Sanity points are lost, the user acquires some form of neurosis or phobia. An overdose of king crimson is not fatal—it’s not named “magma” or “hawkwind,” after all!
Addiction: Despite its namesake, king crimson is not addictive.
Cthulhu Mythos: For obvious reasons, Abaddon’s sorcerers favor smoking king crimson when performing rituals. Some claim to hear an “idiot piping” under the influence of king crimson, and it may be connected to the Court of Azathoth. A user under the influence of king crimson earns a +1D10 bonus die to resisting all forms of mind control and possession. He also has the irresistible urge to re-tune all his guitars.
Nanga (Katau Peidi)
Nanga is an hallucinogenic slime mold used by Kát shamans to communicate with Kth-Ludakek. Nanga is larger than most slime molds, and has a strangely pleasant odor reminiscent of fresh rainfall. Under sunlight it appears orange, but in darkness, nanga scintillates with a violet iridescence. Nanga may be ingested, but it’s traditionally rubbed directly into the eyes for immediate effect. Devotées claim that nanga attunes the mind to the Nangaï, a parallel spirit-world located beyond time and space. Suffused with bizarre colors and telepathic vibrations known as “god’s music,” the Nangaï is believed to be an “open dream” produced by a sleeping demigod named Nang-Ludapa, or “Small Dreaming Octopus.”
Metabolism: Onset 1D10+10 minutes if ingested, 1 round if rubbed into the eyes. Duration 4 hours/dose.
Effects: Nanga has intense psychedelic effects similar to the psilocybin mushroom. Users lose muscular coordination, experience hallucinations, and are more prone to spiritual insights. Laughter is common. The user receives a temporary +30% boost to the Dreaming skill, a temporary +5% boost to Power, and receives a +1D10 bonus die to all Sanity rolls made while under the influence. All other rolls suffer –2D10 penalty dice. If the user enters the Nangaï through a successful Dreaming roll, his avatar is unaffected by the drug, and rolls are made as normal. However, his physical body remains immobilized.
Side Effects: Nanga causes the pupils to dilate, and most users find their fingers twitch uncontrollably. If rubbed directly into the eyes, it causes tearing and swelling, and makes the user’s eyes glow violet during the duration of the experience. Some users claim to hear distant chimes and/or smell a distinctive odor.
Overdose: Additional doses of nanga are neither beneficial nor harmful.
Addiction: Nanga is only psychologically addicting to Dreamers. Its addiction threshold is more than one session of Dreaming every two weeks. The Addiction roll is based on the user’s Power. Addiction requires a weekly visit to the Nangaï. Breaking the addiction requires 1D4+2 weeks of sustained abstinence.
Cthulhu Mythos: Extraterrestrial in origin, nanga was once cultivated on the floating temple of K’th-kohr by the K’th-thyalei. It has since run wild, and may be found all over the island, growing from the remains of decaying animals and rotting vegetation. The Nangaï is a pocket Dreamworld created by early Kát shamans, and Nang-Ludapa is an imprisoned Elder Thing submerged beneath Kith Kohr. In the context of the campaign, Ezra Coffin has become intimately familiar with the Nangaï, where he’s lived, raised a family, and “died” during a nanga-induced coma.
Opium (General)
Alternate Names: Dope, Hop, Junk, the Celestial Drug; Laudanum, Paregoric.
Opium is a natural narcotic derived from the poppy plant. It may be vaporized and smoked for greatest effect, but may also be ingested, usually in the form of a tincture dissolved in alcohol. A 10% tincture is known as laudanum, while weaker infusions are blended with camphor and go by the name paregoric. It may also be ingested as a pill.
Morphine
First isolated from opium in 1804, morphine—known as “morphia” to contemporary users—is the most powerful active chemical in opium. Ingested as a pill or dissolved in alcohol, the effects of morphine are more intense than opium, and less is required to have an effect. In terms of game mechanics, morphine may be treated as a “strong dose” of opium.
Metabolism: Onset 1D4 minutes if smoked, 1D4+10 minutes if ingested. Duration: 1D3+1 hours.
Effects: Opium creates a narcotic daze that dulls the physical senses and produces a dreamy sense of euphoria. All physical rolls suffer a –1D10 penalty die, but Sanity rolls are awarded a +1D10 bonus die. Insanity effects normally suffered by a user are negated while under the influence of opium. In addition, a user ignores all pain-related Constitution rolls (a major wound, for example). A strong dose doubles all penalties and bonuses, and adds a temporary 1D4 hit points.
Side Effects: Dizziness, nausea, constipation, and partial immobility for 1D2 hours. Vivid dreams and auditory distortions are common. Opium smokers often fall into a shallow sleep shortly after smoking. Long term users develop sallow skin and sunken features, sometimes accompanied by a neglect of personal hygiene.
Overdose: An overdose of opium produces a deep and listless stupor. A Constitution roll must be made or the user dies of respiratory failure. A coma is also possible, at the Keeper’s discretion. Depending on the quantity of opium ingested, the Constitution roll may require a Hard or even Extreme success!
Addiction: Opium is physically and psychologically addicting, so the Addiction roll is governed by whichever characteristic is lower, Constitution or Power. Its addiction threshold is more than one dose every week. Addiction requires a daily dose. Breaking the dependency requires 1D3+3 weeks of sustained abstinence, and a Hard Power roll is required each week to maintain abstinence.
The Nineteenth-Century Opiate Crisis Much like our own times, the nineteenth century dealt with widespread opiate abuse. In 1844 opium was legal, common, and cheap, especially in England. Opium was generally taken in the form of pills, or measured in “drops” and dissolved in tinctures of laudanum or paregoric. It could also be ingested right from the poppy. Vaporizing and smoking opium was viewed as a Chinese habit, but opium dens would soon spread to the West along with Chinese immigration. Opium was the most common ingredient in over-the-counter medicines, and was found in everything from cough suppressant to “soothing syrup” intended to tranquilize obnoxious infants. Opium was used by all classes of people, from coal miners to housewives, from politicians to poets. Its particular relationship to the Romantic movement was widely acknowledged at the time, and opium influenced numerous writers from Coleridge to Poe. While opium addiction was widespread in England and America, few medical professionals were eager to sound the alarm bell, and alcohol was seen as the greater evil. Indeed, the word “addiction” had not yet entered the vocabulary; habituated “opium-eaters” were said to be in a state of “inebriety.” By 1844 morphine was also in vogue, sometimes replacing opium in medicines and tinctures. In the 1850s the advent of syringes made injecting morphine a possibility, and the numbers of recreational users swelled dramatically. The Crimean War and the American Civil War inflated these numbers, and soon “morphinism” emerged as a genuine concern among health professionals. Of course, as governments began clamping down and pharmacists stopped selling opium, the criminal underworld stepped in to fill the vacuum, and soon opium and morphine acquired the forbidden “underground” allure they still carry today. |
Sting (Abaddon)
Alternate Names: Ray, Flash
The mats of red kelp floating in the Olho Azul are home to the viper ray, a small stingray the size of a man’s hand. The tail of the viper ray terminates in a trifurcated barb; when provoked, it attacks with the barb, injecting a venom into its enemy. Although multiple stings can lead to paralysis and death, a single sting produces a rush of physical energy. It didn’t take long for Abaddonites to store viper rays in barrels, selling “stings” to Wormwood toughs and anxious brothel patrons!
Metabolism: Onset 1D4 minutes. Duration 2D10+60 minutes/dose.
Effects: Sting induces a hyper-alert state of wakefulness, a heightened sense of physical awareness, and a rush of sexual energy. A standard dose provides a temporary +5% boost to all physical skills and characteristics, but a corresponding –5% reduction to all mental skills and characteristics, including Power. Men experience intense erections, women have a significantly lower threshold for orgasm, and everyone feels invincible. The actual act of being stung is painful, and inflicts 1 hit point of damage. A strong does doubles all bonuses and penalties, but inflicts 1D4 hit points of physical damage.
Side Effects: Priapism, nymphomania, and emotional outbursts are common side effects. Users already prone to aggression may feel flashes of rage. Many habitual users develop scar tissue on their arm; some users cover this with a stingray tattoo. A small percentage of users develop unhealthy fixations on the viper ray itself, some becoming convinced the creatures are trying to tell them something, or possible even mate with them…
Overdose: Users quickly develop a tolerance for sting. If used weekly, one sting is no longer enough for a single dose; addicts often need three or four stings to produce the same effect. This tolerance fades just as rapidly, sometimes leading to accidental overdoses. An overdose of sting requires a Constitution roll to avoid 1D6 hours of paralysis. If paralyzed, a second Constitution roll is required to prevent death!
Addiction: Sting is psychologically addicting. Its addiction threshold is more than one dose per week. The Addiction roll is based on the user’s Power. An addict must take sting before sexual activities or experience impotence or frigidity. Breaking this dependency requires 1D4 weeks of sustained abstinence.
Intoxicants
The following intoxicating beverages are consumed orally. One “dose” of alcohol varies depending on the specific beverage, the tolerance of the drinker, and the drinker’s body weight. To simplify matters, alcohol is divided into “doses” based on four degrees of intoxication: mild, moderate, extreme, and blackout (overdose). Keepers who’d like a more detailed system of managing alcohol may consult Chaosium’s Berlin sourcebook. Unless specified otherwise, all booze in White Leviathan has the following stats:
Metabolism: Onset 1D6+10 minutes; Duration: 60 minutes/dose.
Effects: Being mildly drunk inflicts a –1D10 penalty die to all physical rolls, with the notable exceptions of shooting billiards and throwing darts. The user experiences a pleasant “buzz” and earns a +1D10 bonus die to Fast Talk rolls. Being moderately drunk extends the –1D10 penalty die to all rolls, but adds a +1D10 bonus die to Sanity rolls. Speech is slurred, and short-term memory is impaired. Being extremely drunk inflicts –2D10 penalty dice to all rolls, but contributes +2D10 bonus dice to Sanity rolls. The Keeper may rule that being drunk forces the drinker to automatically push failed social rolls such as Charm and Persuasion!
Side Effects: Irish characters receive a +1D10 bonus die to Charm rolls. German characters do not. Alcohol lowers inhibitions, inflates self-image, and triggers bouts of loquaciousness. It causes frequent urination and exaggerated emotional responses. Some drinkers become depressed, aggressive, or pushy. You know who they are.
Overdose: Passing beyond “extremely drunk” requires a Constitution roll, or the character blacks out. A critical failure on this roll brings death by alcohol poisoning.
Addiction: Alcohol is physically and psychologically addicting, so the Addiction roll is governed by whichever characteristic is lower, Constitution or Power. Its addiction threshold is governed by dosage rather than frequency; generally more than one episode of moderate drunkenness per week. Addiction requires a daily period of moderate drunkenness, and the need to drink before any important activity. Breaking the addiction requires 1D6+6 weeks of sustained abstinence, and a Hard Power roll is required each week to maintain abstinence.
Black Island Moonshine (Abaddon)
Alternative Names: Pink Lightning, Pink Lotus, the Pink, Cobra Hooch
Abaddon moonshine is a spirit distilled from the “Abaddon potato,” a starchy tuber that thrives in the Wahnspiegel and among damp caves along the perimeter of Kithaat. Around twelve inches long and three inches thick, these tubers grow in clusters beneath a large, reddish-green lotus with three spade-shaped leaves. Each lotus is topped by a trio of carnivorous “pitchers” resembling the specialized leaves of a cobra lily. Referred to as the “cobra lotus” by Abaddonites, the plant was discovered by Declan Cash, who distilled its tubers into a pale, pinkish spirit he called “pink lightning.” The taste is similar to vodka, but there’s a sweet undercurrent some drinkers liken to rum.
Side Effects: Some users report a “reddening” of the vision. Increased consumption causes this discoloration to intensify. For some unknown reason, certain heavy drinkers believe themselves to be invisible, with a failed Intelligence roll thinking this is demonstrably true! Cobra Hooch hangovers are notoriously bad, often accompanied by a crushing headache and a slight reddening of the vision that persists for several hours. Abaddonites refer to this as “seeing the pink elephant.”
Overdose: When consumed in dangerous quantities, pink lightning causes temporary blindness and incapacitation. A Constitution roll is required to resolve the overdose. A successful roll brings 2D12 hours of incapacitation, followed by 2D12 hours of crushing headaches and blindness. A failed roll brings death by alcohol poisoning.
Fogberry Wine (Abaddon)
Alternative Name: Black Island Champagne.
Found growing all over Kithaat, fogberries resemble plump, translucent grapes with a pearly luster. They have a mild but agreeable taste that some compare to diluted champagne. Fogberries are generally eaten raw, though occasionally they are added to roterweizen pancakes or baked into a fogberry pie. Fogberries may be squeezed for juice, or fermented into a mild spirit called fogberry wine. Both fogberry juice and fogberry wine possess a cloudy translucence, and some Abaddonites—perhaps too long subjected to the Fenstraal—believe that each berry contains a fragment of the mist surrounding the island. Lacking tea-leaves, Abaddon’s fortune tellers have taken to reading prophecy amidst the murky leavings after a glass of fogberry wine has been consumed. During the full moon fogberries glow with Mondschein; it’s said readings are particularly accurate during these nights.
Side Effects: During Mondschein, a drinker’s mouth glows with pearly luminescence, as will his urine. Fogberry hangovers are mild, and tend to be somewhat dreamy.
Cthulhu Mythos: The physical “leavings” of fogberry wine contribute a +1D10 bonus die to all divination/scrying magics cast during Mondschein.
Moss Elixir (Abaddon)
Alternative Names: Tyson Yowjee, Abaddon Absinthe, the Chinese Stuff, the Green Shit.
Although three of the four varieties of moss found on Kithaat’s basalt cliffs are inedible, the fourth is quite delicious, and is commonly pounded into a vitamin-rich paste. The sailors on the Feng Po have discovered a way to ferment the moss into a cloudy green liquor they call táixian yàojì. This “moss elixir” is in great demand, and many Abaddonites—including the Feng Pos themselves—believe it offers protection against the Fenstraal. Interestingly, some make the opposite claim; but everyone agrees it’s delicious!
Effects: Along with the usual effects of alcohol, moss elixir produces a mild delirium some drinkers compare to absinthe. The first time someone experiences the Fenstraal while intoxicated on moss elixir, they must make a Constitution roll and a Power roll. Neither roll may be pushed, and neither is modified by drunkenness penalties. Two successes awards a +1D10 bonus die to resisting the Fenstraal. Two failures imposes a –1D10 penalty die. A success and a failure cancel each other out. This roll “sets” the effect for each individual drinker, who experiences the same results the next time they drink moss elixir during the Fenstraal.
Side Effects: Hangovers from moss elixir are generally mild, but may be accompanied by body aches and an alarmingly green stool.
Cthulhu Mythos: Some habitués of táixian yàojì claim to hear voices in the Fenstraal. Some of these wretches deliberately expose themselves to the wind, attempting to translate the alien babble as they gradually lose their minds. (See “The Fenstraal” for details.)
Rotgut (Abaddon)
Alternate Name: Penny Rum
Abaddon’s most common spirit, rotgut is derived from roterweizen, the long, scruffy grass covering the west side of Kithaat. When distilled, this “red wheat” produces a grain alcohol with a distinct coppery flavor. Fiery and harsh, rotgut has no additional noteworthy effects.
Sakau (Katau Peidi)
Alternate Name: Kava
Made from the peppery kava root, Sakau is an intoxicating beverage consumed on Katau Peidi. It causes light euphoria, decreased muscular coordination, and occasionally mild hallucinations. Sakau has physical effects similar to drunkenness, including slurred speech and increased perspiration.
Poisons
While some of the drugs described above could be used as poisons—especially sting—the following chemicals are never taken recreationally, and are intended only to inflict harm. The general guidelines for poisons are found in the Call of Cthulhu 7th Edition rulebook.
Grimble’s Hammer (Macao/Kingsport)
An accomplished poisoner, Silas Grimble has developed several toxins designed to anesthetize, paralyze, or kill. In Macao he learned to make a powerful paralyzing agent similar to curare or tetrodotoxin. Upon arriving in Kingsport, he was forced to make some local substitutions in the recipe, but his ability to speak Cantonese has ensured a modest supply of the active agent—the venom of an aquatic salamander native to the Pearl River. He calls his concoction “Grimble’s Hammer.” In low doses, it acts as an anesthetic, and Grimble himself has used it to dull the pain of being tattooed. In higher doses, it causes paralysis. While not as lethal as the Chinese original, it has the advantage of working through ingestion as well as direct contact with the bloodstream.
Band: Mild
Metabolism: Onset 1 round if injected under the skin, 5-15 minutes if ingested.
Effects: Upon being poisoned, the victim is permitted a Constitution roll. A failed roll brings 1D10 hit points damage, complete paralysis, and unconsciousness for one 1D6+1 hours. A Regular success results in 1D8 damage and paralysis for one 1D4+1 hours, but the victim remains conscious. A Hard success results in 1D6 damage and paralysis for one hour. An Extreme success inflicts 1D4 damage and brings dizziness, adding a –1D10 penalty die to all rolls for one hour. A critical success shakes off the poison entirely, and adds a +1D10 bonus die to all future Constitution rolls made against Grimble’s Hammer.
Peruvian Tarantula Drops (South America)
Lieutenant Blackwood Dandridge purchased this poison in Valparaíso from a Peruvian merchant who claimed it was derived from “a rare tarantula.” Whether or not that’s true, it’s certainly potent, requiring only 1 drop/100 lbs. of body weight to be effective. The poison must be ingested, but its sharp odor and bitter taste require masking; usually by some form of alcohol.
Band: Strong/Lethal
Metabolism: 10-15 minutes if ingested.
Effects: Upon being poisoned, the victim is permitted a Constitution roll. A failed roll brings agony in every joint, inflicting 3D10 hit points damage over the course of 1D3 minutes. The victim cannot act, and is wracked by painful seizures. A Luck roll is required to avoid biting off one’s tongue. A Regular success results in 2D10 damage. The victim can act, but every roll suffers a –2D10 penalty. A Hard success results in 1D10 damage and a –1D10 action penalty. An Extreme success inflicts 1D4 damage and a –1D10 action penalty. A critical success shakes off the poison entirely, and adds a +1D10 bonus die to all future Constitution rolls made against Peruvian Tarantula Drops.
Sycorax (Galápagos Islands)
Sycorax is a debilitating poison that drains a target’s Strength and Dexterity. It was first discovered by Ingo Quiring, who tempered the venom of a particularly nasty centipede with the petals of a red wildflower native to the caldera of Volcán Wolf.
Band: Mild
Metabolism: Onset 1 round if injected under the skin, 5-15 minutes if ingested.
Effects: Upon being poisoned, the victim is permitted a Constitution roll. A failed roll brings 1D10 hit points damage (this is not a “Major Wound”) and lowers STR and DEX by 50% for 24 hours. The victim feels completely enervated, and all physical rolls suffer –2D10 penalty dice. This exhaustion is accompanied by an “electric” nerve pain and uncontrollable drooling. A Regular success lowers STR and DEX by 20% for 2D6 hours. The victim feels weak, and all physical rolls suffer a –1D10 penalty die. The victim experiences slight nerve pain and numbness around the lips and tongue. An Extreme success shakes off the poison entirely. A critical success adds a +1D10 bonus die to all future Constitution rolls made against Sycorax.
White Leviathan > Auxiliary Materials
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Author: A. Buell Ruch
Last Modified: 14 April 2024
Email: quail (at) shipwrecklibrary (dot) com
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