Consumption: effects, tolerance, overdose.
Every drug has a screen-tint effect, a duration, a speed modifier, a per-dose tolerance build, a withdrawal onset window, and a lethal-dose baseline. Cocaine speeds you up. Heroin slows you down. Push past your lethal dose and the character overdoses, reversible for opioids if naloxone arrives in time, fatal for everything else. Addiction is cleared at the medical detox in Pillbox Hill for $1,500.
How to actually use the stuff
Cannabis, /grind then /roll
Hold weed_packaged. /grind turns it into ground_cannabis using a grinder. Then /roll with rolling papers produces a joint. Joints are consumed by interacting with them in inventory.
Powders & crystals, /fillsyringe for injectables
For heroin and meth, /fillsyringe heroin or /fillsyringe meth draws a dose from the powder/crystal into a syringe. For cocaine, it's snorted directly; the system handles the consumption interaction off the bag itself.
Test first, /testdrug
Standard practiceBurn a kit to read the bag's quality and detect cuts. See Cutting & Purity.
What happens when you're high
Each drug has a screen tint, a speed modifier, and a duration
| Drug | Duration | Speed | Screen tint | Withdrawal onset |
|---|---|---|---|---|
| Cannabis | 5 min | 0.97× | Wobbly | 36h |
| Hash | 5 min | 0.97× | Wobbly | 36h |
| Heroin | 8 min | 0.82× | Dying | 4h |
| Meth | 6 min | 1.10× | Filmic02 | 8h |
| Cocaine | 4 min | 1.10× | Filmic08 | 12h |
| Crack | 3 min | 1.12× | Filmic08 | 6h |
| MDMA | 7 min | 1.03× | Prologue | 48h |
Quality controls intensity and HP heal
The bag's quality multiplies the effect's intensity and how much HP it heals (or damages):
| Quality | HP heal | Intensity multiplier |
|---|---|---|
| Good | 50 HP | 1.0× |
| Medium | 30 HP | 0.7× |
| Bad | 20 HP | 0.4× |
| Trash | 7 HP | 0.2× |
Tolerance, withdrawal & overdose
Every dose builds tolerance
Each consumption pushes your toleranceLevel up by a per-drug amount. Higher tolerance means you need bigger doses to feel anything, and it raises your personal lethal-dose ceiling. The system tracks the per-character record in drug_addictions.
| Drug | Tier | Tolerance per dose | Lethal dose (baseline) | Severity |
|---|---|---|---|---|
| Cannabis | Low | +2 | Cannot OD | 0.20 |
| Hash | Low | +3 | Cannot OD | 0.25 |
| Edibles | None | 0 | Cannot OD | 0.00 |
| Cocaine | Moderate | +8 | 5 | 0.55 |
| Crack | High | +12 | 3 | 0.75 |
| Meth | High | +14 | 4 | 0.85 |
| Heroin | Severe | +18 | 2 | 0.95 |
| Fentanyl | Severe | +22 | 1 | 1.00 |
| MDMA | Low | +6 | 6 | 0.30 |
| LSD | Low | +5 | 50 | 0.15 |
| Mushrooms | None | +4 | 99 | 0.00 |
| DMT | Low | +6 | 8 | 0.20 |
Overdose
Can be fatalYour character's effective lethal dose is the baseline times a tolerance multiplier. Exceed it and you collapse and start losing HP. Opioid overdoses (heroin, fentanyl) are reversible with naloxone administered by a nearby player. Stimulant overdoses (cocaine, meth, crack) are not, the character dies and is logged in drug_overdoses.
Naloxone: /naloxone
Carry naloxone auto-injectors. Stand near an opioid OD victim. /naloxone reverses the OD if administered within the window. EMS keeps stock; civilians can buy from the pharmacy. Reversing an OD does not clear addiction, it just stops the death.
Withdrawal
If you don't dose again within the per-drug withdrawal-onset window (see effects table above), withdrawal kicks in: HP regen penalty, a screen tint, and an unwilling movement clipset. Severity scales with the drug. Heroin withdrawal at severity 0.95 is genuinely debilitating, characters can't reasonably function, which is the point.
Detox: /detox at Pillbox Hill, $1,500
Walk into Pillbox Hill Medical Centre, find the detox interaction, run /detox. $1,500 is deducted, your drug_addictions record is cleared, tolerance resets, withdrawal effects end. It's the only way out other than waiting weeks for the system to decay tolerance on its own.