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So, where's the rebel base? If you didn't know before, you'll find out soon after taking this. Locus increases focus, so you stop chasing space butterflies like a space squirrel and actually pay attention for once. Your mind - and tongue - will race, as you deftly weave around their lies to find the truth. It makes you both more intimidating and more persuasive. You'll have… ways… of making them talk… and it'll only escalate to torture if you feel like it. But, let's be honest: you probably will.
  • Cost: 750 creds
  • Uses: 1
  • Requirements: Be a human
  • Stats: +2 charisma
    +1 speed
    Removes multiroll stop for charisma checks
  • Duration: 1d3+4d6 turns
    Effects start at the beginning of the next turn.

As anyone who's taken Locus can tell you in great detail, taking it feels really weird. Street form of Locus is a little clear, round, spherical gel-filled capsule. It's odorless, tasteless, and dissolves almost instantly in liquid. As soon as you pop it into your mouth and press it under your tongue, the capsule bursts, and over the next ten minutes to an hour, you'll have the drug's full effects.

The person's pupils dilate almost imperceptibly; their field of vision seems to widen slightly. After that, the effects may seem to completely stop… until you catch yourself looking at someone. When that happens, things get really strange. People on Locus may report sensations of "minutes passing in an instant" or "looking inside someone's mind", or even "social enlightenment". Locus causes the brain's naturally-developed social interpreter to go into a hyperactive state, letting them ask exactly the right questions, and distinguish exactly the right answers. It doesn't work quite as well for someone with few social skills to begin with, unfortunately, but in the right hands, it can be used for the perfect violence-free interrogation.

Side effects while active

Side effects only take place for the duration of the drug, and stop afterwards. Side effects can stack between drugs. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

100% Facial tics The most frequently-recognized symptoms of Locus: Facial tics.
85-100% Clearing of throat Repeated clearing of the throat is another common symptom. Long-term use may result in a chronic sore throat, due to mucus running down the back. Locus can be used to clear a stuffy nose, but is generally considered to expensive for that purpose.
35-65% Sensitivity to light The pupils dilate slightly and take in more light, as the user becomes much more perceptive. This also makes it so they hate sunlight and other bright lights; it is almost physically painful and burns their eyes, giving a -1 to all actions.
20-50% Relaxed muscles Most individuals experienced a relaxed, "laid back" feeling from the drug - a sort of confidence. While this is a positive in terms of mood, it may also give a -1 penalty to strength. The GM will not inform the player whether or not this penalty is in effect.
20-50% Nightmares Some people experience vivid nightmares the night after taking Locus. These may or may not be lucid. If they are, they still have little control over the dream world, and the person is gripped with a strong, unshakable belief that whatever happens in the dream will affect them in the waking world.

Overdose effects

If you take too many different drugs in a short amount of time, you have a chance of receiving the side effects of any of them. These last for the duration of the longest-duration drug you've taken. Those that last other lengths will be noted. Continuing to take drugs past this point may result in death. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

85-100% Leg shakes Overdosing intensifies the relaxing effect on the user to the point that their legs may shake violently when they try to stand or walk, along with a feeling of sluggishness. This grants them a -1 to runspeed.
35-65% Demanding behavior The person may become loud and forceful, demanding, and fairly intimidating. This grants an additional +1 to intimidation rolls, but nobody really likes to be around them.
35-65% Delusions: guilt In the case of an overdose, the person may become absolutely convinced that the people around them are not only guilty - but also that they're showing crystal-clear signs of guilt. Even a raised eyebrow or a person's choice of clothing may be believed to reflect guilt. Guilt of what? It could be anything - but the character that has overdosed will not be pleased about it.
35-65% Severe withdrawal Overdosing on locus can double the strength of the withdrawal effects. Any effects that would normally grant a -1 penalty will grant a -2 penalty instead. The GM will not inform the player of whether this is in effect.

Withdrawal effects

If you take too many drugs over the course of one or two missions, there's a chance you can become addicted and experience withdrawal symptoms. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player. Still others may happen at random for the duration of withdrawal. Withdrawal can be mitigated by taking another of the particular drug at some point during or before the next mission - or you can try waiting it out for a mission or two, until it goes away.

  • Duration: 1 month (one full-sized mission)
100% Strong regrets When experiencing withdrawal from locus, a person will feel strong regrets about past actions - even if they didn't necessarily take place while they were under locus's effects. The user may be driven to actively attempt to correct said mistakes.
85-100% Poor judgment Withdrawal produces pronounced symptoms of poor judgment in affected individuals. While this is rarely bad enough to put them directly in harm's way, it does result in a -1 to intuition. If the user previously overdosed, there is a chance that this could be increased to -2. The GM will not tell the player whether it is -1 or -2.
35-65% Shivering Pronounced full-body shivering may be present, resulting in a -1 to agility if anywhere colder than room temperature. Dressing warmly will not mitigate the effects. If the user has previously overdosed, there is a chance that this could be increased to -2; however, the GM will not indicate whether this increase is in effect.
35-65% Tactlessness After having depended on locus for social skills, there is a fair chance that locus will give a lack of tact to the user. This manifests itself in the form of a -1 to charisma, and the player may roleplay it as well. If the user has previously overdosed, there is a chance that this could be increased to -2. The GM will not tell the player whether either is in effect. Note that if no addiction occurs as a result of taking Locus, this roll will be voided.



Ingame example

Ingame example

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