Red Sand
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Become a psionic god - or at least, feel like it if it's your first time. This drug (highly illegal even in the rimworlds) enhances a person's psionic ability and their reflexes. It also puts them into a delusional, hallucinatory state where usually believe they're all powerful. Great for a laugh, usually, unless they go mad with power and embark on a psionics-fueled rampage that requires only the most primitive of amps to be destructive. It also makes you awfully hard to throw out an airlock.
  • Cost: 1000 creds
  • Uses: 1
  • Requirements: Be human. Or god. Either works. Legs must be human for the agility bonus. Single human leg gives only +1 agility.
  • Stats: +2 agility
    +1 willpower
    +1 exotics
  • Duration: 1d3+3d6 turns
    Effects start at the beginning of the next turn.

Extended details

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.

Depends Delusion: godhood If it's their first time, or they don't take it frequently (once every two months or more), Red Sand users are prone to delusions of godhood, and fully believe they are either a god, or appointed by one, complete with all the powers that a god would have. Lasts 1d6 turns.
100% Iris color change The person's irises deepen to a deep blue. This change can last for several months, to several years, depending on the user. The change is not immediate, but takes place over a few days following the first use of the drug.
35-65% Ostentation Part of the delusions of godhood. The affected individual has a tendency to be much more showy and flashy than usual, and often boastful. Results in a -1 to charisma.

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.

100% Extra addictiveness The extra potency exacerbates red sand's addictive effects, giving twice the addictiveness rating (essentially acting as though you'd taken the second drug, and a third drug as well).
85-100% Hallucinations The affected user begins to hallucinate in many colorful, intricate, and beautiful shapes and patterns. They may believe that they are seeing the very fabric of the universe, or have uncovered some profound truth, or that they are seeing the full extent of their power. They typically do not believe that it is simply a hallucination.
35-65% Delusions: apathy In addition to the delusions of godhood, the individual may also believe that everything is fine - or at least, with them there, it will be and nothing could go wrong. This can have them act with a sense of apathy about the situation, or may manifest itself in other ways: they may believe they have uncovered some great, profound truth about the universe.
35-65% Hair loss Hair loss: all your hair falls out. All of it. The change takes place over the course of a week, and takes a few days to begin. After about a month the person's hair will begin to grow back.

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 REKT mission)
85-100% Irrational fear The person honestly believes that they are going to die in the very near future. They most likely have very strong expectations as to how it will happen. Usually, these expecatations make little to no sense. Talking sense into them is no good. It may calm them very briefly (on the order of a few minutes) but it will be back, and even stronger.
85-100% Drunken monologue The person is prone to talking in a flighty fashion, rambling away about anything that happens to pop into their head. Sometimes it makes sense to others, and sometimes not, but it always makes sense to them.
35-65% Delusion: impotence With the delusions of godhood gone, the person may feel like they are impotent and helpless without their beloved red sand. This can lead them to end up taking more, especially if it's available.
20-50% Depression The person may feel that there is no point to life, without power. The depression can also have other "reasons" as well, but it is not something they can be talked out of.
0-30% Dimmed eyesight There is a chance that the changes the red sand made to the addict's eye may give them trouble with their vision. They won't realize it directly, of course; it will have been a gradual change. Gives a -1 to perception. The GM will not inform the player of this roll.


Red sand gets its name from a few different things, which isn't uncommon for a popular drug. Firstly, it's usually produced in deserts, because it requires a warm, arid climate. Secondly… the street version looks like red grains of sand. Hard to argue with that, right? We'll give it to you in a syringe form, though, so it'll work with your suit.

Ingame example

Ingame example

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