====== FROSTBITE ====== * **Type:** Energy Stimulant (Illegal Drug) * **Origin:** Developed by [[zhang_venom_langley|Zhang "Venom" Langley]] * **Availability:** Exclusively on the Black Market, distributed by [[jane_bold_gang|Jane Mendoza Gang]] operatives ===== Description ===== Frostbite is a potent stimulant originally created for illicit distribution in the [[beta_age|Beta Age]] by Zhang "Venom" Langley, who later became the Head of the Department of Drug Operations at the Jane Mendoza Gang. Frostbite is widely sought after in demanding environments like the [[dark_side|Dark Side]] of [[the_planet_voi_700_d|VOI 700 D]], especially among miners of the [[copper_mine|Federal Copper Mine]] and the [[federal_courier_service|Federal Courier Service’s]] express riders who endure extreme physical strain. While Frostbite provides immediate energy and pain suppression, it comes with high addiction potential and severe side effects. ===== Effects: ===== * **Stimulant Boost:** Instantly awakens the user, offering the full benefits of a long rest (full hit points, removal of exhaustion). * **Pain Suppression:** Numbs pain for 1d4 hours, allowing the user to ignore injuries, though it doesn’t actually heal wounds. * **Duration:** Active effects last approximately 8 hours. ===== Side Effects: ===== * **Aggression:** Users become irritable and aggressive. For 1d6 hours, they incur a -2 penalty to Charisma checks due to heightened agitation. * **Addiction:** With each use, the user must make a Constitution saving throw (DC 15). A failed roll indicates the development of a physical dependency. Over time, repeated failures lead to compulsive use and a psychological dependency. ===== Dosage and Risks ===== * **Recommended Dose:** 3 drops on the tongue * **Overdose:** More than 6 drops leads to extreme agitation, causing a -2 penalty to Charisma and Wisdom for 1d6 hours due to heightened irritability and aggression. ===== Gameplay Mechanics ===== * **Instant Alertness:** Upon taking Frostbite, the user gains the benefits of a long rest, restoring all hit points and removing any exhaustion. * **Pain Tolerance:** For 1d4 hours, the user can function normally despite injuries, ignoring pain-based penalties. * **Aggressive Side Effect:** For 1d6 hours, a -2 penalty applies to Charisma checks, reflecting the user’s increased irritability. * **Addiction Roll:** Each dose requires a Constitution saving throw (DC 15). On a failure, the character becomes physically dependent on Frostbite, needing it for daily functioning and facing withdrawal symptoms without it. ===== Withdrawal Symptoms ===== For characters who are dependent, missing a dose of Frostbite results in the following symptoms: * **Physical Weakness:** A -2 penalty to Strength and Dexterity checks. * **Mood Instability:** Further reductions in Charisma as irritability and mood swings worsen. * **Exhaustion:** The character begins to suffer levels of exhaustion if deprived for over 24 hours. ===== Usage Note for Dungeon Masters: ===== Frostbite adds a layer of tactical choice and risk for players who may benefit from its short-term effects but must manage its addictive nature. Use Frostbite’s presence to introduce moral dilemmas, manage risk-reward situations, or explore the psychological toll on characters under stress. ===== Related pages and further information ===== * [[the_human_economic_system_in_the_gamma_age|Human economy and black market in the Gamma Age]] * [[jane_bold_gang|Jane Mendoza Gang]] * [[federal_courier_service|Federal Courier Service]] * [[dark_side|Dark Side]]