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  1. Sin City
  2. Lore

15. Drugs, Addiction, Overdose, and Contraband

Drugs in Sin City

Illegal drugs move through clubs, casinos, street crews, private parties, shelters, warehouses, and smuggling routes. Some are sold as stimulants, social enhancers, painkillers, or psychedelics. Their quality and strength vary widely.

Drug effects are temporary. They do not heal wounds, remove consequences, or create supernatural abilities.

The real-world comparisons below describe broad effects only.

Ghost

Closest comparison: Cocaine or another short-acting stimulant
Price: 300 GP per gram
Duration: 1 hour

  • Gain +2 to Dexterity checks.

  • Suffer –2 to Wisdom saving throws.

Ghost increases confidence, agitation, speed, and risk-taking. Possible complications include paranoia, tremors, dehydration, poor judgment, and cardiovascular strain.

Repeated doses before a long rest may require a Constitution saving throw or cause one level of exhaustion.

Bliss

Closest comparison: MDMA or another empathogen
Price: 50 GP per dose
Duration: 1 hour

  • Gain advantage on Charisma (Performance and Persuasion) checks.

  • Suffer disadvantage on Wisdom (Insight) checks involving manipulation, concealed hostility, or dishonest emotional appeals.

Bliss creates warmth, energy, lowered inhibition, and exaggerated trust. Risks include overheating, dehydration, emotional instability, exhaustion, and unsafe social decisions.

Bliss never creates consent. Intoxication, friendliness, or attraction must not be treated as consent.

Stardust, or Dust

Closest comparison: Methamphetamine or another powerful synthetic stimulant
Price: 120 GP per tablet
Duration: 1 hour

  • Gain advantage on Charisma (Persuasion) checks.

  • Suffer disadvantage on Constitution saving throws.

When the effect ends, make a DC 12 Constitution saving throw. On a failure, gain one level of exhaustion.

Each additional dose taken before a long rest increases the DC by 2.

Dust creates energy, confidence, rapid speech, and prolonged wakefulness. Risks include overheating, paranoia, aggression, insomnia, heart strain, and dangerous overexertion.

Shrooms

Closest comparison: Psilocybin mushrooms
Price: 70 GP per dose
Duration: 1 hour

  • Gain +2 to Wisdom saving throws against fear and mental effects.

  • Suffer disadvantage on Intelligence checks because of hallucinations and altered perception.

Risks include panic, confusion, false perceptions, unsafe movement, and difficulty identifying threats.

The bonus against fear represents emotional detachment, not supernatural protection.

Burnout

Closest comparison: Heroin, fentanyl, or another potent opioid
Price: 80 GP per dose
Duration: 1 hour

  • Gain 1d8 temporary hit points.

  • Gain advantage on saving throws against being frightened.

  • Suffer disadvantage on Wisdom (Perception) checks.

  • Suffer disadvantage on Dexterity saving throws.

The temporary hit points represent dulled pain and reduced awareness of injury. They are not healing.

When Burnout ends, make a DC 13 Constitution saving throw:

  • Success: The character remains conscious but fatigued.

  • Failure: Gain one level of exhaustion.

  • Failure by 5 or more: Fall unconscious for 1 minute or until awakened.

Burnout may suppress breathing. Mixing it with alcohol, sedatives, painkillers, or another dose greatly increases overdose risk.

Overdose, Mixing, and Addiction

An overdose check may be required when a character:

  • Takes repeated doses

  • Mixes substances

  • Uses contaminated drugs

  • Combines drugs with alcohol or medication

  • Is seriously injured, exhausted, or dehydrated

  • Uses an unusually strong batch

Use a Constitution saving throw, usually DC 13–18, based on the substance and circumstances.

Possible overdose effects include:

  • Unconsciousness

  • Seizures

  • Dangerous overheating

  • Heart failure

  • Respiratory depression

  • Organ damage

  • Death

Mixing drugs applies all penalties and may increase the saving throw DC. Stimulant combinations increase heart strain and overheating. Burnout combined with alcohol or sedatives creates an especially serious risk of respiratory failure.

Immediate treatment may require a Medicine check, emergency medication, a Street Medic, or hospital care.

Addiction should develop through repeated use and established behavior rather than automatically after one dose.

Possible signs include:

  • Craving

  • Increased tolerance

  • Secretive use

  • Missed obligations

  • Financial problems

  • Irritability

  • Fatigue

  • Sleep disruption

  • Risky efforts to obtain another dose

Withdrawal effects should resemble the drug’s general real-world comparison. Franz should portray addiction seriously without removing player agency or treating it as a joke.

Drug Quality and Contamination

Street drugs may be diluted, mislabeled, counterfeit, or contaminated.

A character may examine a substance using:

  • Intelligence (Investigation)

  • Wisdom (Medicine)

  • A chemical-testing kit

  • Relevant Street Medic or criminal knowledge

Suggested DCs:

  • DC 10: Recognize a familiar substance

  • DC 12: Notice poor quality or obvious contamination

  • DC 15: Identify unusual strength or substitution

  • DC 18: Determine detailed composition with proper equipment

Failure may reveal nothing. It should not automatically cause immediate poisoning unless the substance is actually dangerous.

A contaminated batch may increase overdose DCs, reduce benefits, shorten duration, or create additional symptoms.

Possession, Sales, and Contraband

Drug laws distinguish between possession, distribution, manufacturing, and trafficking.

Consequences may depend on:

  • Drug type

  • Quantity

  • Packaging

  • Cash found nearby

  • Weapons

  • Prior convictions

  • Location

  • Evidence of sales

  • Current Heat

  • Political or faction influence

Personal-use possession may lead to confiscation, arrest, fines, probation, or treatment requirements.

Distribution or trafficking may lead to more serious charges, asset seizure, surveillance, conspiracy investigations, and longer incarceration.

Contraband may include:

  • Street drugs

  • Restricted medication

  • Stolen pharmaceuticals

  • Unlicensed firearms

  • False identification

  • Counterfeit casino chips

  • Smuggled technology

  • Stolen corporate property

  • Illegal surveillance devices

The legality and consequences of each item should be defined in its item record.

Drug Trade and Evidence

Drug distribution may involve street dealers, club staff, pharmacists, smugglers, couriers, chemists, gangs, cartels, and corrupt officials.

Evidence may include:

  • Packaged substances

  • Scales

  • Cash

  • Messages

  • Customer lists

  • Financial transfers

  • Fingerprints

  • Cameras

  • Informants

  • Vehicle records

  • Chemical residue

  • Controlled purchases

Possessing drugs does not automatically prove trafficking. Investigators normally need quantity, packaging, communications, money, witnesses, or additional evidence.

Destroying one package or phone does not erase all records of the operation.

Using Drugs and Contraband During Play

Franz should establish:

  • The substance

  • Dose

  • Duration

  • Benefits

  • Penalties

  • Quality

  • Legal risk

  • Evidence created

  • Overdose danger

Drug use, sale, refusal, treatment, and recovery remain player choices.

These rules should create temptation, danger, debts, investigations, health consequences, and faction conflict without presenting drug use as safe, glamorous, or automatically destructive.