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Green Meridian Ore is a dull green mineral commonly found in mining regions across multiple luminants. In its raw state it has no beneficial effects. When consumed directly it only creates strong cravings and mild sickness.
The ore becomes useful only after refinement. When ground into powder and combined with other substances - alcohol, fungal cultures, mining chemicals, or biological extracts - it produces stimulants with short-term effects. These mixtures are illegal in most Authority territories.
The Skaven only knows **1 formula** at the start of the campaign. Additional variants are learned through experimentation, level progression, or finding notes from other miners and smugglers.
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# Core Drug Crafting System
### Required Materials
To create a dose, the player needs:
* **1 unit Green Meridian Ore (powdered)**
* **1 reagent**
Reagents determine the variant produced. Examples include:
- Alcohol distillate
- Tunnel fungus cultures
- Industrial solvent
- Blood samples
- Chemical stabilizers
- Ether-infused materials
The player must know the correct formula to produce the intended variant.
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### Crafting Procedure
Drug crafting can be performed during:
- Long Rest
- Campfire
Crafting time: **10 minutes per dose**
A character may carry multiple prepared doses (up to 5)
---
# Drug Use
Using a dose requires a **Bonus Action**.
After consumption:
- The drug activates immediately
- The effect lasts **3 rounds**
Each variant provides both benefits and drawbacks. The exact bonuses depend on the formula used. Only **one variant may be active at a time**.
Consuming another dose while a previous one is active:
- Ends the current drug effect
- Applies the new effect
- Adds an additional +1 toxicity
---
# Toxicity System
Green Meridian mixtures are unstable and harmful in large amounts. The character has a **Toxicity Meter**.
### Toxicity Gain
Each dose adds:
* **+2 Toxicity**
The meter resets to **0 after a Long Rest**.
### Toxicity Thresholds
**0 – 3 Toxicity**
No penalties.
**4 – 5 Toxicity**
Body strain begins.
- Posture Regain **-1**
**6 – 7 Toxicity**
Serious side effects.
- Movement Speed **-1.5 meters**
- Posture Regain -1
- Dodge Throws lose **Advantage**
**8+ Toxicity**
Overdose risk begins.
* Every time another dose is consumed at this level the player must roll a **Constitution check**.
* Failure triggers an **Overdose Event**.
---
# Overdose System
When an overdose occurs, the body cannot handle the stimulant load.
Immediate effects:
- **Lose all remaining Posture**
- Become **Staggered**
- Take **1d6 Necrotic damage**
The active drug effect ends immediately.
After the overdose resolves:
- Toxicity resets to **3**
- The character cannot consume another dose for **3 rounds**
If another overdose occurs in the same encounter:
- HP immediately drops to **1**
- Character becomes **Incapacitated** under normal incapacitation rules.
---
# Variants
All variants use the same base ingredient:
**1 unit Green Meridian Ore (powdered)**
The second ingredient determines the variant. More complex reagents create stronger mixtures but are harder to obtain.
All variants:
- Activate immediately on consumption
- Last **3 rounds**
- Apply **+2 Toxicity**
- Only one variant may be active at a time
The Skaven beagins with **Variant I**.
# Variant I - Tunnel Brew _(Starting Variant)_
**Reagent:** Cheap alcohol or fermented fungus
**Effect**:
- Movement Speed **+1.5 meters**
- Posture Regain **+1**
**Drawback**:
- Intelligence checks -1
- Dexterity checks -1
Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body.
## Related notes
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]