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DND/Players/RADIOACTIVE CRACK RAT/Green Meridian.md
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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.


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.

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.