This is a new kind of drug for you Cthulhupunk players. The YOUGOTMAD drug. Conceived by the Deep Ones, this drug is certainly one of the most addictive and lethal in the One-and-twenty. History : After the destruction of Innsmouth in 1928, the survivors were forced to flee to save their lives. Because the great majority of them were alone, they went into the world and married normal men and women. So, after a couple of generations has passed, the gene pool of the Deep One were so diminished that the Innsmouth look disappeared and the transformation into a Deep One ceased to take place. The genes went "dormant". Seriously affected by Tolliver's Disease (3 out of 4 were killed by it), the population of Deep Ones shrinked to such a low level that they are now forced to "recruit" new members to avoid extinction. So, they created the YouGotMad drug (the name itself is a joke, 'cause it's a contraption of the original name, Yuggoth Madness). This drug basically tries to reactivate the Deep Ones genes present in a human being and provide for the ones that are missing. All in the goal of provoking a rapid mutation into a Deep One. Once started, this mutation takes about a week to accomplish, after which the person becomes a full-fledged Deep-One. It is irreversible. The catch is, only a very small portion of the population has this kind of genes, because, like for the Deep Ones, Tolliver's Disease was extremely murderous on them. To date, only 0.001% of the entire population of the US of A has the Deep Ones genes (about 2,500 people). And for those who try this drug without having Deep Ones genes, the result is desastrous. Death is assured within a month, if the person does not go mad before that. When she dies, her body will turn a sickish green, and will have some horrible mutations (semi-developped gills, prominent shoulder blades, webs between fingers and toes, etc). The drug comes in green powder form. When not in a sealed package, the drug emits a strange, attractive odor that rapidly overwhelmes all senses. Only someone with no sense of smell/taste, or someone with a cyberwear who blocks odors, is immune to this effect. If a person do smell the odor, she must immediately make a HT roll with Will modifiers, MINUS Acute Taste/Smell and Alertness. If she misses the roll, she is overwhelm and will do whatever is necessary to consumate the drug. During the first use, the person will have flashes of green rocks, of the ocean, and of a lurking terror building slowly. The effect will last 3D6 minutes. After the first one, and at each two minutes after that, she must make a Fright Check, with a cumulative of -2 after the first one. Only permanent effects are relevent here. On a natural roll of 17, the user will be mad for 3D6 days. After that, he will not remember anything of his experience, but will acquire a severe phobia and is automatically addicted. On a natural roll of 18, the user becomes hopelessly mad. When (and if) the bad trip stops, the user must immediately roll against HT-7 with Will modifiers to know if he become addicted. Immunity to disease and to poisons give a +2 each on this roll. If it is made, the user takes immediately 5 points of fatigue and has the Epilectic disadvantage for 4 weeks (he can resist epilectic attacks as usual, with a cumulative +1 each week after the first). If the roll is missed, all is lost. The user will lost one point of HT permanently, and will lost one HP per day until he can have another dose. If the user can find another dose, the whole process starts anew, but without the addictive roll. The circle will stop the moment his HP or his HT reaches 0. When one does, the mutation process is started and the user dies a horrible death. There is no cure. The distribution of the YouGotMad is very limited. And to assure that nobody could analyse the drug, the Deep One have made her so as to dissolve a couple of minutes after ingestion. Each dose costs $2,000. (c) Copyright 1995 Stephane Theriault e-mail : stethe@larc.info.uqam.ca