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At once the best and worst drug ever created. Why? You leave me alone, but you're still annoying as all hell. Originally marketed as a sex enhancer, Rabbit makes you fast, hungry, and cowardly… like a rabbit. It gives you better endurance and a surprising excess of energy - enough to dwarf the effects of caffeine. You avoid dangerous situations, but you love to talk - especially to that girl from squad 4. And you know what? You become charismatic enough on this stuff that you might actually get her this time.
  • Cost: 1000 creds
  • Uses: 1
  • Requirements: Be a human. Would probably kill a bunny.
  • Stats: +1 endurance
    +1 speed
    +1 charisma
  • Duration: 3d6 turns
    Effects start at the beginning of the next turn.

Rabbit gives the user an excess of energy, rather like an energy drink on steroids, but without the steroids. It also makes them a lot more open to talking to people, meaning they could quite easily spill their thoughts or open up to someone. It gives you great endurance. It's basically the ideal sex drug. You run around like a hyperactive rabbit or squirrel, and, oddly enough, the only person that gets annoyed by you will be SCAMPS. And possibly other player characters.

Side effects while active

Side effects only take place for the duration of the drug, and stop afterwards. Side effects can stack between drugs. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

100% Cowardice A peculiarty of the drug, and part of what earned it its name: rabbit users find themselves highly unwilling to put themselves in danger, and may actively flee from it. Any action that puts the user in a potentially dangerous location requires a willpower roll to succeed; otherwise, the rabbit user either flees (if already in danger) or remains rooted to the spot.
100% Inability to sit still Rabbit users find themselves gripped with an inability to sit still. They may bounce in their seat, fidget, or get up and pace. If they are forced to sit still, they will become severely agitated, and this may result in roll penalties. Users that are already particularly restless will have to go to even greater lengths to satisfy themselves.
35-65% Pica disorder The individual is gripped with a compulsive need to consume things - things that may not necessarily be food. If they do not eat something frequently enough, they'll become gripped with distraction and anxiety that results in a -1 penalty to all rolls. "Eating frequently enough" is described as one consumed food (or non-food) item every 3+1d3 turns, with the roll being hidden by the GM. The GM will tell whether Pica is in effect.
20-50% Chattiness A significant portion of rabbit users are particularly chatty. In popular culture, this percentage is imagined to be closer to 90%. In reality, it's only roughly 33% of characters. They'll feel compelled to chat with other people more than usual, and ramble about potentially useless topics.

Overdose effects

If you take too many different drugs in a short amount of time, you have a chance of receiving the side effects of any of them. These last for the duration of the longest-duration drug you've taken. Those that last other lengths will be noted. Continuing to take drugs past this point may result in death. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player.

85-100% Delicate bones Overdosing on rabbit significantly weakens bone structure by pulling calcium into the bloodstream. Punching, kicking, falling, or similar actions have a chance to break bones, based on an endurance roll. The GM will not say whether this is in effect. This effect lasts for the duration of the mission.
35-65% Jittery motion The inability to sit still progresses into something even worse: an inability to properly control the limbs when making careful motions. This results in a -1 to agility. The GM will not say whether this is in effect.
20-50% Light high The character feels a bit high, somewhat impairing their judgment. This results in a -1 to intuition.

Withdrawal effects

If you take too many drugs over the course of one or two missions, there's a chance you can become addicted and experience withdrawal symptoms. Some effects may be immediately obvious. Others, the GM may record privately and must be discerned by the player. Still others may happen at random for the duration of withdrawal. Withdrawal can be mitigated by taking another of the particular drug at some point during or before the next mission - or you can try waiting it out for a mission or two, until it goes away.

  • Duration: 1 month (1 full-sized mission)
100% Anxiety A very specific type of anxiety: the addict feels like they're being hunted. They're afraid that someone, or something, will attack or harm them. In effect, they believe they're a genre-savvy redshirt.
20-50% Sluggish pace The addict doesn't want to move. They would rather sit still in a particularly safe spot and wait out the whole ordeal. This results in a -1 to speed.
20-50% Sweating The addict sweats - especially in warm areas. In warm areas, this can distract them enough to give a -1 penalty to intuition.


Rabbit is one of the oldest "battle drugs" out there, with the earliest formulas dating all the way back to 2077. While it was originally created in hidden labs, kitchens, and basements, it eventually saw the light of day after many of the western countries decided to lift recreational drug prohibitions. As far as drugs go, Rabbit is pretty safe.

Eventually corporations tried to snatch up Rabbit and create it themselves, going as far as to persuade politicians to ban the private creation of the drug on residential properties. Rabbit addicts naturally found a way past these as well. It's proved one of the hardest drugs to get rid of, and eventually, the world's authorities wised up and just let it happen.

Ingame example

Ingame example

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