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Chemists should see the effects of drugs
Like how armstechs can for gear.

It would be cool if chemists were able to see how each drug impacted your character when 'inspecting it' or surveying, with varying levels depending on quality.

I believe it would make sense for them to already know this icly, it would be cool if this was implemented simmilar to how armstechs are able to see the impact of wearing gear on the character with varying levels. Maybe even the same adjectives used since there's already a made list. (noticeable, minor, negligible etc)

I.e inspect 'x' drug
You can determine that x drug will have an x impact on x sub-stat, etc.

The more advanced the chemist is, the quantity and accuracy of information derived should increase.

I believe there are tools that enable that, with some experitmentation?
Why?

Just because I created some chemical, I don't automatically know what happens if I ingest it. I still need to try it to find out.

(Edited by duck at 2:57 am on 10/24/2025)

Sure, and that'd make sense for an amateur/low level chemist or if you created some kind of new drug.

But you aren't usually creating some new kind of drug, seasoned/learnt chemists would know what kind of compound they're producing and their exact effects.

That's just not how it works. You're an expert on making things and maybe the risks involved in handling them, but not the pharmaceutical effects of whatever you're making.
I do think chemists know what kind of drugs they're producing and the affects it would have in the human body in real life. Or atleast, a proper chemist would. Someone just repeating a recipe cooking up v-202 in a garage somewhere would not. And this would factor in with your characters ability.

A CGH trained pharmacist for example, would definetly know the effects the drugs they produce have on the human body. That's what a pharmacist does, they're an expert on the creation and usage of a drug. It's not like baking a cake or crafting an item, it's an entire field of study.

And I think it would be cool if this could be codedly enabled, because some of even the most seasoned chemists might not know the full effects of the drugs they're producing- even though it'd make sense for them to do so.

I believe if we were willing to do this for armstechs, should atleast be considered for chemists too.

Someone who's dedicated a significant amount of time to the field of chemistry and knows how to produce lab-grade drugs would definetly know the effects each drug has on the human body.

I mean, you can produce the drug, take it, and then on repeat you will know it's effects? And there are IC tools related to the process too.
Yes, you can also take armor on and off to and know its effects.

The point is, it should be codedly enabled for people with the right skillset.

Well, no, you cannot do that with armor actually, and never could, that's why it was biggest field of misinformation out there ICly.

Drug effects, pretty easy to catalogue, and I can see as pretty fun IC project to make a catalogue of them with experimentation. I believe few people already did it too.

In the 22nd century, where these drugs have been produced in the quantity of millions- academic level chemists should already know the fundamental effects of each drug through rigorous studying. It definetly makes sense for them to understand what each drug that they can produce does, the impact and varying levels according to quality.

Anybody can make a catalogue of drugs and their effects through experimentation, it probably won't be nearly as accurate as what advanced chemists should already know. And I'd argue if I was doing this as a non chemist character, I would icly be investing U.E into my chemistry skill even abit as the experimentation goes on as you're learning about the field.

It does not take away RP for them to know this.

And what you're saying is possible definetly to get a good approximation, but I imagine there's much more obsufucation then just taking a look at our character sheet. Especially if we're talking about the effects of differing levels of quality.

Furthermore, i'd argue that most of the roleplay in regards to this comes from researching the effects of a combination of different drugs, to which there are countless. And there's still lots of things to players to figure out oocly anyways that I didn't include in my suggestion (duration, side effects, downsides etc).

I agree with OP.

How long have these drugs been on the market? The double blind study phase is probably a long ways back in the rear-view by now.

I don't think it's a bad idea. https://www.sindome.org/help/game/chemistry/ is a great file to review and already lists out the substats for custom made drugs. Letting them know without tools what compounds are more heavily present in a drug or used more in a default makeup isn't bad.

The tool would still have its uses in several areas.

I am in agreeance with the concept, but not the appropriate skill.

A crackhead cooking up meth in his basement has zero clue what it's doing to his body. He only knows how to make it.

I believe medicine should be the skill used instead of chemistry, because that would be the skill to understand how a drug interacts with the physiology of the body. While yes there is the help files to help suss things out, nothing really beats hard mechanics of translating medical terminology for non-medical players.

I see your point..

But chemists do already know which variants of drug enhance which substat, and while a basement wannabe- chemist might not how the proper effects of drugs on his body, a noble laureate or a PHD might (Such as a CGH pharmacist or a VS chemist) Even though they might not know how to treat certain injuries or perform advanced surgery.

Though, I know that some actions in the game roll multiple skills/stats through the helpfiles. And with some actions it's an 'or' function (i.e the best out of two skills), all of this is mentioned in the help files to be clear.

So perhaps both the medicine and chemistry skills could be rolled if this was implemented, or the best out of two the character has.

One think I'd point out is that one popular method used to test drugs and learn their effects is… Questionable. In my mind at least. Taking a drug and checking @stats after. @stats, as far as I know, is a largely OOC command. Your character knowing anything in there is questionable to me. There may be other ways but this is what I've often seen when it comes to 'ICly' testing drugs to learn their effects. I'd understand if other players were unwilling to use this method and would prefer something else.

I could see this being a thing for the medicine skillset for the same reasons already mentioned. Or maybe a combination of both. I like the idea in general though. Maybe you don't get the benefit at all until you hit a certain threshold. Try it and find out until then. At the threshold you start to see more information about the drug, but it might be frequently off by a measure or two. You eventually see everything about the drugs you make all the time at a glance. And then at high levels you can see the properties of drugs that other people make.

I've never played a chemist though so I don't really know all that well how it works now.