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Off-brand Chemistry
Lower entry-level for chemists

Currently, as I understand it, getting into chemistry has a remarkably high entry level in regards to chyen. I think it'd be a nice idea to make shittier, less-legal, and riskier ways to produce chems. Shitty little home-brew operations that, while cheaper and (maybe) less likely to blow you up, might produce weaker chems with unintended side-effects. Some bathtub V that might give you a similar edge to the real deal, but also has a chance of giving you a wicked bad eye infection that tanks your perception, for example. This way, new chemists aren't as locked into going the 'legit' route.
The entry to chemistry is honestly not that extraordinarily high, when you consider what are you getting for it - permanent income as long as you know how, and work it diligently. And it's a sum you can RP your way into relatively quickly if motivated.

That aside, who would be buying those even worse drugs? Non-lab is already traded at laughable prices.

Shake and bake. YES. Give young chemists a reason to stick around. Make it worth trash. But cheap replica drugs that come with disadvantages should be flooding the market. High end chems should stay the same value or slightly more valuable because they actually count as stims. The cheap ones should have minimal effects or slight disadvantages. Or just be RP props only. This again gives chemists a reason to check drugs quality.

-edit- Also drugs should be used as RP tools and not just combat stims. The mix is FULL of junkies in ambience.

(Edited by Terrible_the_duck at 4:42 am on 1/9/2026)

It seems a little silly to me that currently all the chems in the game are perfectly safe to shoot yourself up with, with no worry of unintended side effects or real drawbacks, anyway. If you're buying shit off the street instead of going to a "professional" you should expect it to blow up in your face at least a few times.
YES Baguette. YES
This could also be done by having trash grade candy kits that are limited to the lowest three or four grades of candy. The lower the grade, the easier it is to get addicted, and addictions can suck.

Now, will anyone actually use candy that's of lesser quality when there's so much of the good stuff that's cheap and easy to find? There'd have to be a RP committment for that and I can't confidently say that many people will go for it. It'd be less profitable for resale, which is half the reason people buy candy, then there are the other downsides.

Even if it is the lowest grade, it would still present huge income opportunities if the right drug is produced which would otherwise make things more difficult.

I am against this, and the prices of labs have already been lowered substantially from a year earlier. If anything I think the cost of entry should be increased as I feel to many labs are around and greatly saturating the market and causing too many other wealthy archetypes to simply slot in a skillsoft and compete with people who have spent months, years building their laboratories and production line.

Generally, it takes alot of effort to get into this archetype. Because once you get the ball rolling it opens up alot of opportunities. It has even more utility if youre not a ‘pure’ chemist and play as a combination of different, even combat archetypes.

"Now, will anyone actually use candy that's of lesser quality when there's so much of the good stuff that's cheap and easy to find? There'd have to be a RP committment for that and I can't confidently say that many people will go for it. It'd be less profitable for resale, which is half the reason people buy candy, then there are the other downsides."

I agree with the spirit of this. You can see it with a lot of things that do not rate as "the best".

The idea of cheap bathroom stims is kind of cool though. Maybe they can make limited quality, limited quantity, and have limited uses aside from an explosion? Maybe they can only be asked for in certain parts of red (IE the park?) "Give me some of that garbage Vee, I like the way it burns my brain!"

In reply to Mindhunter, Exactly. The sort of shit that you make with a plastic bottle, a dose of the decent stuff and a tin of paint thinner. Mix it together and you get bootleg injectables that rot you inside out, but are like three quarters the price and only a few hardcore addicts want to buy it from you.

It's not meant to be a money farm like the high end stuff, it's supposed to give a bit more grime to the mix.

The way drugs are now is how it is because when there were real consequences to taking drugs, and more pregnant downsides and withdrawals, no one used them.

I don't think anyone will use shittier tier drugs. It's a struggle to get people to use regular drugs right now. Evidenced by only a small amount of chemists who mostly sell drugs to NPCs directly or through intermediaries.

It might be an easier barrier to entry but making drugs has already been made much more forgiving than it used to be and cheaper to get started.

I think we need a different solution, if this is indeed the problem it's being made out to be.

I think an alternative to this idea would be something else that would be economically or combat-focused useful for a low-end chemist to do.

Maybe something along the lines of needing some level of chem knowledge and stats to spike food/drinks? Or maybe they could lace bombs with a certain candy? Or poison-tip weapons and rounds some how?

The cooking machines are the end game, so we just need to find something cyberpunk and useful for the early-mid game for that archetype.

Maybe worth a Town Hall discussion topic for open forum brainstorming.

All of the three things mentioned sound worth exploring to me.

Itd make sense that youd need chemistry skill to spike drinks, not sure about poisoning weapons or bullets but something like that does exist in the games and other cyberpunk literature so it’s worth considering.

It’d be good to introduce more things for ‘early game’ chemists to do so to speak. At least worth bringing up in the town hall.

Agreed. And it to the town hall thread pretty please.
Maybe the ability to create some kind of poison that a weapons tech can use on melee style weapons the slightly increase the damage? It wouldn't be a real poison effect because that would require a ton more code. But maybe they could harvest parts of dead animals or something from the sewer to use for it and it wouldn't require special tools or anything..?
I did make a poison post a while back. But that was more about weapons used on shitbergs infecting wounds they cause.
Just making the comment that people should stop thinking of things costing in the ballpark of 100K as "easy to achieve".

It's not. Especially for someone who has never played Sindome before. If you don't even know how to rent a cube or get your first apartment, figuring out how money works and flows while trying not to die is not something that comes "easy".

Not to mention that even if an immie somehow has the ability to score a lab they will not have the actual skills to be able to produce anything that would be remotely worthwhile. So while I may have been smoking enough pud scum to think allowing an unknown immie to be unsupervised around my synth lab is a fantastic idea, whatever they're going to produce for me is going to be garbage in comparisons to the literal mountains of lab grade candy people are sitting on.

So yes, I do think that the archetype of the Candyman is not really supported that much as initially thought out to be.

For starters, I don't see many windows of opportunities for new players to get used to the systems of the game. This is for NEW players who don't have the meta-knowledge of Sindome, but there is no glowing beacon saying "Aspiring Candyman come here" that those who kind of float around the Immy Greeter role can nudge new players towards. For the most part it's just suggesting trying for the CGH pharmacist position if it's ever vacant.

Past that I'm scratching my head for applications for the Chemicals skill outside of CGH. In theory maybe VS but I don't exactly think that's going to be the game experience they signed up for.

So maybe addressing lack of chemist roles on entry should be a talking point at a staff meeting? Being told you have to save up a seemingly unobtainable amount before ever actually mixing a single chemical is probably not conducive to the New Player Experience when wanting to be a chemist.

Currently as it stands it feels like Candyman is more of a side profession or a Specialist Class than an actual character archetype. As said, being one does require a substantial investment of time, chyen, and UE before even getting in the door. So maybe advertising as a starting player type may not be the best idea.

I do think that the idea of Ghetto Chemistry is onto something here. Like, did you know that you can cook meth in Walmart? Not kidding. If you know what you're doing you can put the right ingredients in a soda can, shake it up, and by the time you're done shopping you'll have smokeable meth. Will it be actually good meth? Fuck no, but it'll be just enough to get your brain to stop screaming.

Unfortunately my idea would of course require the development of a whole system, even to the point of a complete overhaul of the system, so consider this wishful thinking given resources.

But the jist would be to turn candy into being about purity instead of strength with a whole lot of the unknown tossed in. Create a way of producing candy that is quick and easily affordable but dirty in terms of purity. Little Timmy's First Chemisty Set or something like that sold at the mall would be an idea. And the aspiring chemist would go around the world collecting ingredients to create the drugs. Some stuff that's easy to obtain. Some that's not so easy to obtain and may need a fixer's help. And essentially you combine items into the big pot of this Chemistry set and you pull out… something. Crystals to smoke, a liquid to inject, powder to snort, something like that.

What is produced would be ultimately unknown to the producer. You have a syringe filled with a liquid. The color of that liquid should be a good indicator of what is the dominant drug inside, but it might have other candies mixed in. Drug dealers (and addicts) should learn the indicators of their drugs instead of just blindly trusting that the needle marked V-202 actually contains that substance. Chem analyzers might need to be consulted. Perhaps internal Chemical skill checks on the inspect to help a bit.

Meanwhile pull the prices of existing labs back up to signify that they are the top end of the chemical production chain. That the synth lab is something that belong more behind locked Syndicate doors than in the back of an RV. And instead of having to mix chemicals and refine to get your candy, you can just dispense it. Maybe even allow for professional packaging to assure the user of what is inside.

I'll stop here because I'm starting to lose my own plot, but I definitely agree with the statement that there really isn't anything for a chemist to exactly do until suddenly they're doing everything and swimming in chyen.