Sandman Drugs
Several drugs are available to Sandmen. However, which concotions each Sandman receives is affected by whether the drug is in stock, the cost of production, and the need as determined by the Project.
Tequila
This drug got its name because it makes you "not afraid of the fucking police". Subverting the Flight part of the well-known Fight-or-Flight Response, the user becomes fearless in the face of most dangers. Even the traditional reaction to the sight of an Irruptor is surpressed by Tequila.
However, Tequila can have some negative side effects. For instance, almost all users experience overconfidence while affected, rarely heeding caution. In rare cases, a user will become hostile and tempermental, flying into a rage when provoked. Sandmen have been known to attack even their allies while in this state, and can rarely concentrate long enough to load a pistol, let alone cast a spell.
Mechanics: For 1d6+3 hours after taking Tequila, the user gets 5 extra levels of Fearless. If the user fails a IQ-3 or HT-3 roll, they gain the Overconfident trait while Tequila is in effect. On a critical failure, the user gets the Berserker trait.
Mind Eraser
Occasionally, credible witnesses see something they weren't suppose to see. A medical examiner accidently removes a Disguise Glyph on an Irruptor corpse, a news reporter sees a Sandman combat team enter a warehouse, or some regular Joe is in the wrong place at the wrong time. It doesn't matter. Some times, Sandmen need to make somebody forget.
The Mind Eraser is a liquid with a mild medicinal taste, able to be slipped into a cup of coffee or tea unnoticably. Quickly entering the lymphatic system through vessels near the throat, the Mind Eraser enters the brain of the victim within seconds. The chemical process in nerve cells that occurs when long-term memory is recalled then activates the drug. The Mind Eraser binds with the activated cells, destroying neural links and stored information. The brain cells themselves are fine, simply wiped clean of any memories. Care needs to be taken with Mind Eraser, because it destroys the first memory recalled, even if the first memory recalled is the victim's name.
Mechanics: A roll against Psychology or Interrogation is required to eliminate the correct memory. On a success, the memory will be erased, but traces will remain. Although the details will be gone, the victim will still have a sense of something missing. On Critical Success, the memory is recalled so well that the Mind Eraser removes even the 'memory' of the memory. On a failure, an important memory other than the target will be erased. On a Critical Failure, an important memory, such as the victim's spouse or home address, will be erased, and the target memory will still remembered!