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design by Jeff Gambetta
This is a generic name for a group of drugs that temporarily adds to STR, AGL, INT, CON, or MOVE; each effect requires a different drug. One "dose" adds I point. The effect lasts a few hours; when it wears off, the affected attribute suffers a penalty equal to the original bonus but lasting twice as long.
To obtain the effect desired, a user must make a Difficult:CON save (+1 for every additional dose taken). If the roll is successful, the attribute is raised by the number of doses taken, for a number of hours equal to the amount by which the CON save was made (one hour if CON is rolled exactly). If the roll fails, the attribute is raised only by 1 for one hour, regardless of the dose, but the attribute drain after the hour is up will be as if the entire dosage had been effective.
Once an Adder has been taken, no different type can be taken until the effects' of the first wear off (or, wholly unpredictable side effects may occur!). If more of the same Adder is taken within a 24-hour period, a new CON save is made, at the penalty that would have been required if all those doses had been taken at once. The good effects, if any, are only that of the new dose, but the letdown period is extended as though the entire drug had been taken at the time of the latest dose.
Adder addicts often feel very good under the effects of the drug --- similar to the Overconfident disadvantage --- and are at least mildly depressed after it wears off.
In most societies Adders are only available legally to doctors. They are abundant on the black market, especially around athletes, and are issued routinely to members of military and mercenary organizations. They come in pill form (takes. 30 minutes to work) or hypo form (works immediately).
Pill Cost: 150
Shot Cost: 150
This medication contains a number of different drugs, with the combined effect of partial protection against radiation. Antirad can be taken before radiation exposure (up to a week before), or within an hour after exposure. One dose halves the effective amount of rads from a new exposure; two doses will halve exposure again, and so on.
An antirad user must roll a Difficult:CON, plus the number of doses taken within the past week. A failure causes the permanent loss 1 point of AGL.
Antirad does not heal radiation damage, it prevents it. It comes in injectable and pill form (both take 30 minutes to work).
Pill Cost: -
Shot Cost: 150
This drug instantly restores all HP to its full level, no matter how much damage the victim has taken (as long as he’s still conscious when he takes the drug). However, the user must make a Difficult:CON save (+1 per previous dose in combat) to minimize the drugs side effects. While under the influence of this drug, both STR and AGL are at -2 (INT is unaffected) for a number of hours equal to the amount by which he fails his roll plus 2 hours (minimum two hours). (Ascepaline does not attach severed limb or regenerate nerve tissue, it just gives the user back his entire hit points.)
It comes in hypo form only.
Pill Cost: 100
Shot Cost: 100
This drug makes the user more likely to believe anything he is told. While the drug is in effect, the user's INT is at 1/4 normal, and suffers the Gullibility disadvantage. The effects last for one hour, minus five minutes for each point the user made his Difficult:CON save. Extra doses extend the duration by five minutes each.
While Crediline is in effect, the user feels very happy; everything around him makes sense, and everyone is a trusted friend. After the drug wears off, the user must, roll a Difficult:INT save, at +1 per additional dose taken, or suffer from paranoia, for one hour per dose taken.
The drug is usually unavailable to anyone except. psychiatric doctors, who can utilize it in therapy. It is available on the black market, and police and intelligence agencies sometimes use it; it is also, fairly effective as a truth drug (+4 to Interrogation skill). It comes in pill form (takes five minutes to work) or in hypo form (which works in 30 seconds).
Pill Cost: -
Shot Cost: 100
This is a very powerful, general-purpose antibiotic. It doesn’t treat all Diseases but, it's always a good thing to try. When an unfamiliar disease is encountered, Genericillin adds 1d6-1 to the effective CON of anyone' rolling to resist or shake off the disease, taking effect in half an hour. When a new disease is discovered, record the bonus Genericillin provides to CON, which remains constant for every user against that specific disease. It adds 4 to CON against most Terran diseases.
Cumulative doses have no side effects, except that after a few weeks of regular use, the whites of the eyes become slightly greenish. A dose remains active in the body for about week..
This drug is guaranteed to be useful for homo-sapains-x only; it is poisonous to most alien species (although some may have equivalent antibiotics). Available only to licensed physicians and medics, except when purchased in emergency med kits. It is injectable only.
Pill Cost: 70
Shot Cost: -
This drug makes it possible for the: user to function under increased gravity. A dose of Gravanol lasts a week, and eliminates any medical hazards of two G-increments of extra gravity. This is in addition to the user's birth planet gravity. Extra doses don’t give extra tolerance.
Unfortunately, Gravanol is highly addictive. Roll a Formidable:CON after every full week of use, with a cumulative +I per successive week after the first. Any failed roll means addiction. A Gravanol addict, needs a dose only weekly, not daily.
Gravanol comes in pill form only.
Pill Cost: varies
Shot Cost: varies
This one of several trade names for a series of tailored injections of modified human memory RNA. Insta-skill comes in many varieties; each corresponding to a general skill; each dose give the equivalent of skill 1 in the specific skill (+1 per TL after 11).
Insta-skill is only available in hypo form. Twenty-four hours after injection (the RNA needs time to replicate), roll a Difficult:CON save; the effects last for two hours per point the CON save is made by, with a minimum of I hour.
Insta-skill costs 500 Cr per dose for a Language skill, 900 Cr for a Knowledge skill, 1,500 for an Active skill.
There are no drawbacks to repeated use. At higher tech levels, increase the duration by I hour per point of success. Rumors exist that there are formulas for permanent skill retention.
Name: Memory Beta
Shot Cost: 250
Memory-Beta stimulates the user's memory. After taking a dose of the drug, he can remember ---with perfect clarity --- nearly anything that has happened to him he concentrates on recalling. A Formidable:INT roll is required to focus on something specific, and some stimulus is usually required to recall buried memories. Without guidance, the user will be lost in his own memories, reliving bits and, pieces of his life.
The drug’s effects last 2d6 hours; it may require hours of sifting through memories to find the one the character is looking for, but when the memory does return, it is of crystal clarity. Make an Difficlut:INT roll every half hour to recall something, with modifiers depending on how accurate or significant that memory was, recent memories get a -3, while long-forgotten trivia is at +3 or worse.
The danger of using Memory-Beta lies in becoming lost in memories. Failing a memory roll indicates the user has become lost in a daze of random recollections (roll Formidable:INT every five minutes to recover). A critical failure on a memory roll results in the character being captured by some especially strong memory, whether of joy, tragedy, terror or even birth and triggering buried phobias or, other psychological traumas. Effects will vary depending on the individual's quirks: psychosis, hysterical weeping, or anger are all possibilities. Even if not seeking after specific memories, an INT roll is still required every half-hour; failure and critical failure have the same effects as above.
Taking more than one dose increases the duration of the drug by one hour per extra dose, but gives a -1 INT on all INT rolls to control the experience.
Memory-Beta was originally developed as a treatment for some forms of amnesia. The black market has found other uses for it, students buy it to use during exams, and actors take it to recall their lines. Criminal, military and intelligence organizations also use it; the drug makes debriefings go more smoothly, and when injected into a subject along with Crediline or some other "truth serum" it greatly facilitates interrogations (an additional +3 to skill) --- the subject remembers things in enough detail to satisfy the most methodical interrogator.
Memory-Beta comes in pill form (taking effect in thirty minutes) and hypo form (takes effect instantly).
Pill Cost: -
Shot Cost: 30
This is an antidote for nerve poison. If taken within 15 minutes of poisoning, a Neurovine injection adds +3 to CON on rolls to avoid taking further damage. Note that Neurovine is itself dangerous; taking more than one dose in a day does 3d6 damage if a Formidable:CON save is failed, 1d6 if the roll successful. It is only available as an injection. Military units issue Neurovine as part of every soldier's first-aid kit.
Pill Cost: 20
Shot Cost: 20
Purge cleanses the users system of foreign biochemicals, neutralizing any active drugs (including recreational drugs and alcohol) within 2d6 minutes --- if the user makes an Average:CON save. Failure means that the dose had no effect (though additional doses of Purge may); critical failure means it has also nauseated the user (AGL-3 for I hour),
If more than one dose of Purge is taken within 24 hours, CON saves are at CON-2 per extra dose, as the user's system becomes temporarily immune to the drug.
The drug will not counteract drug addiction or cure lasting side effects (such as lost attribute points) that remain after the drug wears off. Purge has no effect on TL11+ drugs or most deadly poisons, but it will counteract sleep or paralysis gas.
Purge is safe, usually legal, and is sometimes used as a "sobriety pill" by those who can afford it. It comes in pill or injectable form.
Name: Quickheal (Stimpak)
Pill Cost: 20
Shot Cost: 50
A dose of this drug will heal 1d8 HP (+ MedTech skill) of any type of wound damage, in the affected area. Although this drug works instantly in hypo form and is a free action to use, during combat accessing the drug in your inventory is a simple action, or a complex action if programming a Medipak in Power Armor. It has no effect on Hp's lost to radiation, disease or poison,
Quickheal can be found in most first aid. and medical pouches. It may be purchased legally by anyone on free worlds, and by doctors or through prescription on most others. It is abundant on the black market even on worlds where it is for some reason illegal.
Name: Quickheal II
Pill Cost: 50
Shot Cost: 150
An improved version of Quickheal, a dose of this drug will heal 1d10 HP (+ MedTech skill) of any type of wound damage, in the affected area. However, because of the drug's evasive and system harshness, after combat is over the user will take I d4/2 points of damage per dose used. This drug works instantly in hypo form and is a free action to use, during combat accessing the drug in your inventory is a simple action, or a complex action if programming a Medipak in Power Armor. It has no effect on Hp's lost to radiation, disease or poison.
It is abundant on the black market.
Pill Cost: -
Shot Cost: 40
A dose of this drug gives the user double STR and the Berserk disadvantage for Id6 x 10 melees. The drug requires 2 melee rounds to take effect. After it wears off the user will be shaky and nervous; -1 on INT and AGL for as long as he was on Rage.
Cumulative doses may extend the effect's duration and will also extend the duration of the side effects. Rage has one other disadvantage: 1d6 hours after use the user must roll a Formidable:CON save or suffer a "flashback" to the drug effects, becoming berserk for I d6 melees (but without double STR!) and then suffering nerves and shakiness.
Licensed physicians for psychotherapy sometimes use rage; otherwise it is only found on the black market.
Pill Cost: -
Shot Cost: 25
Shaker is a slang name for CHKR-57, an experimental neurotransmitter enhancer developed as part of a project to produce a safe and effective enhancement drug for combat that was cheaper to produce than Tempo. They were almost successful: Shaker is cheap and effective, but it isn't safe.
After a dose is taken, there is no effect for a number of seconds equal to users CON. Then, every 15 seconds over the next minute increase CON, STR and AGL by 1 point and decrease INT by 2 points. The user will feel fine, even supercharged, and barely aware of the fact; that he can’t even perform simple addition anymore. He gains the Overconfident disadvantage and does not feel pain.
Troops on Shaker can be given an order before the drug is taken (or on an Impossible:INT save, give themselves an order). The order should be simple, twenty words or less (‘keep walking north and kill any enemies you see!'). To do anything else (such as dodging, taking cover, or healing yourself) not specifically covered by, the order requires an Impossible:INT save --- at the user's, new current INT.
Shaker lasts for 20 -(CON save) hours(for a minimum of 1 hour). Other than turning its user into a gung-ho idiot for several hours, Shaker has no side effects. Additional doses within 24 hours have no effect.
A dose of Shaker only costs 20 Cr to produce and is only available to authorized military personnel; black market prices can go as high as 100 Cr. It is injectable only. Shaker and Tempo can be combined.
Pill Cost: -
Shot Cost: 650
Suspend slows down all biological functions. Thus, it can keep a badly injured person alive longer. If it is injected into a dying person, it will retard cell death (but it must be injected before the heart stops!). A person injected with Suspend (even if he died after the injection) can be treated or frozen. He won't heal at all while on the drug, but he won’t get any worse either.
Suspend takes effect in one minute; its effects last 48 hours, after which the metabolism returns to normal and deterioration of the body begins again. Each subsequent dose requires a Difficult:CON save. When a save is failed, that dose is ineffective and Suspend will not work on those person for (30 - CON) days. Injection more than one dose at a time have no additional effect.
Pill Cost: -
Shot Cost: 40
Tempo is a reliable and reasonably safe combat drug. It works by altering the users time sense, so that everything around him (including both his own actions and those of others) seem to be happening extremely slowly. Since the users mind is left clear, this gives him time to react to other people’s movement --- he can see a blow coming, for example, and think about the best way to block it, or predict the course of his target.
Tempo's main, effect is to give the user, "Combat Reflexes" ;---he gets 1d6 to defense and initiative, +2 on morale checks, +3 on INT to recover from surprise or mental stunning, and double actions during combat turns (i.e. 4 simple actions or 2 complex actions per combat action!). The drug's effects last for one minute times the amount the user makes a Difficult:CON save by (minimum, of I minute). The only side effect is that its use rapidly exhausts the user, leaving him a nervous-wreck. After the drug wears, the user takes two fatigue levels and loses 1d4 INT and AGL; AGL and INT losses wear off in four hours if no further doses were taken by then. Additional doses of Tempo have no effect until the drug wears off, except to increase the amount of Fatigue loss.
A dose of Tempo only costs 40 Cr to produce and is, only available to authorized military personnel, black market prices can go as high as 1,000 Cr. It is injectable only.
Name: Anagathic Regimen
The anagathic regimen is a series of chemical treatments that slow the physical effects of aging. In most patients, the aging process is slowed for one-half or even one-third normal, theoretically doubling or tripling the adult life span. But the procedure is new enough (approved for public use in 750 TI) that, long-term data does not yet exists. The anagathic regimen is very expensive; only the very wealthy can afford to maintain it for long periods of time.
A dose of anagathics is actually a set of two injections and six pills, all of which must be taken within a day's time. Each anagathic treatment remains effective for an average of eight months, during which time the subject ages approximately two months. When a character undergoes his first anagathic treatment, roll 2d8-2 for the number of months that the treatment will remain in effect, then roll 1d4-1 for the number of months aged during that period. The effects of any future treatments will be identical. (It should be noted that in 0. 5 percent of the population the anagathic regimen has no effect, and in 1.9 percent it actually speeds the aging proms.)
Unfortunately, once an individual stops taking the drugs, he must make up all the aging rolls he skipped, at a rate of one roll per week. Thus, he rapidly ages to his actual chronological rate, which often results in death.
Pill Cost: 1000
Shot Cost: 1500
The basic psi-drug, booster is available in pill form (takes effect in 30 minutes) or hypo form (takes effect immediately). Booster temporarily increases an individual's PSI level by +2. Additional doses of booster have no effect if taken by a character within an hour. The drug-induced increase will wan and disappear at the end of one hour.
Pill Cost: 2000
Shot Cost: 2500
A more potent-form of Booster, identical in duration and time effectiveness, Double boosts PSI levels by +4.
Pill Cost: -
Shot Cost: 10,000
The rarest of psi-drugs, Special is available only hypo form. Special gradually increases PSI levels to 12, at the rate of 1 point per hour. PSI remains at this level for 24 hours, and then wanes at the rate of I point per hour until PSI reaches a temporary level of 0. The skill levels then returns at the rate of 1 per hour until the character's current level is reached, so long as no psionic activity is performed during this recovery period.
Special has some dangers. Roll a Difficult:INT save each time it is used. On a critical failure, reduce PSI by 1 level .
Cost: 10,000/100 cm2
While not actually a drug, Dikote is a chemical process that deposits a thin diamond film on any solid surface. Small volumes of methane gas are mixed with large volumes of hydrogen gas, then subjected to powerful beams of microwave energy. This creates plasma, a super-hot gas in which all atoms are ionized. The plasma is then passed over the cooler solid target, forming a diamond film as the gases condense on the surface.
The diamond film imparts much more structural strength and resilience to conventional materials, adding +4 to the Structural/Barrier Rating, and +1 DF level to any armor present. When Dikote is used to coat a melee weapon, the Damage level is increased by +2. Parrying with a Dikote-treated object adds an additional +2 to the die roll. Edged weapons with Dikote can inflict damage against "hardened" (i.e. vehicular) targets. When so used, these weapons reduce the Damage level by - 1. Unfortunately, not everything can be glazed with Dikote. The item treated must be able to withstand the heat generated by the plasma. This obviously eliminates cloth and plastic, which comprise the bulk of casual armor.
Pill Cost: -
Shot Cost: 200
Hyper is a direct neural stimulator, acting on the nerves connected to the temporal and occipital lobes of the brain. These sections of the brain interpret most nervous sensations, including taste, smell, sound, and sight. The drug known as hyper artificially produces the effects of hyperaesthesia, a condition of excessive sensitivity to sensory stimuli, resulting in pain from even the most minor of sensations. A tap, for example, feels like a sharp blow, a whisper becomes a shout, and so on.
Upon initial exposure, the victim suffers a 4d4 attack and mild vertigo (apply a -1 to all target numbers). Following exposure, the victim makes a Difficult:CON save; each success subtracts 5 minutes from the drug's normal 60-minute effect. During this period, the individual is bombarded with intensely magnified sensations. All concentration tasks attempted in this period add -4 to their target numbers ; any damage taken will result in an additional 4d4 damage because of sensory overload.
Pill Cost: -
Shot Cost: 50
Kamikaze is a tailored amphetamine, and is a combat drug. It has been used as a battle drug in various forms since the 900s, despite knowledge of addictive and destructive nature.
In moderate doses, Kamikaze can give users an edge, somewhat equalizing the odds when unaugmented (either biologically or cybernetically) individuals face augmented opponents in combat. As use continues and addiction grows, the user requires larger doses and adverse side effects begin to manifest. Large doses can cause excitement, tremors, momentary euphoria, and dilated pupils. Excess doses (bordering on overdose level) cause anxiety, hallucinations, and uncontrolled muscular movements. Even higher dosages leads quickly to death.
Used as a battle stimulant, Kamikaze adds +2 CON, +2 AGL, +4 STR, +2 Willpower, and +2d6 to calculated Initiative. It will also negate the first 4 damage attacks received. The effects of Kamikaze last anywhere from 10 to 60 melees (10 x 1d6), depending on body chemistry.
The repeated use of Kamikaze has a destructive effect on the user's metabolism. On top of the regular effects of overuse, with every four doses of the drug the user must make 2 Difficult:CON saves. The first is a normal save to resist addiction and/or resistance to current dose(failure indicates addiction and/or increasing the dosage by 1). The second save is made at CON (-1 for every 4 doses taken) to avoid physiological effects of the drug (failure indicates the permanent loss of 1 point of both INT and CON). This physical and mental "wasting" will eventually kill a character who intends long-term use of Kamikaze, In addition, Kamikaze permanently alters the bioneurological functions of the subject's body. After a number of uses equal to half the users CON (round down), the character's bioware and cyberware will no longer function.
Despite Kamikaze’s many drawbacks, several institutions and companies in various parts of the Imperium still use it as a cheap alternative to mass troop biological or cybernetic augmentation. A dose of Kamikaze only costs 50 Cr to produce and is only available to authorized military personnel; black market prices can go as high as 10,000 Cr. It is injectable only. Shaker and Tempo cannot be combined with Kamikaze.