Medication and Drugs
 
The cost is per one dose/vial of medication. Medication comes in vials that can be taken with a variety of delivery methods. They can be taken with an aerosol spray from a nebulizer, Inhaled as a powder, rolled into a cigarette and smoked, or injected into the bloodstream. Injected drugs come with a one-shot injection dispenser or as a liquid in a vial. Cocaine and Neoheroin come in a powder that can then be melted and injected. The drug is used with a Medicine + Intelligence roll. That roll usually determines how long the drug will affect the subject. If the roll is botched then the drug was administered incorrectly and it has no effect. Complications that result from a botch are up to the Storyteller, usually only combat or Willpower affecting drugs have an adverse effect on a botch and that is usually a Bashing Health level of damage. All drugs, except for a few have a "hangover" period (this duration will be included in the drug description). During this time the bonuses are usually reversed, other affects will be given in the description. Hallucinogenic medication has a lingering side effect in that it can come back without the user realizing it suddenly putting them into a Hallucinogen for 2D10 turns. This can crop up while under stress (it doesn't mean it will always come up while under stress though).

The drug's description includes the cost "on the street" for the drug. Regular suppliers like the military or through generic prescriptions can reduce the price, the Storyteller will determine this. After the price a drug is labeled as illegal, restricted (obtained only in the military or with a prescription) or legal (which can be dispensed in a local bar). Illegal drugs can be obtained by making a Manipulation + Subterfuge roll with a +1 Difficulty, in order to find them. The Difficulty level can be increased in some circumstances or for some drugs.
In Sudamerica all drugs and medications have a price and can be bought. Outside of Sudamerica the legal, restricted or illegal ratings apply. A restricted drug requires a permit, a special source or black market connections. Obtaining these drugs and illegal drugs requires a successful Subterfuge check to find someone willing to sell them the drug. These situations are almost always role played because of the delicate nature.

Addictive drugs can be a hard habit to break. Each time your character takes a dose of an addictive drug when they "come down" off of the drug, they are forced to take make an addiction roll. The addiction factor varies for each drug, some are more addictive than others. The value given for the addiction factor is the number of successes on a Willpower roll that you need to meet or beat to avoid addiction. If you become addicted to a drug you want another dose to postpone or treat the "hangover" effect. Typical drug users postpone the "hangover" period by taking more of the drug. Those that can't get more of the drug, and are addicted, suffer a painful "withdrawal." Suffering a +1 Difficulty to all rolls due to the symptoms, in addition they then suffer the "hangover" effect for twice its normal duration. If they are addicted and take another does of the drug before the "hangover" or effective period elapses they postpone the "hangover," but the time for the "hangover" still mounts up and when the person finally comes down off the drug they suffer the full effects of the drug's "hangover" twice as long for addicted characters. Some drugs don't suffer from addiction, if so then the addiction value will be omitted.

Acid: Hallucinogenic; duration 1d10 hours. "Hangover" of 6 hours of depression. Pill, Cost Cr 40, illegal and addictive 4, detox; shakes causing +1 Difficulty to all Physical actions for 1d10 hours. During a stressful situation, as specified by the Storyteller, a Resistance roll with only one success required has to be made to avoid suffering a hallucination. (Cyberspace page 155).
Adder: Increases one Attribute by 1 point for 1 hour, with a -1 to that same Attribute and to Stamina for 1 hour, they take 3d10 minutes to work and are abundant on the black market. Injection, Cost o Cr 25, Cr 50 for one that takes effect immediately, illegal, Addiction 2, detox physical Attribute nausea for two hours, Mental Attribute headache for two hours, Social Attribute stammer for two hours all provide +1 Difficulty to any use of the Attributes in that category (GURPS Ultra Tech page 97).
Adrenaliser:
An injected cocktail of hormones, adrenal stimulators and time relapsed adrenalin. It is used to keep someone awake and alert granting them an automatic success on any Willpower roll made to stay awake for up to 36 hours. At the end of that period the subject must make a Willpower roll at +6 Difficulty to remain awake. The sleep comes across them quickly and it is a deep sleep requiring physical damage to awake the subject. Injection, cost •• Cr 150, Restricted to the Legion and military, Addiction 2, detox nightmare ridden sleep causing a +1 Difficulty to all Mental actions for the next 6 hours (Traveler's Supplement 4: Supply Catalog page 168).
Adrenocilin: Pain reliever and cerebral anti-inflammatory used to treat Novas. Giving them the ability to deal with the pain caused by using their M-R node. Normally taken to reduce the Difficulty of training for new powers, typically one dose is give for every 12 hours. With each use the subject gains one die to any quantum power skill total. As a side effect, it lowers wound penalties by one. Effects last for 4 hours. Users must be operating under a dose of Adrenocilin or suffer a +2 Difficulty to use of any Quantum Power. In baselines and psions the medication is a deadly poison that inflicts 10-Stamina levels of Lethal Damage with each use. Pill, Cost Cr 175, Restricted, Addiction 1, detox: headaches causing +1 Difficulty to all rolls for 12 hours.
Alert: Useable on characters who are asleep or unconscious for any reason to wake them up. Pill Cost • Cr 10, legal, addictive 1, detox; shakes and upset stomach causing +1 Difficulty to all actions for 1 hour (Cyberspace page 152).
Amboathorphin: A universal nerve gas antidote allowing the subject to make another save against the nerve gas with a +1 success on the roll. The drug provides protect for 24 hours and can be taken prior to exposure as a safety precaution. If the subject fails their second saving roll, they can still operate "and complete the mission." They can postpone their death two more times by taking another dose of medication, but if they failed the second saving roll they will expire after the third dose wears off. If they fail the second saving roll and make it to a Vitakenitic they may be treated and the toxin removed, that would save their lives, however no other method can save them. This drug is carried as part of a standard kit for military personal going into combat. The only side effect is a nervous tic that often develops (make a Willpower at +3 Difficulty to avoid this) causing them to suffer a +1 Difficulty to all activities. Injected, Cost •• Cr 80, restricted, addictive 2, detox; -1 Willpower and shakes for 1 hour causing a +1 Difficulty to all Physical rolls (Cyberspace page 152).
Anacept: A 100% effective contraceptive available for males that lasts 20 day and females, the female version lasts longer, 30 days. It takes affect 15 minutes after taking the medication. Pill, Cost • Cr 25, legal, addictive 0, Nervousness causing a +1 Difficulty to all Mental rolls (Cyberspace page 152).
Andeline: If a success is rolled using Medicine + Intelligence at +3 Difficulty the drug Heals Hurt to Bruised, Injected, Cost • Cr 20, restricted, Addiction 2, detox possible death. Often carried by troops for use in battle. The injector is a one use injector that is usually clipped to the clothing of the patient. This signifies that the patient has had an injection and should not have another one for 24 hours. Having another injection in a 24 hour period of Andeline or Koreline forces the patient to make a Willpower check at +4 Difficulty or suffer a heart attack and die (Cyberspace page 152).
Andrex: Increases Willpower by +1 and Adds one Bruised Health level that is in effect for 4d10 minutes + 10 minutes per Medicine success rolled. After the drug expires any damage remains, the "hangover" lasts for 40 minutes +10 minutes per Medical success rolled, during that time 1 Willpower point is suppressed and the subject is unable to recover Willpower while suffering the "hangover" effect. Pill, Cost • Cr 50, restricted (Cyberspace page 152). Often issued to the military to be used in combat.
Analgine: Reduces the subject's Intelligence Attribute for 1 hour and makes them immune to any adverse modifiers due to pain for 1d10 hours. Powder that is inhaled or absorbed slowly through the skin, cost • Cr 50, restricted, addiction 5, detox headache causing +1 Difficulty to all Mental tasks. It is often cut with other drugs to give additional effects, restricted (GURPS Ultra-Tech page 98).
Anti-Agathics: Slows down the effects of aging reducing 1 year of aging to only 1 week. It is a fairly complex treatment requiring 2 injections and 6 pills which must be taken in a 24 hour period. It is not addictive, but if it is not taken annually all the effects of aging reappear. 2 injections and 6 pills, Cost ••••• Cr 25,000
Anti-Radiation Drugs: One dose absorbs 10 rads + 10 per Medicine Success rolled. May only be used safely once per day, taking more causes permanent loss to either Strength or Dexterity (Storyteller's call) Injection, Cost oo Cr 1,000/dose, Restricted (prescription only), Addiction 1, detox; sickness, upset stomach; +1 Difficulty to all tasks for 20 minutes (Traveler's Supplement 4: Supply Catalog page 168).
Antirad: It provides radiation protection by cutting the damage by 50% for the next 6 hours. It can be administered though an injection or a pill. Injection or pill, cost •• Cr 150, legal, Addiction 2, detox subject takes one Bashing level of Health damage and they are unable to heal that damage for the next 6 hours (GURPS Ultra-Tech page 98).
Arelenex:
Over the counter medication that relieves all symptoms of the common cold and flu for 24 hours. Pill, Cost • Cr 10, legal, not addictive (Cyberspace page 152).
Ascepaline: Instantly restores all lost Health Levels to a character for the next two hours, however while under effects of this medication they will suffer -1 to their Strength and Dexterity Attributes. When the drug wears off it will drop the character down to the same loss of Health Levels they were under when the drug was first administered plus one bashing Health Level of damage. Injection, cost oo Cr 150, legal, addiction 3, detox unable to recover lost Health Levels for 1d10 hours -1 hour per Medicine Ability treatment with a +3 Difficulty to a minimum of 1 hour. (GURPS Ultra-Tech page 98).
Babelonic: One of the most popular psychedelic drugs. Fans claim that it cross wires the right and left hemispheres of the brain. Wits and Intelligence are reduced by -2 for the duration, but Perception increases by +2. All Awareness rolls receive a +2 bonus, but it takes an opposed Meditation roll after the drug wears off to understand what insights the user received could mean. Duration 40 minutes + 10 minutes per Medicine success rolled. Pill, cost •• Cr 100, legal, Addiction 2, Detox the user hears things that are not there, for a +1 Difficulty to Perception rolls (Terra Verde Psi Order Norca).
Blank: Mood alternate and depressant; making the subject docile, Suppressing Willpower; - 2 Willpower, for 20 minutes + 10 minutes per Medical success rolled. The subject recovers their Willpower after the drug expires; the Willpower is only suppressed, but during the drug's duration all actions are made with the suppressed Willpower. It is one of the few drugs with no "hangover" period. Pill, Cost • Cr 50, illegal and addictive 3, detox; none (Cyberspace page 155).
Bolster: Mood alternate that makes the subject more aggressive giving them +2 Willpower for 20 minutes +10 minutes per Medicine success rolled. Afterwards their Willpower is suppressed for 3 hours and they only recover 2 Willpower when the "hangover" expires. They may still recover Willpower normally while under effect of the drug if the Storyteller sees them filling their Nature. Injection, Cost oo 75Cr , restricted, not addictive (Cyberspace page 155).
Boost: Heightens awareness and reflexes; +1 to Perception and +1 to Dexterity for 10 minutes + 10 minutes per Medicine success rolled. The subject suffers a -2 to Dexterity for one hour afterwards. Aerosol, Cost •• Cr 60, normally available, not addictive (Cyberspace page 155).
Clotting Aid: Used to stop bleeding wounds if applied to a bleeding wound it stops the bleeding and can provide 1 automatic success to the Medicine roll made to treat that wound. Injection, cost Cr •Cr 20, legal--standard with an advanced medical kit, Addiction 1, detox; headache +1 Difficulty to all Mental tasks for 25 minutes (Traveler's Supplement 4: Supply Catalog page 168).
Coke (Cocaine): Euphoric with a duration of 1hour + 10 minutes per Medicine success rolled. It has an equal hangover time where the subject feels depressed. It has no real game effect though. Except that over indulgence in Coke can cause problems. Inhalant, Cost • Cr 30, illegal and addictive 6, detox; depression for 30 minutes, must make a Resistance check to avoid getting a nose bleed and taking 1 Bashing health level of damage (Cyberspace page 155).
Colorama: Hallucinogenic that makes colors more vibrant, duration 1d10 hours, suffers a "hangover" of color blindness for double the duration. Unlike most hallucinogens this one doesn't create later hallucinogens so it is a legal intoxicant. Aerosol, Cost • Cr 20, legal, addictive 1, detox; possible hallucinations--make Willpower check once per hour for the next 10 hours or suffer hallucinations for 2d10 turns (Cyberspace page 155).
Combat Drug: The drug is used prior to combat adding +1 success to Perception and Initiative rolls made for 30 minutes + 10 minutes per Medicine success rolled. The drug takes 4 rounds to fully activate, often sudden combat may be over by that time. When the drug wears off the subject loses one Willpower and is exhausted. If they fall to zero Willpower because of this drug they lose consciousness for 1 hour per 10 minutes of duration. Injection, cost ••• Cr 1,000, Restricted to the Legion and military only, Addiction 4, detox; lose of consciousness for 2 hours (Traveler's Supplement 4: Supply Catalog page 168).
Crack: Euphoric that increases Willpower +1 for a duration of 50 minutes + 10 minute per Medicine success rolled. It's "hangover" causes depression for double the duration period. Illegal, Cost • Cr 20, illegal and addictive 5, detox; increased acne -1 to all Appearance rolls for 4 days, mental confusion +1 Difficulty to all Mental actions for 1d10 hours (Cyberspace page 155).
Crediline: Drops Intelligence and Wits Attributes by 1 and makes the subject more likely to believe anything told to them granting 1 automatic success to any Interrogation rolls. Duration is 1 hour +2d10 minutes. When the drug wears off the subject must make a Willpower roll at +1 Difficulty or become paranoid for 1 hour. They are at +1 Difficulty per additional dose given in a one month period. The subject feels happy and like everyone is their friend. Injected, Cost •• Cr 100, Restricted, not addictive (GURPS Ultra-Tech page 97).
Decilage:
A micro-organism with and incubation period of 3d10 x 10 minutes. Once it takes effect it lasts for 24 hours destroying any poison or toxins, except for alcohol. It has no "hangover" effect, but the person takes 1 Bashing Health level of damage, 1 hour after the micro-organism is injected, which can be healed normally. The person will run a slight temperature while the micro-organism is active in the bloodstream. Injection, Cost •• Cr 80, restricted, not addictive (Cyberspace page 152).
Dope: Combustant (smoked), Pain suppressant and depressant; the subject operates as if they had 3 less Health Levels of damage while the drug is in effect. It last for 10 minutes +10 minutes per Medicine success. Once the drug has worn off the person takes one level of bashing damage, which can't be healed for 6 hours. Hence the phrase "Only dopes take dope." Smoked, Cost • Cr 35, illegal and addictive 4, detox; another Bashing Health level of damage (Cyberspace page 155).
Doseline: A safe sedative, tranquilizer; the patient must make a Willpower check each round with a cumulative +1 Difficulty, to a maximum of +8 Difficulty, to remain awake. The patient remains asleep for 2 hours, making it a good drug to use in the field. Injection, cost • Cr 25, legal, addiction 1, detox drowsiness +1 Difficulty to all Willpower rolls for the next 3 hours (Spacemaster, Tech Law page 19).
Dream Sequence: Allows the subject to tap into their subconscious for clues about a present predicament. When making Meditation rolls, but not to recover Psi, roll three extra dice. Synapses are fired and the subject gets a rush of random images. Duration 30 minutes. Pill, cost •• $70, Legal, Addiction Rating 1, Detox +1 Difficulty on all Intelligence rolls. (Terra Verde Psi Order Norca page 49).
Dreen: Hyperactivator grants +2 Dexterity and improves the character's speed by 10%, for 10 minutes + 10 minute per Medicine success rolled. During the drug's "hangover" the subject suffers -10% of speed and -3 Dexterity for 3 hours. Injection, Cost •• Cr 60, restricted, used by the military, addictive 1, nervousness and clumsiness +1 Difficulty to all Dexterity based rolls (Cyberspace page 155).
Drudge: Mood alternant that creates sadness and hopelessness. It causes -2 Willpower and -1 Strength for its duration, which is 20 minutes + 10 minutes per Medicine success rolled. Unlike Bolster the subject of the drug doesn't recover their Willpower after the drug expires, they can recover it normally though. The "hangover" duration is the original duration period +1 hour. The character recovers the lost Strength immediately after the "hangover" period elapses. Injection, Cost •• Cr 75, restricted, used as an interrogation drug, not addictive (Cyberspace page 155).
Empagine: A psionic blocker that is used to treat characters with psionic dysfunction. It acts for 24 hours suppressing the character's highest psion by one point. Aerosol, cost • Cr 50, restricted, addiction 2, detox; loss of one point of Psi that can be recovered normally (Cyberspace page 152).
Enkephalog: A strong pain killer applied directly to the brain or the spinal cord. It removes all pain and negates any penalties due to the loss of Health Levels. However, the character will not know if they are injured, with any pain signals, this can be dangerous. The pain reliever is effective for 12 hours. Aerosol, cost •• Cr 75, restricted, addiction 4, detox; numbness +1 Difficulty to any Physical rolls (Cyberspace page 152).
Fast Drug: Used to put a person into cold sleep where time passes at a rate of 60:1. One dose is good for 60 days or until brought out by the Fast Drug Antagonistic. Often used on wounded soldiers and Legion personal to slow damage while the patient is brought behind the lines to medical treatment. It was originally designed for use with cryoberths making long voyages through interstellar space. Injection, cost •• Cr 200, legal, Addiction 2, drowsiness +1 Difficulty to all Mental rolls for 1 hour (Traveler's Supplement 4: Supply Catalog page 169).
Fast Drug Antagonistic: Brings a person out of Fast Drug early; however it takes 6 hours for the person to recover and wake up. Trying to wake them up sooner causes loss of Stamina at the rate of 1 point per earlier hour that they are woken. Injection, cost •• Cr 200, no addiction (Original).
Flashback: Stimulates the memory of the user, bring back stored experiences. Double all dice pools when a character is trying to remember something. A telepath can listen in on this effect using the Bable Effect allowing them to search the subject's mind. Someone or the telepath must direct the subject with a successful Interrogation or Rapport roll, respectively. Duration 1 hour, Detox None, Injected cost •••• Cr 2,000, Restricted, Addiction 0, Detox none (Terra Verde Psi Order Norca page 49).
Follaje: A lethal disease extracted and synthesized from a Venequelan plague. It consists of noncontagious bacteria which eat through the muscle and skin tissue leaving a vegetal-like cells. The victim loses mobility and muscle response as the body adopts a wooden constitution. The skin is covered by mucous fungi until the bacteria reaches the internal orgams. After long and exceedingly painful agony, the victim dies leaving a slimy, lichen-covered carcass behind. Toxin rating of 5 (Bashing) and the damage ignores Resistance-derived soak; Metabolic Efficiency only soaks half the psion's Adaptation rating, and the Antitoxin suffers a +3 Difficulty when it tries to counter the effect. The drug inflicts damage once every 12 hours until the subject dies. It is possible to heal the damage as it is inflicted, but that only prolongs the victim's agony. Injection, Cost •••• Cr 5,000 Duration; special, Addiction 1, it is highly illegal to own this serum. Detox; none (Terra Verde Psi Order Norca page 50).
Freak: Mood alternant that creates a crazed person. It adds +1 Strength, +1 Dexterity and +1 Perception for its duration, which is 20 minutes + 10 minute per Medicine Success rolled. The drug has a problem causing the subject to ignore all damage and any Difficulties caused by the loss of Health Levels. They feel invincible and act like it. However, after the drug expires it bestows one Lethal Health level upon the subject and they suffer a -1 to Dexterity and Perception for twice its duration. Pill, Cost •• Cr 60, illegal and addictive 3, detox; confusion -1 to all Mental rolls for 1 hour (Cyberspace page 155).
Genericillin: Powerful multipurpose antibiotic. Allows the subject to make another save against the disease with one automatic success. Genericillin is bio-engineered and when a new disease is found it is re-engineered. It is useful for natives of the Sol System only. Injection, Cost oo Cr 50, legal, not addicted, no detox (GURPS Ultra-Tech page 99).
Gorteline: Produces a high, grants a +2 to initiative and a general rush of happiness for 30 minutes + 5 minutes per Medicine success rolled. When the subject "comes down" off the drug they suffer a -5 to initiative and sadness for twice the drug's duration period. Pill, Cost •• Cr 100, illegal, addictive 5, detox; sadness and depression -1 to all Social interactions, shaky nature +1 Difficulty to all Dexterity based rolls (Spacemaster, Tech Law page 20).
Gravanol: Improves how a character handles heavy gravity allowing them to ignore up to 1.59 G with no adverse effect. Pill, Cost •• Cr 70, legal, addiction 4, detox subject suffers a loss of -1 Dexterity points for 2d10 hours. (GURPS Ultra-Tech page 98).
Haze: Mood alternate rendering the subject passive for its duration, which is 1 hour + 10 minutes per Medicine success rolled. The subject feels relaxed and calm and loses 1 point of Willpower. The Willpower can be regained normally. After the drug's duration expires the subject suffers a bashing Health Level damage. This damage will heal naturally in another hour, if the character is injured then it adds 1 hour to the normal duration for healing. Pill, Cost •Cr 50, illegal, addictive 3, detox; unconsciousness for 30 minutes (Cyberspace page 155).
Hemoflux: Acts on the spleen and liver causing a high production of blood cells. It provides +1 success to any Medicine rolls made to treat bleeding damage. To use the drug a Medicine + Intelligence roll with a +3 Difficulty is made. If successful it acts on the body, if the Medicine roll is failed then the drug has not effect. If the Medicine roll botches then it inflicts a +1 Difficulty to any Medicine rolls made on the patient for the next 12 hours. Injected, • Cr 50, Restrictive not addictive (Cyberspace page 152).
Hemoscirex-III: A blood coagulant, when applied to a bleeding wound it stops the bleeding healing one Health Level of damage, if that damage is due to bleeding (Storyteller will determine). Spray, cost • Cr 25, legal addictive 0, detox; headache +1 Difficulty to all Mental rolls (Cyberspace page 152)
HiLite: Increases perceptive acuity granting +3 to Perception for 20 minutes + 5 minutes per Medicine success rolled. The drug has a 1 hour "hangover" period suffering -2 to Perception and a temporary loss of 1 Willpower, which they regain when the hour expires. Aerosol spray, Cost •• Cr 75, restricted, used as a combat drug by the military, not addictive (Cyberspace page 155).
Hipe: Mood alterant that creates happiness, with a duration of 30 minutes + 15 minutes per Medicine success rolled. The drug has a "hangover" period of twice its duration in which the subject suffers the suppression of 2 Willpower and depression. Pill, Cost • Cr 35, illegal and addictive, addiction 4, detox; dehydration, dry mouth and the need to drink at least 1 liter of water in the next hour or suffer distraction +1 to all Mental rolls from (Cyberspace page 155).
Horse: Hallucinogenic with a duration of 4d10 hours. When the person finally comes down off of the drug they suffer a suppression of 1 point of Willpower for 12 hours. Injection, Cost ••o Cr 75, illegal and highly addictive 6, detox; hallucinations under stress roll Willpower or suffer a hallucination for 2d10 minutes (Cyberspace page 155).
Human Growth Hormone (HGH): A medication used to treat dwarfism, when applied to a normal child, over a span of months, it can make that child grow more. It is often used in place of a steroid as a performance enhancing drug, temporarily increasing Strength by +1. It has no hangover, but it does have compactions that can prove to be quite costly. Injection, Cost •• Cr 75, restricted, addiction 1, detox loss of sensation and numbness for 1 hour, +1 Difficulty to all Physical rolls (Cyberspace page 152).
Hypercoagulin: A blood coagulation and bleeding cessation drug that when applied improves a person from Wounded Health to Injured Health status. If used then it cannot be used with Andeline, Clotting Aid, or Korteline within the same week. Doing so forces the patient to make a Willpower Roll at +3 Difficulty or suffer a stroke and lose one point to a Mental Attribute (Storyteller's choice of which one). Spray, Cost • CR 25, legal, no addiction (GURPS Ultra-Tech page 97).
Interferon III:
A broad spectrum antivirual. If successfully administered it allows the patient to make another saving roll vs. the virus to avoid it with a +1 success on the roll. If it does not cure the virus then it does reduce the damage that virus does by one health level. Injection, Cost • Cr 30, restricted, not addictive (Cyberspace page 152)
Jirolene: Stimulant that adds +1 to Perception for 30 minutes + 10 minutes per Medicine success rolled, Pill, Cost • Cr 10, legal, addictive 1, detox; nightmares for the next 1d5 days, roll Willpower or suffer a nightmare and wake the next day exhausted (Cyberspace page 152).
Kaga-2: Used to stop a potential Nova from erupting. The subject's intelligence and other Abilities are increased, but the subject will never be a psion or a nova. It causes physical brain changes and stunts the part of the brain that makes a Nova. Injection, cost ••• Cr 500, restricted, not addictive only one injection is required. It has no effect on current Aberrants or psions. (Asia Ascendant).
Korteline: If a Medicine + Intelligence check with a +3 Difficulty check is passed then the drug heals from Injured to Hurt. Injection, Cost • Cr 40, restricted, addiction 2. If a another Korteline or an Andeline injection is given within a 24 hour period of receiving a dose of Korteline the patient must make a Willpower check with a +4 Difficulty or suffer a Heart Attack. To prevent this the empty injector vial is typically clipped to the patient's clothing, not addictive (Cyberspace page 152).
L-Dopa-IV: Increases the character's Dexterity by +1 and their movement by 10% for 5 minutes + 5 minutes per Medicine success rolled. It has a "hangover" period where the character suffers -1 Dexterity and -50% of their movement (anything more is quite painful adding one level of Bashing damage to the character if they exceed 50% of their normal speed). Injection, Cost •• Cr 90, restrictive, addiction 2, detox; numbness and loss of sensations +1 Difficulty to all Dexterity rolls for the next hour. (Cyberspace 153).
Lace: Hallucinogenic with a duration of 1 to 2 hours. It inflicts one bashing damage for its "hangover" Health Levels can't be healed for at least one hour. It is a way to get a cheap trip; Pill, Cost • Cr 10, illegal, and is addictive 4, detox; hallucinations when under stress, Storyteller's choice, must make a Willpower roll at +1 Difficulty or suffer a hallucination for 3d10 turns (Cyberspace page 155).
Magic: Hallucinogenic with a duration of 3d10 hours, during which time the subject gains +1 point of temporary Willpower (they can exceed their normal Willpower score with this drug). For the "hangover" a period of 5d10 hours during which the subject loses a point of Willpower and cannot regain Willpower as long as the "hangover" is in effect. Pill, Cost • Cr 40, illegal and addictive 3, detox; hallucinations when under stress, Storyteller's choice, must make a Willpower roll at +1 Difficulty or suffer a hallucination for 3d10 turns (Cyberspace page 155).
Mageceph: A temporary memory booster that improves the character's Intelligence by +1 for 1 hour + 10 minutes per Medicine success rolled. Pill, cost •• Cr 75, restricted, addictive 2, detox mental confusion +1 Difficulty to all Mental rolls for the next 2 hours (Cyberspace page 153)
Medicinal Slow Drug: a variant of the normal slow drug that accelerates the metabolism to 30 times normal, allowing the patient to undergo a month of healing in one day. Using the drug outside of a hospital is a messy and painful way to commit suicide, as the user will cook his internal organs and causes massive brain damage. Once injected the patient will slip into a coma. Injection, cost ••• Cr 1,000, legal, Addiction 1, detox; hyperactivity +1 Difficulty to all Dexterity based rolls for the next 30 minutes (Traveler's Supplement 4: Supply Catalog page 169).
Memory-Beta: A memory enhancement a recently read text can be recited verbatim, while and older text can only be recalled with a successful Intelligence check. The drug lasts for 1d2 hours; recent memories gain a -1 bonus to the DC, while older memories have an increased DC set by the Storyteller based on the time that has passed since the memory was established. The danger and "addiction" of Memory-Beta causes the subject to get lost in their own memories. If they fail a roll to recover a memory then they are lost to the past for 5d10 minutes. On a botch that time is doubled. While undergoing the memory trance the subject will relive it feeling all the emotions they felt during the original memory. Even if a person is not seeking any certain memories they must make a memory check once per half hour to see if they don't get lost in a memory on their own. Taking more than one dose of the medication increases the duration by one hour, but gives a +1 penalty to the DC to not fall into a trance. It is popular on the black market as a memory aid for students and provides a -1 bonus to the DC in interrogations. Pill or Injection, cost Cr 75, restricted, not addictive (GURPS Ultra-Tech page 99).
Metabolic Accelerator ("Slow Drug"): A combat drug used to decrease a soldier's reaction time in combat. The drug takes 15 turns to fully activate so it is usually useless to use it to reply to an ambush. The drug lasts for 10 minutes + 1 Minute per Medicine success rolled. When the drug expires the person suffers one Bashing Health level of damage. Injection, cost ••• Cr 500, Addiction 1, detox; hyperactivity +1 Difficulty to all Dexterity based rolls for the next 20 minutes (Traveler's Supplement 4: Supply Catalog page 169).
Meta-Performance Enhancer ("Titan Drug"): The drug adds 1 Strength +1 Strength per Medicine Success rolled. It takes 20 turns for the drug to become fully effective and lasts for 10 minutes + 1 minute per Medicine success rolled. After the drug expires the patient suffers painful muscle cramps and subject's effective Strength drops to 2 and they take 1 Bashing Health level of damage. Injection, cost ••• Cr 600, Restricted, Addiction 4, detox; headaches +1 Difficulty to all Mental rolls for the next 30 minutes (Traveler's Supplement 4: Supply Catalog page 169).
Mite: Steroidal muscle mass improver, subject gains the effect of a Psuedo Mentor 4 for the spending of experience points on improving their Strength Stat. It causes the same problems as steroid abuse (sterility, heart problems, increases body mass an increased rage over time). Baseline users (nonpsionic or non-novas) are overcome with elation and orgasmic pleasure. All uses are able to increase their Strength Stat (max 10 at which point their Appearance Stat is reduced by 1 point to a minimum of 1). Baselines are able to develop Mega Strength with continued use, but suffer a -1 point to their Appearance when they gain 1 point of Mega Strength. The drug is used over a period of months using injections combined with a rigorous workout. After taking an injection the subject's Strength and Might Stats are increased by 1 point for 1 hour. After each use the subject must pass a Stamina roll at +1 Difficulty or suffer immediate cardiac arrest. Addicted uses are called "mitoids." Mitoids often go berserk when angered (must pass a Stamina check to remain calm). Users temporarily become immune to pain, suffering no penalties to actions caused by wounds (after gaining 1 point of Mega Strength, right after each use for 1 hour). Injection, Cost ooo Cr 350, restricted, addiction 2, detox; headaches and -1 to all mental stats for 1 hour. (Aberrant 281).
Morhazine:
Puts the subject into a deep dreamless sleep for 1d2 hours. It comes in tablet form or as an injection. Taking more than one dose increases the sleep duration by one hour. Taking more than 6 doses requires the subject to make a Willpower Roll at +3 Difficulty or fall into a coma and die. Injection, Tablet, cost • Cr 25, Restricted, Addiction 3, detox insomnia for 1d10 days (GURPS Ultra-Tech page 97).
Moxinoquantamine (Mox): A drug given to newly erupted Novas during training making it mor difficult to use quantum powers including Mega-Attributes and enhancements causing a +2 Difficulty. Additionally, any roll of "1" or "2" is treated as a botch; however, botched power rolls while on mox do not inflict temporary Taint. The effects last 6 hours per dose. It is often used as a counter or antidote to Adrenocilin. In baselines and psions Mox is a deadly poison inflicting 10-Stamina Lethal Health levels per dose taken. Pill, Cost oo Cr 60, Restricted (available to Novas from Rashoud facilities. Addiction 0, detox +3 to the use of any Quantum Powers and Mega Ability Stats for 1 hour (Aberrant p. 281).
Nervous Response Dampeners:
A mild anti-anxiety calming drug granting an effective +1 Willpower to any rolls made to control themselves under stressful conditions. Injected, cost •• Cr 100, Restricted (available to the Legion and soldiers only), Addiction 4, detox; nervousness +1 Difficulty to all Dexterity based rolls for the next 20 minutes (Traveler's Supplement 4: Supply Catalog page 168).
Neurovine: Nerve poison antidote, if taken within 15 minutes of exposure it gives the subject another chance to throw of the symptoms of the poison with 1 automatic success. Taking it is dangerous, taking more than three doses in one day causes the subject to make a Willpower for each Physical and Mental Attribute or lose one point from that Attribute. Injection cost • Cr 30, restricted, not addictive, 4 detox -1 to all Physical Attributes for 1 hour (GURPS Ultra-Tech page 97).
Noeheroin:
Pain suppressant and hallucinogenic with a duration of 2d10 hours. The subject needs to make a Medicine roll with a +3 Difficulty to remain conscious, if they fail then they fall unconscious and have very vivid dreams. During the drug's duration they can ignore any penalties caused by the loss of Health Levels. It serves as depressant for its "hangover" period of 3d10 hours. Injection, Cost •• Cr 55, illegal and addictive 4, detox; hallucinations when under stress, Storyteller's choice, must make a Willpower roll at +1 Difficulty or suffer a hallucination for 3d10 turns. Often administered in high doses to keep the patient asleep and almost in a coma for a period of time while they heal (Cyberspace page 155).
Panaceas: A wide spectrum antibiotic used to treat an infection or disease it provides a +1 Success to any Medicine rolls made to treat the disease. Spray, cost •• Cr 200, Addiction 0, detox; cramps +1 Difficulty to all Physical rolls for the next 30 minutes. Legal to own and use, not addictive (Traveler's Supplement 4: Supply Catalog page 168).
Purge: An anti-hangover medication that alleviates all side effects from drinking alcohol. It doesn't have any effect against the hangover caused by other drugs. Pill, cost • Cr 15, addictive 2, headaches +1 Difficulty to all Mental rolls for the next 30 minutes, legal to own and use (Cyberspace page 153).
Purge: An anti-hangover medication that counters the effects of any drugs and alcohol taken by the subject. It takes 1d2 minutes to take effect and a Medicine roll is required. If that roll is botched the subject becomes nauseated for one hour suffering a +1 Difficulty to the use of all physical Attributes. If more than one dose of Purge is taken during a 24 hour period the user becomes temporarily immune to it and it doesn't effect them. Any drugs or alcohol taken after one hour since taking the Purge begins to accumulate in the subject effecting them when the 24 hour period has passed. Injection or pill, cost o Cr 20, legal, not addictive, no detox (GURPS Ultra-Tech page 100).
Quickheal: Heals a character from Hurt to Bruised, it has not effect against radiation or poison damage. Injection or Pill, cost injection oo Cr 50, pill cost Cr o 20, legal, addiction 1, detox; 1 Bashing level Health damage (GURPS Ultra-Tech page 98).
Quietus: Causes the user to fall asleep for 2 hour + 20 minutes per Medicine success rolled. The character must make a resisted Willpower roll, at +3 Difficulty, against the Medicine success rolled to stay awake once each minute until the drug duration ends or the character falls asleep. It has no "hangover" effect. Pill, cost • Cr 15, addiction 2, detox; nightmares, roll Willpower or suffer nightmares and wake exhausted (Cyberspace 153).
Radiation Emergency Applicator: An anti-radiation cocktail made of seven different drugs that can penetrate 2[2] of armor to inject the subject. If applied within 1 hour of dosage it provides an automatic success to the Medicine roll used to treat the condition. Radiation Emergency Applicator cannot be used with Anti-Radiation Drugs, the Applicator already contains them. Automatic Injection, cost ••• Cr 250, legal, Addiction 1, high temperature and nervousness +1 Difficulty to all Dexterity rolls for the next 30 minutes, legal to own and use (Traveler's Supplement 4: Supply Catalog page 168).
Rage: Doubles the users Strength Attribute but renders the subject berserk; they must make a Willpower roll at +1 Difficulty or attack someone or something, for 1 hour. Cumulative doses extend the duration and increases the Difficulty on the Willpower roll. Injected, Cost o Cr 40, restricted, addictive 2, detox; -1 to Strength Attribute for 1d10 hours and continuation of Berserk state. Ragers who continue to rage beyond and hour are usually sedated. (GURPS Ultra-Tech page 97).
Red 7:
Military research spliced M-R node hormones with human adrenaline to produce a potent combat-enhancing drug. Safer and less powerful than Soma. Red 7 increases the recipient's physical abilities adding 2 to all Physical Stats (max 5 in any one Stat), for 1 hour. The user is prone to increased aggressive behavior and there is an escalating chance the drug will kill the user; beginning at about 5% and increasing by 5% with every additional dose taken (add +20% for Psions after the first use to the chance of death, then it increases by 5% per additional dose). Injected, Cost •••• Cr 1,500, addictive 5, detox; 40% chance of unconsciousness, restricted (Abberant p282).
Revive Capsules:
Adds two successes to any attempt to wake up if administered a sleeping subject. Also covers ammonia capsules. Capsule Inhalant, cost • Cr 5, not addictive, legal, (GURPS Ultra-Tech page 98).
Rockit:
A multi-rush euphoric that lasts or 20 + 6d10 minutes. While the subject is under the drug's effect they suffer -1 Perception and a temporary loss of 1 point of Willpower. During the drug's effect time and "hangover" period of 3 hours the subject cannot regain Willpower. For this reason it is often used in conjunction with other Willpower suppressing drugs for interrogation. Aerosol spray, Cost •• Cr 70, illegal, addictive 3, detox; clouded vision +1 Difficulty to all Perception or Awareness rolls for 30 minutes (Cyberspace page 155).
Rush: Euphoric that lasts for 1d2 hours. It is fairly predictable and has a mild effect. It inflicts one Bashing damage on the subject until 2 hours pass, when any damage lost to this drug returns. A character who is already damaged can heal damage normally after 1 hour. Usually, the character takes the euphoric while undamaged and they recover their lost Bruised Health level right after the hour expires. Aerosol spray, Cost • Cr 35, legal, addictive 1, detox; high temperature and inability to recover Health levels for the next 30 minutes (Cyberspace page 155).
Screw: Aphrodisiac that improves sexual performance for 2 hours, afterwards it has a "hangover" period of 3 hours where the subject takes on a Bruised Bashing Health Level of damage. They are able to regain Health levels at a normal rate, after the drug's "hangover" period expires. This problem makes the drug a prescription drug only. Pill, Cost •• Cr 80, restricted, not addictive (Cyberspace page 155).
Sensorien: A drug that increases the users Perception by +2 for 10 minutes plus 10 minutes per Medicine success rolled. It has a bad "hangover" causing that headache that inflicts one bashing Health level and a -3 to their Perception for as long as the drug lasted. The Health level can be healed normally, often before the duration expires, but the headache remains, it just isn't as disabling. Pill, cost • Cr 30, addiction 3, detox; headache suffer +1 Difficulty to all Mental rolls for 30 minutes, legal to own and use often used by hunters and soldiers, not addictive (Cyberspace page 153).
Shaker (CHKR-57): Experimental neurotransmitter the drug is a combat drug that increases the Strength, Dexterity and Stamina Attributes by one point per 3 combat turns and keeps it at +3 to each Attribute for up to one minute; supercharging the user. While under effect of the drug the subject suffers the loss of one point of Intelligence and suffers the Overconfidence Flaw; also all effects of pain from the loss of Health levels is reduced by -1. The loss of Intelligence is so severe that a person must make an Intelligence roll to engage in combat tactics and follow orders more complex than "kill any enemy you see." The effective loss of Intelligence and the Overconfidence lasts for 24 hours. It can be combined with the drug Tempo. Additional doses do not change anything or extend the duration. Injection, cost varies from • to •• Cr 20 to 100; the lower price to governments and manufactures and the higher price on the black market. Not addictive (GURPS Ultra-Tech page 100).
Smack: Hallucinogenic with a duration of 1d10 hours. During the hangover period, of 12 hours, the subject has 2 points of Willpower suppressed, but unlike other drugs they are able to regain Willpower during this time. If they the subject has restored a point or 2 of Willpower during the drug's "hangover" time they do not gain extra Willpower when their Willpower is restored. Injection, Cost •• Cr 60, illegal and addictive 6, detox; inability to recover Willpower or sleep for the next 30 minutes (Cyberspace page 155).
Smash: Relaxant 30 minutes + 10 minutes per Medicine success rolled. The subject must make a resisted Willpower, at +2 Difficulty, roll against their Medicine successes, for duration of the medication, to stay awake. Otherwise they fall asleep. They suffer a +2 Difficulty to their Willpower on any chance to try and awaken them, although if they take any damage they automatically awaken. If taken by an intoxicated subject or someone taking a depressant and they fall asleep they must make a Willpower roll or have their brain shut down and die. Normal CPR will allow the subject to make another Willpower roll to resuscitate, if they fail that second Willpower roll then they are dead from a failed heart. Only potent Vitakenisis or the timely use of a defibrillator, can bring them back but a defibrillator only allows another Willpower roll. The Difficulty for the subject's Willpower roll starts at +0 and increases at the rate of +1 per electrical shock. If after all that the character is unable to achieve a success then maybe its better off that they are dead. Pill, Cost • Cr 20, illegal, addictive 5, detox; nightmares must make a Willpower check at +1 Difficulty or after your next sleeping period you will wake exhausted (Cyberspace page 155).
Soothe: Tranquilizes the user causing the subject to experience a docile, dreamy state of euphoria, and a -1 to the subject's Dexterity and Intelligence Attributes for 3d10 minutes. Any pain stimulus while under the drug allows a Willpower roll at +2 Difficulty to come out of the condition (but the stat loss will not go away). Taking multiple doses will increase the effect for 1 minute per additional dose, but if 4 doses are taken within a 24 hour period the subject must make a Willpower roll for both their Dexterity and Intelligence Attributes or suffer a permanent loss to the stat. Injection, Cost • Cr 15, legal, addiction (GURPS Ultra-Tech page 98).
Soma: An illegal stimulant created from the pulverized M-R Node found in all Novas. The drug gives the injestor temporary improved super powers, based on their own powers. It takes at several M-R Nodes to make one dose of Soma. Some organizations breed novas in captivity just to refine Soma from their brains. Soma can only be created from the brains of teenagers who have undergone some sort of Nova eruption, usually artificially generated. A baseline person (one without nova powers) must pass a Stamina roll at +1 Difficulty or suffer the same effects as a transplant rejection toward all organs of the body; which results in death if the roll is not made (Psions are considered baseline people with respect to this drug). Should the user survive they gain some Nova Powers; typically enhanced speed and strength (usually only o). The effects only last for 4 hours. Often cut with cocaine, the only known narcotic capable of consistently overcoming a nova's enhanced metabolism. Pill, Cost ••••+ Cr 2,000+, highly illegal, addictive 4, detox weakness -1 to all physical and mental stats for 1-4 hours (Aberrant p.282).
Speed:
Hyperactivator with a duration of 2d10 minutes +10 minute per Medicine success rolled.. It grants the subject +1 Perception and +1 Dexterity, but they must make a resisted Willpower roll against the drug's duration to avoid suffering the delusion of paranoia. The subject suffers 90 minutes of a "hangover" where they suffer a -2 to Perception and Dexterity. Pill, Cost • Cr 20, illegal. Often used by mercenaries to improve their performance in combat, addictive 2, detox; headaches suffer +1 Difficulty to all Mental actions for the next hour, addiction 2 (Cyberspace page 155).
Spike:
A stimulant that adds +1 to all physical stats for 2+1d10 minutes (max 5 in one stat). Pill, Cost ooo Cr 500, illegal, addictive 3, detox; loss of 1 point from each physical stat for 1 hour.
Starlight Drops:
Improves the natural eyesight giving them +1 dice to their Perception per Medicine success rolled with the original dose and +1 Accuracy to ranged combat. The drug lasts for 1 hour per Medicine success rolled, during which time the user's eyes look silvery and cloudy. After the drug's duration expires the subject suffers a -2 to Perception and -2 to any ranged combat for and equal time. Eye Drops, cost ••• Cr 1,000, addiction 4, detox; cloudy vision +1 Difficulty to Perception or Awareness checks for the next 30 minutes, Restricted (Traveler's Supplement 4: Supply Catalog page 169).
Stirene: A new antibiotic that allows the patient who is injected with it to make another saving roll vs. the disease with a +1 success. The antibiotic stays in the system for 24 hours and it provides its +1 success to any rolls made to avoid infection by a disease. Cost • Cr 50, restricted, no addiction. (Cyberspace page 152).
Stim Drugs: Allows the subject to recover from exhaustion at the cost of one Bashing Health level of damage. A single dose can keep the subject awake for 6 hours. Taking extra doses to extend the time spent awake also increases the damage by +1 Bashing Health Level per extra dose (+2 for 2 doses, +3 for 3 doses etc.). Once the subject takes 6 hours of sleep they may take Stims with only suffering 1 Bashing Health Level damage. Injection, cost • Cr 50, legal, Addiction 3, detox, headaches +1 Difficulty to all Mental rolls for the next hour legal to own and use (Traveler's Supplement 4: Supply Catalog page 168).
Suspend: Slows down the subject's metabolic rate preventing them from losing any Health levels for 48 hours, provided it is injected prior to the heart stopping. It takes one minute to take effect, additional doses taken within a 30 day period are ineffective. For the next 48 hours the subject cannot heal any Health levels, treatment merely stops further damage. Injection, Cost oo Cr 650, restricted, no addiction (GURPS Ultra-Tech page 98).
Swing:
Mood alternant with a duration of 5d10 x10 minutes. After taking the medication the subject rolls 1d10 on the table below for its effect:
   Roll Effect
      1 docile as per Blank
      2 aggressive as per Bolster
      3 depressant as per Dope
      4 sadness as per Drudge
      5 crazed as per Freak
      6 happy as per Hipe
      7 multi-rush euphoric as per Rockit
      8 euphoric as per Rush
      9 frenzied as per Whip
      10 roll twice and ignore any 10s rolled, this can create unusual psychic states.
The drug has a "hangover" time and effect as listed for the drug effect that it mimics. If the result is two effects then the longer "hangover" period is suffered, not both. Liquid often added to a drink, Cost • Cr 50, illegal and addictive 4, detox; hallucinations when under stress, Storyteller's choice, must make a Willpower roll at +1 Difficulty or suffer a hallucination for 3d10 turns (Cyberspace page 155).
Syncronia: Primarily used by police and military giving the subject a better reaction time and perception enhancement. The member of the team with the highest Initiative shares that initiative with all members of their team. +1 bonus to Wits rolls. The subjects are able to take game time out to make detailed plans with a Duration of 10-Stamina turns. A less potent version is offered commercially that is often used by musicians to heighten their playing. It has no detox or addiction chance. Pill, Cost • Cr 175, legal, addiction 1 (Terra Verede Psi Order Norca page 49).
Tempo: A combat drug that alters the subject's time sense giving them one less die penalty for using multiple actions in a turn for one minute per Medicine success (minimum 1 minute). Injection, cost o Cr 40, restricted, addiction 3, detox; suffer +1 Difficulty to all physical actions performed (GRUPS Ultra-Tech page 100).
Torp: Heightens reflexes; causing a +2 to Dexterity for 1d10 minutes +1 minute per Medicine success rolled with a "hangover" period of 45 minutes with the subject suffering -1 to Dexterity. Another dose can be used to prolong the positive effect, but the "hangover" will last twice as long for each extra dose (Therefore if 3 doses are taken the drug lasts for 3d10 minutes, but the "hangover" period is 2x 45 minutes x3 dosage or 270 minutes (4 hours, 30 minutes). If multiple does are taken at the same time then only one effect is granted. To use multiple doses they must be taken after the previous dose expires and it then postpones the "hangover" time. Aerosol spray, Cost •• Cr 60, restricted, not addictive. Often used as a military drug, usually in combination with Whip (Cyberspace page 155).
Torpine: Puts the subject into a healing trance for 24 hours; doubling their healing rate while under. After coming out of the drug the subject will be intensely hungry. Use of the drug without allowing for the subject to recover and eat for 24 hours will cause the subject to fall into a coma and die. Stimulants will not pull the subject out of their healing trance. A Medicine roll must be made when coming out of the drug with a +2 Difficulty, failure causes the subject to prematurely age one month, a botch causes the subject to age one year per one rolled. Injection, cost oo Cr 250, restricted, not addictive (GURPS Ultra-Tech page 100).
Triadrenaline: A combat drug that takes effect in 3 turns. Once it takes effect it grants the subject the power of haste +3 to their initiative and +2 successes when multiple actions are tried. The drug only lasts for 10 minutes + 1 minute per Medicine success rolled. After the drug expires the subject suffers a -5 to all initiative rolls and a +1 Difficulty to all actions taken. This effect lasts for a time equal to the time that it was effective. Injected, Cost ••• Cr 1,000, Restricted, Addiction 4, detox; -2 to all initiative rolls for the next 20 minutes (Spacemaster, Tech Law page 19).
Truth Serum: Sodium-Pentathol. Forces the subject to make a Willpower check at +3 Difficulty or to tell the truth when interrogated. Pill, cost ••• Cr 500, restricted, not addictive (Traveler's Supplement 4: Supply Catalog page 168).
Verex Compound: A universal antitoxin drug that gives the patient another saving roll against the antitoxin with +2 successes. It has a 20 minute "hangover" causing intense stomach discomfort and sweating; causing the patient to suffer a +1 Difficulty to all rolls made during that 20 minutes. Injection, cost •• Cr 80, restricted, addiction 1, detox; headache suffer +1 Difficulty to all Mental rolls for the next 30 minutes (Cyberspace page 152).
Veriene: A heavy sedative that causes unconsciousness for 2 hours + 30 minutes per Medicine success rolled. It has no "hangover" period. Cost • Cr 20, addiction 2, detox; nightmares the next time the subject goes to sleep they must make a Willpower check or wake exhausted (Cyberspace 153).
Whip: Mood alterant, frenzied with a duration of 2d10 minutes +1 minute per Medicine success rolled. The subject gains +2 Strength, plus 10% movement rate, and they must make a Willpower roll with a +2 Difficulty or suffer from paranoia. The "hangover" period is twice the duration of the effect, during that time the subject suffers a -2 Strength and -10% movement rate. Just like Torp dosages may be taken back-to-back postponing the "hangover" period. However, just like Torp if this is done the "hangover" period is twice as long for each extra dose. Aerosol spray, Cost •• Cr 75, not addictive, restricted, often used as a military drug, usually in combination with Torp (Cyberspace page 155).
Windam: A favorite among divers and mountain rangers it eliminates all physcial penalties to physical rolls caused by extreme high or low pressure, except for environments that are extreme enough to damage the skin and other tissues. The subject won't hypventilate. Pill, cost • Cr 5, legal to own and use, addiction 1, Detox +1 Difficulty to all Stamina rolls (Terra Verde Psi Order Norca page 50).
Yuthis: An anti-aging medication that removes and penalties caused by old age for up to 20 days + 1 day per Medicine success rolled. While it is active the person suffers a +1 Difficulty against any toxin or disease due to a suppressed immune system during the drug's duration. Injection, cost •• Cr 100, restricted, addiction 2, detox; headaches suffer +1 Difficulty to all Mental rolls for the next hour (Cyberspace page 153).

Gas Toxins
 
Toxins that are spread as a gas cloud that covers a one meter radius, on the first turn spreading to a two meter radius on the second turn and a three meter radius on the third turn, four meter radius on the fourth turn and a five meter radius on the fifth turn; at this distance the gas has defused enough that the subjects gain +1 success to the Willpower or Stamina roll required. On the sixth round the gas covers a six meter radius and the subjects gain a +2 successes to the Willpower or Stamina roll required. On the seventh round the gas is usually to dispersed to do any additional damage. This assumes the gas is used on earth, in the open, with a decent wind at the time of release. If the cloud is generated in a closed environment then it could be cleared away sooner by fans or hang around longer due to no place for it to disperse. This duration is up to the Storyteller. For the first turn any weapon fire made through the cloud is made with a -1 Accuracy due to the dense cloud (add an additional turn for laser weapons and they suffer a -1 to damage rolls for those two rounds). At the cost of four doses an aerosol drug, like Boost, can be converted to be used in a gas grenade for an area of effect attack following the rules for the gas cloud generated as explained above.
Algira-Hemoglobulin: Causes paralysis unless the subject makes a Stamina roll with a +2 Difficulty. If the subject fails and suffers paralysis they must make a second Stamina roll at a +1 Difficulty or die due to asphyxiation. They must make a Stamina check once each turn of exposure. It has no "hangover" period. Aerosol, normally used in a gas grenade, Cost •• Cr 100, restrected, addiction 0 (Cyberspace page 154).
Amsyth: An aerosol delivered toxin that causes 1 Bashing Health level damage and +1 Difficulty to all tasks for the 20 minute duration. It has a "hangover" period with a headach for 15 minutes where it still causes a +1 Difficulty to all rolls (giving it a total duration of 35 minutes. Aerosol, normally used in a gas grenade, Cost •• Cr 75, illegal, addiction 0 (Cyberspace page 154).
Antidiuretic Hormone: Causes an case of explosive diarrhea, vomiting and embarrassment if a Willpower roll with a +4 Difficulty is not made. The Willpower check must be made once per two turns of exposure to the gas and if the subject fails that roll the diarrhea and vomiting lasts for as long as they are in the cloud + 5 minutes. Aerosol, normally used in a gas grenade, Cost •• Cr 85, restricted, addiction 0 (Cyberspace page 154).
CHS-IV: Causing vomiting, the subject must make a Willpower roll at +3 Difficulty or they are incapacited by vomiting, unable to perform any action without a +2 Difficulty. If affected then a second Willpower check at +2 Difficulty must be made or the subject dies in 4 turns; choking on their own vomit. The Willpower rolls only have to be made on the first round of exposure, another Willpower is not required until the subject spends 5 minutes inside the gas cloud. While inside the area of effect they suffer a +1 Difficulty for each turn, even if they make their Willpower checks, this effect lasts 1 minute after leaving the cloud. Aerosol, normally used in a gas grenade, cost •• Cr 130, restricted, addiction 0 (Cyberspace page 154).
CL Gas: Incapacities the victim with tears and difficulty breathing adding +1 Difficulty to all tasks unless a Willpower roll with a +1 Difficulty is made. The Willpower roll must be made for each round spent exposed to the gas and the effect lasts for as long as the subject is in the cloud + 1 minute. Aerosol, normally used in a gas grenade, Cost • Cr 25, illegal, addiction 0 (Cyberspace page 154).
Etherylide-23: Causes death by stroke unless a Willpower at +2 Difficulty is made. The effect only causes one Willpower roll for the length of exposure to the gas. Aerosol, normally used in a gas grenade, Cost • Cr 50, illegal, addiction 0 (Cyberspace page 154).
Hemoethygine: Causes weakness +1 Difficulty to any Strength based task for 30 minutes unless they make a Willpower roll at a +3 Difficulty. This check must be made for each minute of exposure to the gas, Aerosol, normally used in a gas grenade, Cost •• Cr 80, restricted, addiction 0 (Cyberspace page 154).
Mace Gas: Causes +2 Difficulty to all tasks unless the subject makes a Willpower check at +3 Difficulty. They suffer a +1 Difficulty due to tears and choking for as long as they are inside the gas cloud + 1d10 turns. If they fail their Willpower check they suffer the effects for as long as they are inside the cloud + 10 minutes. Aerosol, normally used in a gas grenade, Cost • Cr 40, restricted, addiction 0 (Cyberspace page 154).
Megapheromone-F: Causes an intense desire for females to engage in sexual activities unless a Willpower at +2 Difficulty is made. If the roll is not made then the urges get so distracting that the woman suffers a +1 Difficulty to all tasks for as long as they are in the cloud and for 15 minutes afterwards. Aerosol, normally used in a gas grenade, Cost •• Cr 60, restricted, addiction 0 (Cyberspace page154).
Megapheromone-M: Causes an intense desire for males to engage in sexual activities unless a Willpower at +2 Difficulty is made. If the roll is not made then the urges get so distracting that the woman suffers a +1 Difficulty to all tasks for as long as they are in the cloud and for 15 minutes afterwards. Aerosol, normally used in a gas grenade, Cost •• Cr 75, restricted, addiction 0 (Cyberspace page 154).
Methylactylide-90: Causes intense Headaches and a +2 Difficulty to all tasks, unless a Willpower roll is made with a +2 Difficulty. A new Willpower roll must be made for each round spent exposed to the gas and the headache lasts as long as the subject is in the gas cloud + 10 minutes. Aerosol, normally used in a gas grenade, Cost • Cr 50, restrcited, addiction 0 (Cyberspace page 154).
Othalene-Z: Causes chocking and a +1 Difficulty to all tasks unless a Willpower roll is made at a +3 Difficulty. The effect lasts for as long as the subject is exposed to the gas + 20 minutes. A Willpower roll must be made for each round that the subject spends exposed to the gas. Aerosol, normally used in a gas grenade, Cost •• Cr 120, restricted, addiction 0 (Cyberspace page 154).
Polypheronol-80: Causes muscle spasms unless a Stamina roll at +2 Difficulty is made. The muscle spasms causes +1 Difficulty to any Dexterity based tasks. The person exposed to the gas must make a Stamina roll for each round they are exposed to the gas and the effects last for as long as they are inside the gas cloud + 5 minutes. Aerosol, normally used in a gas grenade, Cost •• Cr 95, restricted, addiction 0 (Cyberspace page 154).
Soporathol: Causes paralysis of voluntary actions unless a Willpower roll at a +2 Difficulty is made. The effect lasts for as long as the subject is exposed to the cloud + 10 turns. The Willpower check must be made for each round of exposure to the gas cloud. Aerosol, normally used in a gas grenade, Cost • Cr 45, illegal, addiction 0 (Cyberspace page 154).
Tear Gas: Causes tears putting the subject at a +2 Difficulty to all tasks while in the cloud and for 5 minutes later. If a Willpower roll is made at a +2 Difficulty the Difficulty modifier of the gas is reduced to only +1. Aerosol, normally used in a gas grenade, Cost • Cr 20, legal, addiction 0 (Cyberspace page 154).
Drug/Medication Cost Cost in Credits Standard Form Legality Addiction
Acid: Hallucinogenic 40 Pill Illegal 4
Adder: Ability Improvement 40-50 Injection Illegal 2
Adrenaliser: Adrenalin stimulator •• 150 Injection Restricted 2
Alert: Wakes those asleep 10 Pill Legal 1
Amboathorphin: Universal nerve gas antidote •• 80 Injection Restricted 2
Anacept: Contraceptive 25 Pill Legal 0
Andeline: Heals hurt to bruised 20 Injected Restricted 2
Andrex: Increases Willpower 50 Pill Restricted not
Analgine 50 Inhalent or Skin Restricted 5
Anti-Agathics ••••• 25,000 2 Injections and 6 pills Restricted not
Anit-Radiation Drugs •• 1,000 Injection Restricted 1
Antirad •• 150 Injection or Pill Legal 2
Arelenex: Relieves symptoms of the common cold 10 Pill Legal not
Ascepaline •• 150 Injection Legal 3
Babelonic: Psychedelic drug •• 100 Pill Legal 2
Blank: Mood alternate and depressant makes subject docile 50 Pill Illegal 3
Bolster: Mood alternate making the subject more aggressive •• 75 Injection Restricted not
Boost: Heightens awareness and reflexes 60 Injection Restricted not
Clotting Aid: stops bleeding 20 Injection Legal 1
Coke (Cocaine): Euphoric 30 Inhalant Illegal 6
Colorama: Hallucinogenic that makes colors more vibrant 20 Aerosol Legal 1
Combat Drug: adds to Perception and Initiative ••• 1,000 Injection Restricted 4
:Crack: Euphoric that increases Willpower 20 Inhalant Illegal 5
Crediline: Truth Drug, euphoric •• 100 Injection Restricted not
Decilage: Destroys toxins, except for alcohol •• 80 Injection Restricted not
:Dope: Pain suppressant and depressant 35 Smoked Illegal 4
Doseline: A safe sedative and tranquilizer 35 Injection Legal 1
Dream Sequence: allows the subject to tap their subconsciousness •• 70 Pill Legal 1
Dreen: Hyperactivator •• 60 Injection Restricted 1
Drudge: Mood alternate •• 75 Injection Restricted 2
Empagine: A psionic blocker used to treat psionic dysfunction 50 Aerosol Restricted 2
Enkephag: Strong pain killer •• 75 Injection Restricted 4
Fast Drug: Used to put a person into cold sleep •• 200 Injection Legal 2
Fast Drug Antagonistic: Used to take a person out of cold sleep •• 200 Injection Legal not
Flashback: Stimulates the memory, brings back stored experiences •••• 2,000 Injection Restricted 0
Follaje: A very lethal disease •••• 5,000 Injection Illegal 1
Freak: Mood alternate that creates a crazed person •• 60 Pill Illegal 3
Genericillin •• 100 Injection Legal not
Gorteline: Produces a rush of happiness and +2 to Initiative 40 Pill Illegal 5
Gravanol •• 70 Pill Legal 4
Haze: Mood alernate renders the subject passive 50 Pill Illegal 3
Hemoflux: Causes a hihg production of blood cells 50 Injection Restricted not
Hemoscirex-III: A blood coagulant 25 Spray Legal 0
HiLite: Increases Perecption •• 75 Aerosol Restricted not
Hipe: Mood alernant 35 Pill Illegal 4
Horse: Hallucinogenic •• 75 Injection Illegal 6
Human Growth Hormone (HGH): treats dwarfism •• 75 Injection Restricted 1
Hypercoagulin 25 Spray Legal not
Interferon III: Broad spectrum anitvirual 30 Injection Restricted 1
Jirolene: Stimulant that improves Perception 10 Pill Legal 1
Kaga-2: Stops Novas from errupting, useless vs. Aberrants or psions ••• 500 Injection Restricted not
Korteline: Heals from hurt to Injured 40 Injection Restricted 2
L-Dopa-IV: Increases the character's Dexterity and movement •• 90 Injection Restricted 2
Lace: Hallucinogenic 10 Pill Illegal 4
Magic: Hallucinogenic 40 Pill Illegal 3
Mageceph: A temporary memory booster •• 75 Pill Restricted 2
Medicinal Slow Drug: Accelerates the metabolism for fast healing ••• 1,000 Injection Legal 1
Memory-Beta •• 250 Pill or Injection Restricted not
Metabolic Accelerator ("Slow Drug"): Decreases reaction time in combat ••• 500 Injection Legal 1
Meta-Performance Enhancer ("Titan Drug"): Increases Strength ••• 600 Injection Restricted 4
Mite ••• 350 Injection Restricted 2
Moxinoquantamine (Mox) •• 60 Pill Restricted not
Nervous Responders Dampeners: Mild anti-anxiety calming drug •• 100 Injection Restricted 4
Neurovine 30 Injection Restricted not
Neoheroin: Pain suppressant and hallucinogenic •• 55 Injection Illegal 4
Panaceas: Wide spectrum anitbiotic •• 200 Aerosol Spray Legal not
Purge: Anti-hangover medicine 15 Pill Legal 2
Purge: Anit-toxin and antihangover medication 20 Injection or Pill Legal not
Quickheal • or •• 20 or 50 Pill or Injection Legal 1
Quietus: Induces sleep 15 Pill Legal 2
Radiation Emergency Applicator: Anti-radiation cocktail ••• 250 Auto Injector Legal 1
Rage: Combat Drug 40 Injector Restricted 2
Red 7 •••• 1,500 Injection Restricted 5
Revive Capsules: Wakes up sleeping subjects 5 Capsule Inhalant Legal not
Rockit: A multi-rush euphoric •• 70 Aerosol Spray Illegal 3
Rush: shor lasting Euphoric 35 Aerosol Spray Legal 1
Screw: Aphrodisiac •• 80 Pill Restricted not
Sensorien: Increases the subject's Perception 30 Pill Legal not
Soma •••• + 2,000 + Pill Illegal 4
Soothe 15 Injection Legal not
Speed: Hyperactivator that improves Dexterity and Perception 20 Pill Illegal 2
Smack: Hallucinogenic •• 60 Injection Illegal 6
Smash: Relaxant that puts the subject to sleep 20 Pill Illegal 5
Spike ••• 500 Pill Illegal 3
Starlight Drops: Improved natural eyesight, improving ranged combat ••• 1,000 Eye Drops Restricted 4
Stirene: Antibiotic 50 Injection Legal 3
Stim Drugs: Recover one Bashing Health level of exhaustion 50 Injection Legal 3
Suspend •• 650 Injection Restricted not
Swing: Mood alterant with a random effect 50 Liquid Ilegal 4
Syncronia: Improves Initiative •• 175 Pill Legal 1
Temp 20 Injection Restricted 3
Torp: Heightens reflexes •• 60 Aerosol Spray Restricted not
Torpine: heightened healing drug •• 250 Injection Restricted not
Triadrenaline: Grants haste to the subject and decreases the penalty for multiple actions ••• 1,000 Injection Restricted 4
Truth Serum: Interrogration drug ••• 500 Injection Restricted not
Verex Compound: Universal antitoxin •• 80 Injection Restricted 1
Veriene: Heavy sedative 20 Aerosol Spray Legal 2
Whip: Mood alternant that grants Strength and enhances movement •• 75 Aerosol Spray Restricted not
Windam: Eliminates the penalties to extreme high and low pressures 5 Pill Legal 1
Yuthis: Anti-aging medication •• 100 Injection Restricted 2
 
Gas Toxins Cost Cost in Credits Standard Form Legality Addiction
Algira-Hemoglobulin: Causes paralysis •• 100 Aerosol Restricted 0
Amsyth: Delivers one Bashing Health level damage •• 75 Aerosol Illegal 0
Antidiuretic Hormone: Causes explosive diarrhea, vomitting and embarrassment •• 85 Aerosol Restricted 0
CHS-IV: Causes vomiting and incapacitation •• 130 Aerosol Illegal 0
CL Gas: Incapacities the subject with tears 25 Aerosol Illegal 0
Etherylide-23: Causes death by stroke 50 Aerosol Illegal 0
Hemoethygine: Increases the difficulty to any Strength rolls •• 80 Aerosol Illegal 0
Mace Gas: Increases the difficulty to all rolls due to tears and choking 40 Aerosol Restrictted 0
Megapheromone-F: Increases desire for females in males •• 60 Aerosol Restricted 0
Megapheromone-M: Increases desire for males in females •• 75 Aerosol Restricted 0
Othalene-Z: Causes chocking and increases the Difficulty to all tasks •• 120 Aerosol Restricted 0
Polypheronol-80: Causes muscle spasms and Difficulty to any Dexterity tasks: •• 95 Aerosol Restricted 0
Soporathol: Paralysis of voluntary actions 45 Aerosol Illegal 0
Tear Gas: Causes tears increasing the Difficulty to all actions 20 Aerosol Legal 0
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