Drugs, Chemicals, and toxins in the Verge and Bleed
Average Tech Level: TL 11
Associated Skills: Bioengineering/TL11 (tissue engineering) (IQ/H), Biology/TL11 (IQ/VH), Chemistry/TL11 (IQ/H), Connoisseur (narcotics, nootropics, etc.) (IQ/A), Environmental Suit/TL11 (NBC suit) (DX/A), Expert Skill (Epidemiology) (IQ/H), Explosives/TL11 (EOD) (IQ/A), Farming/TL11 (IQ/A), First Aid/TL11 (IQ/E), Gardening (IQ/E), Hazardous Materials/TL11 (chemical) (IQ/A), Herb Lore/TL11 (IQ/VH), Law (interstellar trade) (IQ/H), Pharmacy/TL11 (synthetic) (IQ/H), Physician/TL11 (IQ/H), Physiology/TL11 (IQ/H), Poisons/TL11, Profession (bartender, budtender, etc.) (IQ/A), Smuggling (DX/A), Veterinary/TL11 (IQ/H).
Associated Skills: Bioengineering/TL11 (tissue engineering) (IQ/H), Biology/TL11 (IQ/VH), Chemistry/TL11 (IQ/H), Connoisseur (narcotics, nootropics, etc.) (IQ/A), Environmental Suit/TL11 (NBC suit) (DX/A), Expert Skill (Epidemiology) (IQ/H), Explosives/TL11 (EOD) (IQ/A), Farming/TL11 (IQ/A), First Aid/TL11 (IQ/E), Gardening (IQ/E), Hazardous Materials/TL11 (chemical) (IQ/A), Herb Lore/TL11 (IQ/VH), Law (interstellar trade) (IQ/H), Pharmacy/TL11 (synthetic) (IQ/H), Physician/TL11 (IQ/H), Physiology/TL11 (IQ/H), Poisons/TL11, Profession (bartender, budtender, etc.) (IQ/A), Smuggling (DX/A), Veterinary/TL11 (IQ/H).
In the universe of Horizon Effect, the human desire to enhance the body and mind - especially with chemicals - merges right with human's popular pastime of recreational substance abuse. Drugs of all kinds, whether they be chemical, nano-based, or electronic, are not only popular but also very widespread. While advances in biotechnology have eliminated many of the side effects that once plagued drug users, human bodies remain complicated environments and so side effects (especially with long-term use) are still a factor. Additionally addiction is always a consideration for anyone who gets comfortable with popping the same pills too often, although there are also drugs for addiction of course.
Drug descriptions include benefits, side effects, noticeable signs that a person is using drugs, addictiveness, and effects from long-term use). Descriptions also include the drug's Duration and its addiction modifier. For more information on substances and drugs, see GURPS: Basic, pg. 437-441.
Drug descriptions include benefits, side effects, noticeable signs that a person is using drugs, addictiveness, and effects from long-term use). Descriptions also include the drug's Duration and its addiction modifier. For more information on substances and drugs, see GURPS: Basic, pg. 437-441.
Chemical Drugs
Humans have bene using drugs since prehistory. The first drugs were chemical compounds found in plants or fungi. Herbalism - represented by the skill Pharmacy (Herbal) or Herb Lore - is the practice of extracting these compounds into forms suitable to give to patience. As technology advanced, people gained better understanding of the purification of active compounds and what they did. Many treatments consisted of administering toxic inorganic compounds. Modern chemicals are often produced through synthetic compounds, or in the case of xenopharmeceuticals, are derived from alien genetics or biochemistry.
Cognitive Drugs
Nootropics and similar drugs are intended to boost the user's mental faculties. They are among the more common drug type; note that this is by no means an exhaustive list. This is just a list of the most common cognitive drugs. Attentive. This nootropic helps improve the attention for those who have difficulty with focus. For one day and a day afterwards, it acts as the Mitigator limitation (-65%) for any of the following disadvantages: Absent-Mindedness, Distractible, or Short-Attention Span. It is inhale only; it has an onset time of 5 minutes. [$20.00/dose, LC4] Buzzer. Buzzer is a nootropic that improves the ability to focus on long term tasks, allowing users to hold their attention for longer periods of time with no unusual side effects. Users gain the Single-Minded advantage for (10 - HT) hours. It can be inhaled or taken orally. It has an onset time of 10 minutes. [$40.00/dose, LC4] Drive. A nootropic that speeds up left-right brain hemisphere communication, stimulating idea production, and improving concentration, with no unusual side effects. Users gain the Versatile advantage for (25 - HT) minutes. It can be injected or taken orally. It has an onset time of 20 minutes. [$20.00/dose, LC4] Focus. This nootropic helps improve the way that information and data is sorted in the mind. For one day and a day afterwards, it acts as a Mitigator limitation (-65%) for any of the following disadvantages: Confusion or Indecisive. It is inhale only. It has a 10 minute onset time. [$20.00/dose, LC4] Gray Ranks. Gray Ranks is a suppressant for long-term memory formation without otherwise affecting cognitive abilities, and is sometimes used by intelligence agencies who carry out "zero-retention briefings". While under the effects of the drug, the user cannot form long term memories, and so will not remember anything that was told to them. It lasts for (25 - HT) minutes. Oral or injection; narcoalgorithms also exist; it has a 30 minute onset time. [$560.00/dose, LC2] Klar. Klar boosts alertness and enhances clarity and perception. Users report a feeling of being "elevated" to a higher level. They receive a +3 bonus to their Perception checks for (25 - HT) minutes. Oral only; it has a 20 minute onset time. [$20.00/dose, LC4] Laughing Policeman. A euphoric drug often used by polities during interrogation of criminals, Laughing Policeman stimulates feelings of trust and well-being in the user, providing their interrogators with a +3 bonus to Diplomacy, Fast-Talk, and Interrogation for (25 - HT) minutes. Oral only; it has an onset time of 5 minutes. [$200.00/dose, LC2] Madcap. Madcap engenders feelings of bravery and confidence in the individual who takes it, easing anxiety in the process. The drug is most often used as a Mitigator for the Cowardice and Shyness disadvantages (-60%). However, when taken by someone who doesn't have the Cowardice disadvantage, it engenders almost reckless feelings of bravery; those users have the Overconfidence (12) disadvantage for (25 - HT) hours. Oral only; it has an onset time of 15 minutes. [$20.00/dose, LC3] Neem. Neem is a mnemonic drug that boosts the production of cyclic-AMP response elements binding proteins (CREB) in the brain, enhancing the user's memory. Neem gummy chews come in a variety of fruit flavors and provide the Eidetic Memory for (30 - HT) minutes. Oral only; it has an onset time of 20 minutes. [$15.00/dose, LC4] Tempo. Tempo works by altering the perception of time, so that everyone around them (including both their own actions and those of others) seems to be happening extremely slowly. This gives them time to react to other people's movements - they can block a blow coming, for example, and think about the best way to block it. It grates the user Enhanced Time Sense (p. B52) for (25 - HT) minutes. The only side effect is that this rapidly exhausts the user, leaving them nervous wreck. After the drugs wear off, the user loses 1 FP, 1 IQ and DX; DX and IQ losses are recovered after four hours. Injectable only, taking effect immediately. [$45.00/dose, LC2] Combat Drugs Combat drugs are a way of evening the odds in a fight, or tilting the odds in your favor. Grin. Grin is a powerful opiate and pain suppressor; while under the effects of Grin, they suffer the effects painkillers given under Depressants on p. B441. While under the effects of Grin, users also have the Restricted Vision (Tunnel Vision) disadvantage. Oral only. It takes 1 minute to kick in. [$50.00/dose, LC2] Kick. Kick is a strong stimulant that increase the user's response time and puts them on the edge. While they react faster, characters under the influence of the drug are also nervous and jumpy, and prone to overreacting to unexpected stimuli, prompting them to sometimes bump into things. They also have a difficult time with delicate hand-eye coordination. Users who take Kick gain Combat Reflexes, but they also suffer from Ham-Fisted as well. It lasts (25 - HT) minutes. Oral or injection; it takes 15 seconds to fully set in. [$50.00/dose, LC2] MRDR. MRDR is a straight forward and brutal combat drug. It provides the user with High Pain Tolerance, Combat Reflexes, and +2 Striking ST, but it also triggers the Bloodlust and Berserker (12) disadvantages during its duration, and users also suffer from the Restricted Vision (Tunnel Vision) disadvantage. It lasts (25 - HT) minutes and takes 20 minutes to fully kick in. Injection only. [$100.00/dose, LC2] Phlo. Flow increases alertness and coordination, making the user more graceful and nimble in a fray. The character gains the Danger Sense advantage during the duration, in addition to a +3 to Observation. Everything feels possible to a character on Phlo, and so for the duration of the drug, they also suffer from Overconfidence (9). It lasts (25 - HT) minutes and takes 20 minutes to kick in fully. Injection or oral. [$50.00/dose, LC2] Health Drugs Pharma-foods that boost the consumer's health and physical state are common. These are among the most wide spread of the various drugs that find use in most societies. Banana Furiosas. This drug reverses some of the effects of de-ionizing radiation on the cells of the body. Although a pill form is available, the most commonly available form comes in large bunches of bright orange-red bananas. Bananas, if eaten after exposure to radiation provides Regeneration (Slow; Radiation Only); if eaten before, it provides Radiation Tolerance 10. They last for (25 - HT) hours and takes 20 minutes for onset. [$20.00/bunch; 2lbs] Beta. Beta is a analgesic that masks pain; it's not as effective as Grin, but it's also more legal. Beta negates -3 penalties from Pain conditions, after accounting for Low or High Pain Tolerance. It lasts (25 - HT) hours, and takes 20 minutes to onset. [$50.00/dose; LC4] |
Coag. When injected or applied to a patient with a bleeding wound this causes instant coagulation and cessation of bleeding within 1d+4 seconds. This is equivalent to bandaging (p. B424) make a HT roll at -1 per doubling dosage. Failure indicates internal blood clots that cause stroke or heart attack (p. B429). Injectable or contact agent only. [$25/dose, LC3]
Comfurt. This yogurt blocks stress hormones, stabilizes the mood, and relieves anxiety, allowing them to be more resistant to fear and anxiety effects. While under the effect of the drug, users are treated as having Fearlessness 4. Excessive use can lead to chronic itchiness caused by histamine release. It lasts for (25 - HT) hours and takes 10 minutes to take effect. [$20.00/dose] Gravy. Gravy prevents atrophy of bone tissue and muscles in low or zero gravity. It is safe but somewhat expensive; a dose provides a week of protection, equivalent to No Degeneration in Zero-G. It is oral only and takes 20 minutes to take effect. [$25.00/dose] Hyperstim. This drug instantly wakes up anyone who is unconscious, regardless of their HP or FP. Someone using this drug cannot fail an HT roll to avoid unconsciousness. Failure causes 1 HP damage, while critical failure also results in a heart attack. It is injected. [$100.00/dose; LC2] Penta. Penta is a popular drug that helps treat motion sickness and has a dozen different names and forms. It acts as a mitigator for the Motion Sickness (-60%); it takes 20 minutes to act and lasts (25 - HT) hours. It is taken orally. [$5.00/dose] Purge. Purge cleanses the user's system of foreign biochemicals. If the user makes an HT roll, it neutralizes any active drugs (including recreational drugs and alcohol) within 2d minutes. Failure means it had no effect; critical failure also nauseates the user (the Nausea condition) for 1 hour. Purge will not counteract drug addiction or cure side effects that remain after the drug that caused them wears off. It has no effect on most deadly poisons, but will counteract sleeping gas. It is taken orally. [$20.00/dose] Regen. Regen accelerates cellular regeneration; anyone using it regenerates 1 HP every 4 hours. Each dose lasts 1 day, and a week should elapse before another dose is taken. If not, roll vs. HT +2 for the second dose HT +1 for the third, etc. Failure means the user's ability to naturally heal is permanently damaged; the user gains Unhealing (Partial). They may still use Regen, however. It is injected. [$20.00/dose, LC4] Superstim. This drug instantly restores 1d Fatigue Points. Roll vs. HT; the fatigue is banished for a number of hours equal to the margin of success (at least one, even for a a failure). The only side effect is that when the time is up, the user gets all that fatigue back, plus an addition 2 FP lost. If the user takes another within 24 hours of the previous one, the HT roll is made at a -1 penalty. Multiple doses can cause the user to "crash" when they finally stop taking it. if FP would drop below 0, the extra points, are taken off HP instead. Any form. [$10.00/dose, LC4] Recreational and Social Drugs These drugs compete with petals and black market XP for wasting people's time and lives away. Gezelligheid. This is a genetically modified alien lichen that is consumed and triggers a sensation of coziness or conviviality among the people who take it by altering brain chemistry. While under the effects of the drug, the user experiences the effects of the Gregarious disadvantage, along with the Euphoria condition, so long as they are not alone; this even works on those who have the Loner disadvantage. It lasts (20 - HT) in hours, and is oral only. It has a 20 minute onset time. [$20.00/dose, LC4]. Juice. This gene-mod variant of BZ is an odorless, invisible, extremely powerful hallucinogen. Users or affected characters will undergo extremely realistic hallucinations for the duration, and may even "share" with other affected characters. For the duration, the user is under the effect of the Hallucinating condition. It lasts for (40 - HT) hours, and has an onset time of 10 minutes. It is injected or taken orally. [$100.00/dose, LC3] Meta. Meta is an alien-derived recreational drug that boosts the confidence of the individual who takes it, while making them experience a sense of euphoria. Subjects who take Meta experience Overconfidence (12) and Impulsiveness (12), in addition to the Euphoria condition. Meta lasts (20 - HT) in hours. It is oral only, and has an onset of 10 minutes. [$15.00/dose, LC4] Mono no Aware. Using the Japanese term for sadness at ephemerality of worldly things, this drug, typically ingested with tea, is a depressant that induces a meditative state. During the effects of the drug, the user has the Unfazeable advantage, but also experiences the Chronic Depression disadvantage. It lasts (20 - HT) in hours. It is oral only, and has 20 minute onset time. [$20.00/dose, LC4] Sobriety Pill. This pill nullifies the intoxicating effects of alcohol, allowing the user to ignore the effects of intoxication. It is available in pill form only and works instantly. [$2.00/dose, LC 4] Orbital Hash. Good ol' reefer - but grown in space using powerful lighting and post-singularity hydroponics. Because space is at a premium in most habitats, blocks of hashish are the preferred mode of transport and delivery. However, for wealthy and on planets, buds in leaf form are not uncommon. Those under the effect of hash under the effects of the Drowsy and Tipsy conditions. Side effects include bloodshot eyes, lethargic behavior, and the munchies. It lasts (20 - HT) hours, and is inhaled only, with a 3 minute onset time. [$25.00/dose, LC4] Poshlost. Poshlost is an alien-derived drug that slightly alters human behavior, making those who consume behalf in a brash and crude manner while engendering positive internal feelings. Users experience the Tipsy condition, but they also pick up Bad Temper (12) and one of the following mental disadvantages, rolled at random with each new use: 1) Compulsive Carousing (12), 2) Compulsive Gambling (12), 3) Greed (12), 4) Impulsiveness (12), 5) Lecherousness (12), 6) Selfish (12). Each new dose before the duration ends decreases the duration of the Bad Temper and adds another disadvantage (or decreases the control number for an existing duration). It lasts (20 - HT) hours, and is available for inhale or oral, with an onset of 10 minutes. [$25.00/dose, LC3] Rapture. Rapture is a powerful alien-derived drug that is inhaled; when inhaled, this triggers a number of neurological changes that cause feelings of intense euphoria. During the duration, users experience the combined effects of the Euphoria and Tipsy conditions. Side effects include extended drowsiness (the Drowsiness condition). It lasts (20 - HT) hours. It is available in inhale only, and has an onset of 10 minutes. [$50.00/dose, LC3] |
Nanodrugs
Nanodrugs are encapsulated nanomachine factories that can operate for a short time within a user's body, manufacturing proteins or nanoviruses to adjust the user's biochemistry. They are technically considered a type of basic nanotechnology. Using them still confers several advantages over normal chemical drugs: they are easier to store and can survive in medical kits for years without losing potency; they are capable of delivering precise dosages to only certain parts of the body, something that is hard to accomplish with chemical drugs and are capable of self-regulating the dosage; finally, they act by using up some specific hormone or other chemical within the body, taking in as a raw material and converting into a harmless byproduct. In this way, chemical imbalances in the body can be attacked by the other side, by reducing the amount of some substance that is present in too great a quantity rather than introducing an additional substance. When combined with nanofactories that produce other compounds, this can drastically alter the body's biochemistry in multiple ways with a single dose of nanodrugs.
Antitox. This nanodrug consists of nanomachines that are programmed to target and break down proteins that are regarded as toxic. Because the bio-nanomachines can seek out, recognize, and actively destroy the toxin, they are more effective than chemical antidotes. It immediately gives another HT roll after injection to resist the effects of most poisons, with a +8 bonus. If given proactively, it grants Resistance to Poison +8 for 24 hours. [$400/dose, LC4]
Atman. Atman is a nanodrug that is used by animal lovers or those who seek peace with the natural world. It strongly affects mirror neurons, boosting empathy and improving the user's appreciation of nature. It's a popular drug on Bluefall and with nature lovers everywhere. It grants Animal Empathy and the Delusion that the user can talk to animals. Long term (one day), pill (HT - 6 to resist). [$500.00/dose, LC4] GEB. GEB (Gödel-Escher-Bach) injects nanobots that boost certain parts of the brain that improve number comprehension and boost the ability of the brain to calculate complex mathematical equations. GEB provides the Intuitive Mathematical advantage and Musical Ability 1, but at the same time the character experiences the Paranoia and Phantom Voices (Distrubing) disadvantage, as well. Long term (on day), pill (HT - 6 to resist) [$500.00/dose, LC3] Frequency. Also called Freeq for short, this drug is designed as a tool for scientific visualizations. It releases smalls warms of nanobots into the blood stream that settle in the epidermis, where they act as sensors for electromagnetic radiation. This sensory input is then injected into the character's visual and tactile sensoria, hitting the user with a sequence of novel stimuli, typically a light show or weird tactile senses. Aside from the recreational uses, it is good at picking up localized field radiation, treating the character as if they had the Detect (Electromagnetic Fields) for the duration of the drug. However, the drug is functionally a hallucinogenic drug, which can trigger upsetting trips in addition to forcing the Hallucinogenic condition on anyone who takes it. Characters typically experience a period about 1/3 of the way through their trip in which sensory input is extremely intense; during this time, they are unable to read. Long term (8 hours), pill (HT - 6 to resist) [$250.00/dose, LC3] Heat. Heat stimulates the metabolism to boost bodily heat production, while causing mild peripheral vasoconstriction to reduce heat loss. This confers Temperature Tolerance 2 for old temperatures, but also gives a -1 DX penalty and Increased Consumption 1. Long term (one day), injection (HT - 6 to resist). [$1,100/dose, LC4] Hepaclean. this quickly removes the aftereffects of too much alcohol, curing hangovers by converting the acetaldehyde produced by the liver's metabolism of alcohol into B-group vitamins and easily removing the byproducts. It also restores normal brain chemistry to reduce hypersensitivity to noise and light. The pill cures all effects of a hangover 30 minutes after being taken with several glasses of water. [$30/dose, LC4] Hiberation. Hibernation is a popular drug with some spacer clades; when taken, the drug attaches itself to the glands and subtly alters the metabolism, slowing it down and triggering a state of torpor. While under the effects of Hibernation, the user is treated as having Metabolism Control 4 (Hibernation), with the trigger being cold temperatures. Long term (2 months), injection (HT - 6 to resist). [$500.00/dose, LC4] |
Neverlost. Neverlost introduces nanoparticles that attach themselves to the host's neurological system, inner ear, and parts of the brain to produce an effect similar to that of a bird, but much stronger. Individuals who use Neverlost gain the benefits from Absolute Direction for the duration. Long term (one day), pill (HT - 6 to resist) [$400.00/dose, LC4]
Programmable Immune Machines. These are general purpose nanomachines that can be programmed to eradicate disease-causing microorganisms or tumors. They work like tailored immune machines (Ultra-Tech, pg. 162) except that a successful diagnosis followed by a Physician roll lets the user program the nano dose to treat specific disease, whether known or unknown. There's no need to buy or make new nanmachines for each illness. Programming usually takes an hour per attempt (-2 penalty to the skill for rare diseases); unknown diseases (once successfully diagnosed) take at least a day per attempt (-4 to the skill) or possibly long (GM's opinion). [$500.00/dose, LC3] Respirocytes. When taken as a nanodrug, these artificial red blood cells store excess amount of oxygen in the body and release it slowly over time, acting as an internal oxygen tank. It provides the Doesn't Breath (Oxygen Storage x50) advantage. Long term (one day), pill (HT - 6 to resist). [$250.00/dose, LC3] Speed. Speed is a type of nanodrug that boosts reaction times and improves the person's ability to perceive time, similar to the Tempo drug above. Speed boosts brain communication and slows down the various areas of the brain that are responsible for creating the illusion of time, making time appear to move more slowly. It provides a +1.00 to Basic speed and Enhanced Time Sense. However, once the drug has run its course, the user experiences the next (1d days) with a massive migraine, and is sensitive to any bright lights or loud noises, effectively with the Pain condition (or Agony if they experience loud noises or bright lights). Short term (1d hours), injection (HT - 6 to resist). [$1,500.00/dose, LC3] Thinner. Thinner is a rare type of nanodrug that boosts the metabolism and causes excess fat and stored fat to slowly melt away, burning it off. While it works by itself, it itself best used in conjunction with exercise and altered diet. Thinner, in combination with exercise and diet, can cause the user to shift one weight class in one month (so from very fat to fat, fat to overweight, overweight to normal, and normal to skinny). Long term (1 week), injection (HT - 6 to resist). [$250.00/dose, LC4] Torp. Torp puts the user into a healing trance, knocking them unconscious for 24 hours. At the end of that time, all damage taken is totally healed; however, the user comes out of the trance at 1 FP. They are famished from the demands on their system, and must eat and sleep to recover lost FP. Injection (HT - 6 to resist). [$250.00/dose, LC3] Zone. Zone is a common nanodrug used by workers in hazardous conditions such as wearing vacc suits in space or diving underwater. It makes the job safer by increasing the user's awareness and reducing panic reactions. It also makes users too cautious to perform a job. Grants Perception +2, Fearlessness 2, and Careful. Medium term ([25-HT]/4 hours), pill (HT-6 to resist). [$160/dose, LC4] |
Petals
Petals are a type of narrative hallucinogen, that hijacks the senses and take the user on a game-like highly-immersive trip. They go by a number of intriguing names - Forgotten Hand, Darkly Selving, Delphinium Six, Solar Atman, Apotheosis Machine, and the like - and tend to appear like augmented reality flowers. Plucking and swallowing the petals from the flower triggers the effects immediately; each flower tends to have 5 to 10 petals, and multiple users may experience a shared session if they all consume the petals within 1 minute of the first being plucked. Petal experiences are like an entire scenario in and of itself; they take place entirely within the inserts and augmented reality (the user must cede control of them), linking them to a secret server. Those designed as nanodrugs put the character into a near-comatose state during which they go on a head trip. Normally there is some kind of well-developed theme or plot to a petal experience, although some are just random streams of images. Because they can combine custom nanomachines with tailored chemical payloads and specialized programming, they are impossible to duplicate in a fabricator, which leads to an active market of crafters, dealers, and traders.
While experiencing a Petal trip, the user is treated as if they are experiencing the Hallucinating condition; other effects and conditions depend on the nature of the scenario.
While experiencing a Petal trip, the user is treated as if they are experiencing the Hallucinating condition; other effects and conditions depend on the nature of the scenario.
Apotheosis Machine: The Apotheosis Machine is a special type of petal that, like Delphinium Six, has multiple types. Supposedly, there are seven versions (called the Seven Seals), and they were designed by the God AIs themselves. Consuming the petal, which works best on cyberbrains and those with implants, plunges the user into a large maze. This maze becomes progressively more difficult and esoteric, requiring more and more knowledge and more and more processing power to merely decrypt the messages. As each message is decrypted and solved, the user supposedly expands their awareness and their "toposophic level," gradually progressing to the next petal, and then the petal after that. The nature of these puzzles and the labyrinths varies dramatically with only one shared feature between them: the user is guided by a mysterious AGI named Virgil, who is believed to be a fork of the God AIs themselves (Virgil is likely just a fork of the user). Virgil offers up cryptic solutions to the problems, but understanding the solutions require having solved previous problems. Around the time that users hit the third maze - The Third Apotheosis - they cease to have the ability to solve the problems anymore. Unfortunately, the third iteration of the Apotheosis machine is the highest known variation; presumably four through seven still exist, but they have not been discovered. Concluding all of the petals is said to bootstrap one up to godhood. For what it's worth, the ASAI does not believe that the Apotheosis Machine works and actively discourages the use of the petal, concluding (probably correctly) that the petal is manmade. [Price unavailable, LC2]
Darkly Selving. This petal is believed to achieve many of its effects by connecting to the grid or mesh, where many an AI observers and controls some of the event flow. Like Forgotten Hand, it works by overlaying AR perceptions on the real world, but because of the effects, it's highly inadvisable tot take it in places where any non-trippers will be present. Also like with Forgotten Hand, it runs best on cyberbrains and those with inserts and augmented reality; it only induces a vague sense of LSD-like visuals on individuals without. Darkly Selving creates a delta fork of each character tripping and sleeves the fork in an infomorph that looks like a demonic version of the character. AR overlays cause the characters to perceive themselves as angelic beings, while the real-seeming demonic infomorphs appear as AR overlays on their real world perceptions, in much the same way Nariac and most habitats achieve interaction between the "real world" and infomorphs. What happens next varies, but generally both characters are subjected to a series of strong chemical and narcoalgorithimic stimuli, with the effects directed at the forks much more intense. The objective - hinted at via environmental clues - is to merge with one's fork, which can be accomplished in a variety of ways, from hunting them down and eating their heart or solving a puzzle or reaching a goal before their forks can. [$500.00/dose, LC2] |
Delphinium Six. The last and rarest in a series of petals, Delphinium Six is the grail of most petal users, and is a supposedly transcendental experience that might not even exist. Delphinium One is scarce, Two and Three are quite rare, Four is an amazing find, Five is incredibly rare, and Six may only be a rumor. Hints of what Six might hold are based on extrapolation from the little that is known about the lower-numbered petals, but the following facts are generally accepted: It is a group experience, although not everyone who engages is rewarded equally; it is intensely surreal, but in a purposeful way; and it concludes the loosely built narrative of a drugged-out version of a fairy tale princess and her quest for enlightenment begun in Delphinium One, replete with strange omens and mythological creatures. Rumors of what the ending might hold are more fanciful, and range from the trippers being resleeved in god-like infomorphs to them being trapped forever in an ego prison. Delphinium Six is entirely virtual, leaving the characters comatose for the duration, and probably lasts a long time, up to or more than 40 hours. However, characters do not need to have inserts to experience it, as the nanobots that make it up are likely capable of replicating the effects. [Price unavailable; LC2]
Forgotten Hand. Runs best on cyberbrains and those with inserts and augmented reality; only induces a vague sense of LSD-like visual hallucinations in those without. One of the character's hands detaches and makes a break for it. The character is conscious and able to interact normally with the real world, but they cannot perceive the "escaped" hand and firmly believe that it's getting away. The hand will lead the character on a merry chase; at some point during the experience, the character will grow a new hand; it may appear glittering and opalescent or demonic and clawed, or like a bestial paw. Eventually, after an hour or two, the character catches up with their hand, but to reattach their old hand, they need to rid themselves of the new, and that often requires answering cryptic questions posed by a gnome-like being. [$250.00/dose, LC2] Solar Atman. Solar Atman is a purely chemical and nanodrug based trip; during this experience, the user is tricked into thinking they are having an out of body experience and they are taken on a journey to a mystical island, where there are books that contain clues to accessing the myriad of realities. Solving the mysteries in the books allows the users to progress to a different reality, where different puzzles await. Other times, it requires answering three questions posed by a genie-like sphinx, who will consume the character if they don't answer correct. Atman has never been completed by a solar user, or even a group, and some whisper that by correctly connecting to all the various realities, users can gain access to the whole of reality, transcending to Godhood and becoming deities like the God AIs. This likely not true; like the Apotheosis Machine, it is probably wholly man-made and invented. [$1,600.00/dose, LC2] |
Narcoalgorithms
Narcoalgorithms are software programs that simulate the effects of drugs on biological bodies. Almost all bio, chemical, and nanodrugs can be replicated as narcoalgorithms, with corresponding effects (although some situations will need to be altered or adjusted owing to the differences in biology and the like). Standard duration is 3 hours. Addiction to narcoalgorithms is considered to be a mental addiction, not a physical one, and they may be run by infomorphs, egos encased in cyberbrains (such as cybercores, pods, and cybershells), simulmorphs, and even AIs, who sometimes wind up addicted to narcoalgorithms.
DDR. Originally crafted by prankster hackers and distributed as a virus, DDR (for "Dance Dance Robot") triggers impulses in the target's motor control circuits. Primarily targeting robot AIs, the effect is that the target "dances" in a jerky, automated movement. Pleasure receptors are also activated, so the dancing - or movement of any kind - feels good. Different software variations invoke different motions and styles. Effectively, the target suffers from a Seizure during the duration of the narcoalgorithm; cybershells, infomorphs, and AIs do not suffer the 1d fatigue loss (but cybercores and pods do). During the time, they're also experiencing the Euphoria condition, as well. The robot can attempt to overcome the dancing by making a Will -3 check. [$250.00; LC3]
Linkstate. This software actually connects the user to a peer-2-peer network, where it randomly connects to other linkstate users and samples a bit of their XP feed and randomly accessed memories - typically just enough to provide context, but not enough to acquire private personal details. These inputs are spliced together, their emotional inputs amplified, and the entire package spiked with hormonal circuit triggers and artificial synesthesia. The main effect is a mind-blowing mixed sampling of people's lives, with a euphoric rush. While under the effect of Linkstate, users experience the Ecstasy and Seizure conditions, although they do not lose FP at the end of the experience. Afterwards, they often experience they have flashbacks of events in other people's lives. [$250.00; LC3] |
Neophyte. Neophyte is narcoalgo that is used by a number of unscrupulous corps to make AGIs, ghost mind emulations, and entities with cyberbrains addicted to their job. Each Neophyte programming is designed for a specific job, and when taken, triggers an endorphin rush when that job is performed; so for instance, an AGI that is designed to do accounting work might be given an Neophyte geared towards accounting, and thus, becomes addicted to accounting. Users become Single-Minded when doing that task and must do that task for at least 3 hours (although most corps prefer 12 hours), if not more. Missing the activity causes withdrawal, and missing a "dose" of neophyte causes withdrawal. Within months of starting the Neophyte algorithm, the user often become fixated on their job, talking of nothing but and letting it dominate their lives. There are versions of Neophyte that exist as a conventional nanodrug, as well, although usage of these is widely regarded as human rights abuse (not that this has stopped any of the corporations that do). [$500.00/dose; LC2 in most habitats].
Zero. Zero induces a sense of calmness and pacifism within the target AI; creating a sensation of bliss and meditative state. It's not a depressant; however, while under the effects of Zero, the infomorph gains the Pacifism (Total Non-Violence) disadvantage, along with the Unfazeable advantage and Autotrance perk, inducing religious experiences and "zeroing" the infolife's sense of self, allowing them to see the "bigger picture." [$250.00; LC4] |
Toxins and Chemicals
There is a popular saying within the chemistry and pharmaceutical community: it's the dose that makes the poison. Anything is lethal in large enough doses; this is the LD 50 (lethal dose 50, the point at which 50% of test subjects exposed to the dose died from the dose). And while it's true that anything can be a poison in the right amount, some things make better poisons than others. Chemical warfare makes use of biological and chemical substances that do just that - killing, injuring, or incapacitating the enemy. Note that an antidote can be constructed for most common poisons if a sample is acquired and the proper Physician (to interpret the results) and Pharmacy (to produce the antitoxin) is used. Toxins tend to only affect biologicals - cybershells are usually immune.
Chemicals
Atropine. Though poisonous in large doses, atropine is an effective antidote against nerve agents like BTX-squared and Nervex. Easily synthesized in a fabricator of any kind, atropine will avert the effect whether taken soon before or after dosage by a nerve agent; it acts immediately and can be injected or taken orally. [$50.00/dose; LC4] DMSO. This chemical acts as a carrier, allowing other chemicals to be absorbed through the skin. One does allows any chemical agent to be applied dermally. [$25.00/dose; LC4] Firefoam. Firefoam is a mixture of fire-retardant chemicals that can put out any fire doing 2d of damage or less within its area of effect, and temporarily reducing the damage of larger fires for 3d seconds. [$1.00/dose; LC4] Liquid Thermite. Similar to scrapper's gel, liquid thermite comes in a gel form that is easily applied under all environmental conditions (by the nature of its chemical reaction, thermite is oxygenated and will burn underwater or in space). It is ignited with an electric charge, burning at temperature exceeding the interior of some red dwarf stars, melting through whatever it is touching. It inflicts 6dx2 burn damage per turn on anything it is touching, and it does so for three turns. Armor will also be burned through, as if the damage were also corrosive, offering no protection once the full DR has been reached. Setting it requires an Explosives (Demolitions) check with a +2 bonus, since it won't go off until it receives the proper electrical charge. Each application of Liquid Thermite can cover roughly one square yard, and can be shaped to match whatever task at hand. [$1,500.00; 0.02lbs; LC0] Metal Embrittlement Agent (MEA). This category of chemical agents induces rapid corrosion; each agent is designed to weaken a specific type of metal, inflicting 6d corrosion per hour to any object mostly made of that alloy, or with exposed vital parts made of it. If an SM+2 or larger objects is completely within the area of effect, multiple the damage by the object's SM. The effect continues for 12 hours or until the object is deconstructed. [$5.00/dose; LC2] NotWater. NotWater is an effective liquid fire retardant that does not get objects wet, no matter how absorbent they are - it simply beads up and slides right off. It's common aboard spaceships, where fire is bad and water damage can sometimes be worse. One container holds 10 uses of NotWater; each use can cover a 10 yard area. [$25.00; 0.5lbs; LC4] Scrapper's Gel. This goo turns into a potent acid when given an electrical charge; it come sin a gel-like state that can be smeared like jelly, and may even be used in space. In its acid form, it deals 3dx2 cor damage per turn to anything that is smeared across, unless that material has been treated against acid. One application of scrapper's gel covers roughly 1 square yard and can be shaped. [$1,000.00; 0.02lbs; LC2] Radiant Prism. A combination of prism and electromagnetic smoke; it lasts half as long but also impairs infrared- and radar-aimed attacks or sighting (-5 penalty). If this smoke is breathed without a filter, it inflicts one point of damage per second. [$3.00/dose; LC3] Sleep. Sleep is an advanced sedative engineered as a gas, mixed with a skin-penetrating agent, and thus is a contact agent. It requires an HT-6 roll to resist; failure results in unconsciousness lasting for minutes equal to the margin of failure, followed by ordinary sleep. [$0.50/dose; LC2] Slip. Slip is a liquid that is almost completely frictionless; when spread around an area (commonly used in splash grenades), slip forces anyone running or walking on the surface to make a DX-4 check to avoid being knocked prone. Likewise, any surface coating because extremely hard to hold onto, and any character coated in slip is difficult to pin down, and both are treated as if they had Slippery 10. Slip lasts for 2 hours; one application of slip can cover a roughly human-sized object. [$150.00; 0.02lbs; LC3] Smoke. Smoke is used to obscure or mark an area; screening smoke is white , gray, or sand-colored and gives a -10 penalty for visually-aimed attacks or sighting through them. It also blocks ladar. Smoke clouds take one second per fie yards of burst radius to form; they linker for one to four minutes, depending on the prevailing weather conditions. Colored Smoke. Used to market targets or landing zone, but difficult to see through (-7 penalty). [$0.10/dose; LC4] Electromagnetic Smoke. Has the effect of hot smoke, but is also effective against Radar and Imaging Radar. [$0.30/dose, LC4] Hot Smoke. Has the same effect of normal smoke but also penalizes Infravision, Hyperspectral Vision, and Night Vision. [$0.15/dose; LC4] Prism Smoke. Has the same effect as hot smoke, but blocks most lasers. It has no effect on X-ray or gamma-ray lasers. [$0.20/dose; LC4] Tracker Dye. Tracker dye is a colorless liquid at normal light but becomes visible under prespecified different wavelengths, such as UV or IR, making a target easy to track and find. Each application contains enough liquid to cover roughly 1 square foot with tracker dye. The dye is permanent until removed with a special soap and water compound. [$25.00; neg; LC4]. Toxins BTX-squared. This is also called frog bite and is a genetically enhanced variant of the extremely potent cardiotoxic and neurotoxic batrachotoxin. It leads to fast paralysis and cardiac arrest that usually kills the target in a few seconds; are required to make a HT-8 check; on a failure, 1d+2 toxic damage. This is repeated at one minute intervals until six cycles have passed. Loss of 1/3 HP results in the Paralysis condition; Loss of 2/3 HP adds the Cardiac Arrest condition. It can be applied to the skin, taken orally, or injected through an air gun and has an onset time of six seconds. [$5,000.00/dose; LC0] |
CR Gas. This potent incapacitating agent causes eye twitching, blindness, severe coughing and breathing difficulty, skin irritation, and panic. Individuals afflicted with CR Gas must roll a HT-6 check. On a failure, they suffer 1d-2 (minimum 1) Fatigue damage. This is repeated at one minute intervals until four cycles have passed; loss of 1/3 FP results in the Bad Sight, the Coughing and Sneezing condition, and a -1 DX; loss of 2/3 FP results in -2 DX and Blindness. CR Gas can be applied dermally or inhaled; it has an onset time of six seconds. [$150.00/dose; LC1]
Freeze. Freeze is a paralysis gas; it is less-than-lethal and functions similar to CR gas but it induces paralysis. For every turn spent in a para-gas cloud, the victim must make an HT-6 roll to resist; if they fail by 1 or 2, they fall down and cannot move that turn. If they fail by 3 or more, they fall and are paralyzed for minutes equal to the margin of failure; on a critical failure, the paralysis gas causes 1d toxic damage and results in a coma. Paralysis gas is often used in riot control and security systems. [$10.00/dose, LC2] Nervex. A descendant of deadly nerve agents like cyclosarin, VX, and novichok, this genetically modified toxin is deployed as a colorless, odorless gas that turns safely inert after 10 minutes from deployment. Targets hit by the gas experience involuntary muscle contractions, seizures, and death by heart failure. One minute after exposure, the character must make an HT-7 check. Failure inflicts 1d toxin damage. This is repeated at one minute intervals until eight cycles have been completed. Loss of 1/3 HP results in coughing and the Neurological Disorder (Mild) disadvantage. Loss of 1/2 HP results in the Seizure condition. Loss of 2/3 HP results in Cardiac Arrest as the organs being to fail. The Neurological Disorder is removed entirely when the character is restored to full HP. Nervex is inhaled only. [$10.00/dose; LC0] Oxytocin-A. A genetically improved variant of oxytocin, this drug induces trust in the recipients. Individuals exposed to this drug must make a HT-5 check; on a failure, they suffer the Gullibility (12) disadvantage; on a critical failure, it is Gullibility (9). It has an onset time of three minutes, can be injected or inhaled, and lasts for (20 - HT) in hours. [$25.00/dose, LC3] Twitch. Twitch is a convulsive agent; a nonlethal nerve gas. One minute after exposure, characters hit with Twitch need to make an HT-5 check; on a failure, they suffer a -1 DX and ST; -2 on a Critical Failure. Twitch can be applied dermally, inhaled, injected, or taken orally, and lasts for (20-HT) minutes. [$25.00/dose; LC3] Nanotoxins Disruption. Disruption is a nanotoxin that attacks the myelin sheath on nerves, disrupting nerve impulses and inflicting symbols of multiple sclerosis. Immediately after exposure (it is injected), the target must make an HT-8 check (modified by Resistance to Bionanomachines); on a failure, they take 1d toxin damage. This is repeated every minute until six cycles have been achieved. At 1/3 HP, the target suffers from the effects of Neurological Disorder (mild) and gains the Pain condition. At 1/2 HP, the target suffers the effects of Neurological Disorder (Severe). Loss of 2/3 HP adds the Neurological Disorder (Crippling) disadvantage and suffers the Paralyzed condition. The victims suffers only one disorder due to the nerve gas at time, with the severity increasing as they lose HP. The severity of the disorder decreases as HP is restored and is removed when HP lost are less than 1/3 total HP. [$1,500.00/dose; LC0] Nanoburn. This is a nerve agent that uses a suspension of nanomachines designed to invade the body and break down bodily functions. Nanoburn is effective against all carbon-based life. An HT-6 roll is required to avoid being paralyzed for three minutes times the margin of failure; if paralyzed, the target takes 1d-1 toxic damage every three minutes over the next 30 minutes. Normal nerve poison antidotes are ineffective, but the drug Torp stops the damage once taken. [$5.00/dose; LC1] Necrosis. Necrosis nanobots attack the walls of cells inside the body, killing tissue en masse. One minute after exposure (which can be either oral or injection), the character make an HT-8 check; on a failure, they take 1d HP linked 1d-1 toxin damage. This is repeated every minute until six cycles have been achieved, at which point the nanobots are flushed from the system. [$1,500.00/dose; LC0] Neuropath. Neuropath nanobots are designed to stimulate the pain receptors of a biological entity on a systematic level, causing agony and impairment. It is a contact agent, but it can also be inhaled or consumed. One minute after exposure, targets make an HT-8 check; on a failure they suffer the Pain condition and lose 1d-1 (minimum 1) FP. On a critical failure, they suffer the Agony condition and lose 1d FP. This process is repeated every minute until twelve cycles have passed, during which time the subject may vacillate between between Pain and Agony, or may simply be knocked unconscious due to fatigue loss. High Pain Tolerance does apply, but so does Low Pain Tolerance. [$1,500.00/dose, LC1] Splatter. Splatter is available as a follow-up poison. Each "dose" contains thousands of cell-sized nanobot microbombs that circulate through the bloodstream and upon command or after a programmed delay, explode and rip apart the victim's arterial system. Splatter inflicts 1d toxic damage to the body, after it has circulated for at least one minute. Each extra minute spent circulating adds +1d damage, to a maximum of 30d. Multiple doses increase the damage; e.g., three doses do 3d per minute4 and a maximum of 90d. Splatter comes either timed or remote-controlled versons. Aegis nanos may be able to hunt down the splatter nanos before they detonate; roll a Quick Contest of Skill each minute; with both nano types having a skill of 12. Each time the Aegis win, the detonation damage is reduced by -1 per die. If the aegis nano win six times, the effects are nullified. [$100.00/dose; LC0] |