This military drug is used on downed subjects on their way to military hospitals. Its an exceptional healing drug with relatively few side effects. Troopers given this drug sometimes develop irrational fears during treatment and will usually be placed in seclusion during their recovery. The Period of reduced REF ensures that these Soldiers are out of action until the drugs side effects wear off.
Increased Healing Rate: 15; Antidote: 15; Antibiotic: 10; Strength +2: 2; Tremors – Immediately: -2; Possible Irrational Fear: -5; Reduced Attribute (REF): -5; Reduced Attribute (REF) (for a whole week): -10; Long Duration (d10 Hours): x3; Type B Illegal: x7.5; Form: Injection: x1.5; Total Cost: 675 Euro/Dose
Benefits: Healing+1 Point/Day; Antidote; Antibiotic; Duration d10 Hours.
Side Effects: Tremors (REF-2) – Immediately; Possible Irrational Fear; REF-2; Reduced Attribute (REF) -1 (for a whole week)
Thrill is a cheap, relatively safe, short-term euphoric. Thrill is made up of simple compounds and is cooked in homebuilt stills. Each unit of Thrill cost very little to make and offers wide profit margin for the cookers. Popular with the teeny bobbers of the 21st century, and is often the starting spot of later addicts.
Euphoric: 5; Strength +1: 1; Delusions – Immediately: -5; Hallucinations – Immediately: -5; Possible Paranoia – Immediately: -2; Short Duration (d10 Minutes): x1; Common but illegal: x1; Form: Injection: x1.5; Total Cost: 10-20 Euro/Dose
Benefits: Makes you feel good. Duration d10 Minutes.
Side Effects: Delusions – Immediately; Hallucinations – Immediately; Possible Paranoia – Immediately
More powerful then Thrill, Skate is an endurance drug. It temporarily increases the endurance of the user. The user will also experience mild delusions and paranoia. But since he suffers INT loss as well, he doesn’t mind that much. Its name is derived from the fact that the primary users are skaters and skateboarders. Runners have also been known to use it because it is hard to detect in urinalysis testing.
Euphoric: 5; Increased Endurance: 10; Strength +1: 1; Delusion – Immediately: -5; Paranoia – Immediately: -5; Reduced Attribute (INT) – Immediately: -5; Long Duration (d10 Hours): x3; Type C Illegal: x5; Form: Tablet: x0.5; Total Cost: 10 Euro/Dose
Benefits: Makes you feel good. Endurance+1; Duration d10 hours.
Side Effects: INT-1; Delusions – Immediately; Paranoia – Immediately
Shotgun Shell is a powerful drug. As soon as the drugs takes effect, the users mind is focused on sex. People look more beautiful and sexually attractive then usual, and the body signals very powerfully the desire the drug induces. The drug has been specially tailored to overcome shyness. This way even your usual Solo, dumb, ugly smely and in love only with his guns might have a chance to reproduce. This drugs causes excessive Salivation; this can lead to people so horny that their spit is running out of their mouth.
Aphrodisiac: 10; Attribute Increase (EMP): 20; Attribute Increase (CL): 20; Increased Endurance: 10; Strength +4: 4; Slightly Psychologically Addictive: -4; Immediately: Excessive Salivation: -2; Reduced Attribute (INT): -5; Delayed: The Munchies: -2; Medium Duration (d6x10 Minutes): x2; Legal: x1; Form: Snorted: x1; Total Cost: 50eb/dose
Benefits: Horny, Highly Aroused; EMP+4; CL+4; Endurance+4; Duration d6x10 Minutes.
Side Effects: Slightly Psychologically Addictive; Immediately: Excessive Salvation, INT-4; Delayed: The Munchies.
This drug makes the user more likely to believe anything he is told. While Crediline is in effect, the user feels very happy; everything around him makes sense, and everyone is a trusted friend. After it wears off, the user becomes extremely paranoid. The drug is usually unavailable to anyone except psychiatric doctors, who can utilize it in therapy. It can be found on the black market, and police and intelligence agencies sometimes use it. It is injected.
Game Notes: Crediline reduces COOL by 2 for 1D6 x 10 minutes and makes the user very susceptible to interrogation. It takes effect in 1D5 turns and is non-addictive.
Euphoric (5) + Reduced COOL (-5) + Loss of Inhibition (-4) + Paranoia (delayed, -5) + STR 2 = -11 Diff, reversed to 9. Times 2 for Medium Duration is 22, times 1.5 for injected is 33 total difficulty. It is by Prescription Only, so 33 difficulty times 5 gives us 165eb/dose.
Benefits: Euphoric, STR 2, Duration: d6x10 Mins.
Side Effects: CL-2, Loss of Inhibition. Delayed: Paranoia
When injected into a patient with a bleeding wound, this causes instant coagulation and a cessation of bleeding within 1D4 + 1 seconds. The drug should be injected as close to the wound as possible. An injection prior to sustaining a wound will have no effect. Very small overdoses of this drug will kill. For this reason, hypercoagulin can be a useful assassination tool.
Game Notes: Hypercoagulin is an inexpensive medical drug whose STR can be added to any First Aid or Medtech rolls made to stabilize a patient. Note that its Short Duration is not used to calculate the length of its effects, but as an indicator of how long between doses a user can go without ODing (in this case, 1D10 minutes).
Coagulant (10) + STR 3 = 13 Diff. Times 1 for Short Duration is 13, times 1.5 for Injected form is 19.5 total difficulty. It is by Prescription Only, so 19.5 difficulty times 5 gives us 97.5eb/dose.
Benefits: Stops bleeding (First Aid+2)
Side Effects: none
This drug puts the patient into dreamless sleep for several hours. It is taken in tablet form. Morphazine is commonly available as a reliable, powerful sleeping pill, though only through prescription.
Game Notes: Morphazine puts you to sleep. Users attempting to resist the effects of the drug make a BOD save at -2 (roll under BOD -2 or fail) or become unconscious for 1D10 hours. Success on the BOD save means that the user takes a -2 penalty to all actions until the drug wears off. Morphazine takes effect in 2D6 x 10 minutes.
Soporific (5) + STR 2 = 7 Diff. Times 3 for Long Duration is 21, times .5 for Tablet form is 10.5 total diffiiculty. It is by Prescription Only, so 10.5 difficulty times 5 gives us 52.5 eb/dose.
Benefits: Makes you sleep.
Side Effects: none.
This is an antidote for nerve poison. If taken within 15 seconds of poisoning (assuming you’re not dead), a Neurovine injection helps stabilize the poison until further treatment can be sought. Note that Neurovine is in itself frequently deadly.
Game Notes: Neurovine adds its STR of 2 to any saves made versus neurotoxins if administered quickly after exposure. Its Short Duration is an indication of how long between doses a user may go without overdosing — 1D10 minutes. After each application, users must make a Death Save at +2 or die. Of course, if you don’t take Neurovine, you’re guaranteed to die … It is cheap to manufacture, but its rarity bumps cost up 50 to 100x.
Antidote (15) + STR 2 + Death (-15) = 2 Diff. Times 1 for Short Duration, is 2 difficulty, times 1.5 for Injected form is 3, times Type A Illegal is 10eb/dose.
Benefits: Gives you a chance to survive BioToxins.
Side Effects: none.
These are small breakable capsules which have an effect similar to smelling salts; if snapped open under the nose of a stunned or unconscious person, they will cause the person to wake up. Revive is legal.
Game Notes: Revive allows unconscious or stunned users to make a Stun/Shock save to return to consciousness, adding its STR of 2 to the roll. Once awake, users are frequently confused for a 1D10 minutes; -3 to all Awareness rolls and tasks requiring concentration. It is non-addictive and takes effect in 1D5 turns. Its Short Duration is an indication of how long between doses users can go without risking an overdose (in this case, 1D10 minutes).
Stun Reducer (10) + STR 2 + Lack of Concentration (delayed, -5) = 7 Difficulty. Times 1 for Short Duration is 7, times 1 for Inhaled form is 7, times 1eb for Legal gives us a total cost of 7eb.dose.
Benefits: Wake up from a stun.
Side Effects: Delayed: Lack of Concentration.
Retro is a memory-enhancement drug often used in psychotherapy and interrogation. One milligram (often abbreviated as a “mike” on the street) gives the user recall akin to eidetic memory of the past 1D6/2 days. Retro is physically and psychologically non-addictive. It is very expensive on the street, but a licensed psychotherapist, doctor, or hypnotherapist can obtain it for half that price. It is usually crushed into an inhaler.
Game Notes: Retro provides the user with a +2 INT for the purposes of accurately remembering any event within the specified time period (Difficulty depends on GM”s call). With each use, roll 1D10 : a result of 1 indicates that the user has lost 1 permanent point of INT. It takes effect in 1D2 minutes; the effects last 1D10 minutes.
Mnemonic Enhancer (15) + STR 1 + Possible INT loss (-8) = 10 Diff. Times 1 for Short Duration is 10, times 1 for Powdered form is 10, times 10 euro for Type A Illegal gives us a total cost of 100eb/dose.
Benefits: Gives you perfect memory. Duration: d10 Minutes
Side Effects: Possible INT loss.