Drugs and Nano

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Drugs and Nano

This chapter describes various chemical or bio-nanotech agents that can be introduced into the body to affect its chemistry and physiology. Unlike biomods, the effects are usually either temporary, preventative, or the cumulative result of long-term usage.

Chemical Drugs

Humans have been using drugs since prehistory. The first drugs were chemical compounds found in plants or fungi. Herbalism – represented by the skill Pharmacy (Herbal) – is the practice of extracting these compounds into forms suitable to give to patients.

As technology advanced, people gained better understandings of the purification of active compounds and what they did. By TL5, pharmacists could extract and mix active substances in the laboratory to produce pills with concentrated or combined effects. Many treatments consisted of administering toxic inorganic compounds, relying on them being more dangerous to the disease organisms than to the patient.

Using TL6 chemical analysis and synthesis techniques on a herbal compound extracted from meadowsweet flowers, Felix Hoffman of the Bayer company produced the first artificial drug in 1897: aspirin. This opened the doors for the development of new synthetic drugs, which are often based on compounds extracted from nature, modified to enhance desired effects and reduce undesired ones.

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Addictive Drugs

Drug Withdrawal

Use these rules when you try to give up an Addiction, either voluntarily or because you are broke, imprisoned, or in a place where your drug just isn't available.

Withdrawal is a painful process that requires a series of daily withdrawal rolls. It normally takes 14 successful rolls to shake the habit (thus, it always takes at least two weeks), but the GM is free to vary this. Should you manage to withdraw, you must "buy off" your Addiction disadvantage immediately.

The effects of withdrawal rolls depend on whether the drug is physiologically or psychologically addictive.

Physiological Dependency: Your body has come to rely on the drug! Make daily withdrawal rolls against HT (maximum 13). Each success puts you a day closer to shaking off your Addiction. The results of failure depend on whether the drug is available. If it is, you give in and take a dose; if you still want to try to withdraw, you must restart the process from day one. If the drug is not available, you take 1 HP of injury and may continue the process ... but that day doesn't count toward the 14 successful rolls needed to withdraw. You cannot naturally recover HP lost to withdrawal until you either succeed or abandon the attempt.

Psychological Dependency: You've convinced yourself that you cannot function without the drug. Make withdrawal rolls against Will (maximum 13). Use the physiological dependency rules, except that if you fail a roll and the drug is unavailable, you don't take injury. Instead, you gain -1 point of drug-related quirks, chosen by the GM. These vanish if you give in and take a dose of the drug (but then you must restart the process). If you don't give in, these quirks grow into progressively more severe mental disadvantages. If you make 14 successful Will rolls, you withdraw – but you must make one final Will roll. On a failure, you keep any quirks or disadvantages incurred along the way!

Overdose

Anyone who takes two or more doses of depressants risks an "overdose." This definitely includes taking a single dose of two or more depressants! Any alcohol at all counts as an extra dose. Drug interactions can kill...

Overdose occurs on a critical failure on any resistance roll for multiple doses. As with any poison, each doubling of dosage gives -2 to resistance rolls – and as for all success rolls, a roll of 10 or more above effective skill is a critical failure. For instance, heroin offers a HT-4 roll to resist. If a HT 10 man takes a double dose, his effective HT is 10 - 4 - 2 = 4. He overdoses on a 14 or higher.

Overdose causes unconsciousness for hours equal to the margin of failure. As well, the drug acts as a poison with a resistance roll equal to its usual resistance roll (the most difficult roll, for two or more drugs); e.g., HT-4, for heroin. It inflicts 1 point of toxic damage, repeating at 15-minute intervals for 24 cycles. If the victim reaches -1×HP, he slips into a coma (see Mortal Conditions).

The habitual use of a mind-altering substance can lead to dependency. Abusers have the Addiction disadvantage, and may suffer withdrawal (see box) if forced to go without the drug.

Below are rules for three common classes of addictive drugs. Note that these are also poisons. If someone takes a large dose, follow all the usual rules for poison, except where specified otherwise.

Stimulants

Stimulants elevate the user's mood and energy level ... temporarily. Potent ones – e.g., amphetamine – restore 1d FP, and give Doesn't Sleep and Overconfidence (12). These effects endure for (12 - HT) hours, minimum one hour. After that time, the user loses twice the FP he recovered (e.g., if his FP jumped from 8 to 10, he drops to 6 FP), and gains the disadvantages Bad Temper (12) and Chronic Depression (9) for an equal length of time.

If the user takes multiple doses in 24 hours, he must roll vs. HT after the second and later doses, at a cumulative -1 per dose after the first. On a critical failure, he suffers a heart attack (see Mortal Conditions).

Stimulants are cheap and only slightly addictive. If they are legal, stimulant addiction is a Minor Addiction (-1 point); if they are illegal, it is a -5-point Addiction.

Hallucinogens

Hallucinogens – e.g., LSD and mescaline – cause disorientation, hallucinations, and fits of paranoia. They may induce psychological dependency, but not physiological addiction.

Most of these drugs are taken orally and require about 20 minutes to work. Make a HT-2 roll to resist. On a failure, the user starts hallucinating (see Incapacitating Conditions). This lasts for hours equal to the margin of failure. After that time, the user may roll vs. HT-2 once per hour to shake off the drug's influence.

Addiction is typically worth -10 points if the drugs are legal, -15 points otherwise.

Depressants

Depressants induce drowsiness, lassitude, and (in large doses) insensibility. All offer a HT roll to resist. As with any poison, a large dose gives a penalty – see Dosage. Massive doses may lead to overdose (see box). Commonly abused depressants include:

Sedatives: These include sleep aids, anti-anxiety drugs, and many psychiatric drugs. A typical sedative is taken orally and requires 20 minutes to take effect. Make a HT-2 roll to resist. On a failure, the user becomes drowsy (see Irritating Conditions) for hours equal to the margin of failure. Habitual users need larger and larger doses to produce the same effect, increasing the risk of overdose. Sedatives are cheap and highly addictive. If the user acquires them legally, he has a -5-point Addiction; otherwise, he has a -10-point Addiction.

Painkillers: Potent painkillers, such as morphine, are used to treat chronic or surgical pain. Abuse is often the unintended result of legitimate use. Taken orally, there is a delay of 20 minutes; injected, there is no delay. Roll vs. HT-4 to resist. On a failure, the user acquires the High Pain Threshold and Unfazeable advantages, and the Laziness disadvantage, and experiences euphoria (see Irritating Conditions). All effects last for hours equal to the margin of failure. Painkillers powerful enough to produce these effects are expensive and totally addictive. Addiction is worth -15 points if the drugs are legal, -20 points otherwise.

Heroin: This opium derivative has few legitimate uses. It is typically injected, in which case there is no delay. Roll vs. HT-4 to resist. Failure incapacitates the user for hours equal to the margin of failure – treat this as ecstasy (seeIncapacitating Conditions). In addition to the usual risk of overdose, there is always the chance the heroin was "cut" with toxic filler; effects are up to the GM. Heroin is very expensive, incapacitating, totally addictive, and illegal; Addiction to heroin is a -40-point disadvantage.

Therapeutic Drugs

TODO

Abortifacients

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Analgesics

These drugs relieve pain and come in several unrelated varieties. Any of these drugs may also act as a mitigator for Chronic Pain.

Anesthetic Drugs

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Aspirin (TL6)

Acetylsalicylic acid (ASA), introduced in 1897, became commercially available in 1899, and has since become the most popular over-the-counter analgesic, although how it worked was not understood until the 1970s (TL7). It inhibits prostaglandin production (chemicals that release pain signals). This also has some other advantages, e.g., reducing production of blood clots and thus risk of heart attacks. Unfortunately, it also affects the stomach lining; overdoses may result in nausea. Aspirin takes about a minute to take effect, and lasts for four to six hours. Low doses (a couple of pills) reduces the penalty from pain by 1 after any other modifiers for High or Low Pain Threshold have been applied. High doses (multiple pills, depending on the degree of pain) reduce the penalty by 2 but require a HT roll to avoid Nausea, or on a critical failure, 1 point of toxic damage. Very high doses can affect the kidneys and liver, causing 1d to 3d toxic damage. $3 per 100 tablets. LC4.

Analgine (TL9)

This is a strong painkiller with fewer side effects than drugs such as morphine. The user gains the High Pain Threshold for (25 - HT)/4 hours, but is also Drowsy. It comes in pill (30 minutes to take effect) or injection form. $2/dose. LC3.

Hyperstim (TL9)

This drug instantly awakens an unconscious person, regardless of his HP or FP. Someone using this drug cannot fail a HT roll to avoid unconsciousness. After the drug wears off, roll vs. HT. Failure causes 1 HP damage, while critical failure also results in a heart attack. $100 per dose. LC2.

Morphazine (TL9)

This drug puts the patient into a deep, dreamless sleep. The user gets a HT-3 roll to resist; failure results in the user falling asleep for eight hours times the margin of failure. It is a reliable, powerful sleeping pill, often available only through prescription. If injected, it works in one second. $10 per dose. LC3.

Painaway (TL9)

An over-the-counter analgesic similar to acetaminophen or aspirin but safer and more reliable. Treat as aspirin except the HT roll to resist on a high dose is HT+3, and the effects last for twice as long for a given dose. $10 per 100 tablets. LC4.

Antiallergens

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Antibiotics

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Broad-Spectrum Antibiotic (TL8)

When simple and cheap antibiotics like penicillin don't work, new types developed with expensive R&D have to be used. By TL8 a wide variety of different antibiotics are available; this represents any of a number of drugs. If someone is unlucky enough to catch an infection resistant to inexpensive antibiotics, his physician will have to prescribe something like this. It provides the same benefits as penicillin – its only advantage is that it actually works on a wider range of infections. $100 for a two week course at TL8, or $10 for two weeks at TL9+. LC3.

Genericillin (TL10)

This is a very powerful, general-purpose antibiotic. It doesn't treat all diseases, but it's a good thing to try. A dose of genericillin gives a +5 to HT to recover from bacterial diseases and infection for a week. $25 per dose. LC4.

Enzyme-Blocking Drugs (TL8)

TODO

Interferon (TL8)

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Healing Drugs

These are various sorts of drugs that prevent injuries from becoming worse or aid healing and recovery.

Hypercoagulin (TL9)

When injected or applied to a patient with a bleeding wound, this causes instant coagulation and a cessation of bleeding within 1d+4 seconds. This is equivalent to bandaging. Injection overdoses can be deadly; for each additional dose within 24 hours, make a HT roll at -1 per doubling of dosage. Failure indicates internal blood clots that cause stroke or heart attack. Since the drug is unknown before TL9, it makes a good assassination tool in lower-TL societies. Injectable or contact agent only. $25/dose. LC3.

Ursaline (TL9)

This drug 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. $25/dose. LC4.

Antirad (TL9/10)

This medication contains a number of different drugs, with the combined effect of partial protection against radiation. At TL9, this grants the user the Radiation Tolerance 2 advantage. At TL10, it gives Radiation Tolerance 5. Either effect lasts a day. It comes in injectable and pill form for $50/dose. LC3.

Ascepaline (TL10)

Accelerates cellular regeneration: anyone using it regenerates 1 HP every 4 hours. Each dose lasts a 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 natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial). He may still use Ascepaline, however. $20 per dose. LC3.

Purge (TL10)

This cleanses the user's system of foreign biochemicals. If the user makes a HT roll, it neutralizes any active drugs (including recreational drugs and alcohol) within 2d minutes. Failure means that the dose had no effect; critical failure also nauseates the user (-3 DX for 1 hour). Purge will not counteract drug addiction or cure side effects that remain after the drug that caused them wears off. Purge has no effect on TL11+ drugs or most deadly poisons, but it will counteract sleep gas. $20 per dose. LC4.

Sedatives

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Stimulants

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Modafinil (TL8)

This drug (sold as Alertec, Provigil, or other trade names) is a central nervous system stimulant. It is intended to treat sleep disorders such as narcolepsy, but is also useful for anyone who wishes to stay awake for long periods, e.g., shift-workers, truckers, and soldiers. It can keep the user awake and alert for up to two and half days; unlike most other stimulants, it seems to have minimal side effects. (The health effects of sustained usage of modafinil to put off sleep are uncertain, however.)

It takes an hour or two for effects to occur, and gives the user the Doesn't Sleep advantage for the next 24 hours; up to three doses can be taken in succession before it ceases to provide benefits. After taking two or more doses, the GM may wish to roll vs. the user's HT; a critical failure may result in nausea or mild pain (headaches or backaches) until the user gets at least eight hours sleep. Pill; $2/dose. LC3.

Revive Capsules (TL9)

These small, easily breakable capsules are the descendants of smelling salts. When held under the nose of a stunned or unconscious person and snapped open, the vapor inside will usually revive him completely – roll against HT+5 to regain consciousness or recover from stun. This is also effective against mental stunning; roll vs. HT+5 as above, not IQ, as the stunned person is forced out of his state by the physical stimulus. The patient does not regain any hit points, but is awake. He may fall asleep again within minutes if tired and given the chance. $5/dose. LC4.

Superstim (TL9)

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 failure). The only side effect is that when the time is up, the user gets all that fatigue back, plus 2 more FP. If the user takes another dose 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 he finally stops taking it; if FP would drop below 0, the extra points are taken off HP instead. Any form, $10/dose. LC4.

Wideawake (TL10)

An extremely effective stimulant, this drug time-releases controlled doses of stimulants that prevent the user falling asleep, without causing any side effects. It provides the Doesn't Sleep advantage for a week. Any form, $20/dose. LC4.

Toxic Compounds

TODO

Capability Enhancing Drugs

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Espionage Drugs

Some people use drugs for nefarious purposes, either to influence other people or to protect themselves from the dangers they face when engaging in undercover activities.

"Truth Serum" (TL6)

A variety of fast-acting barbiturates such as thiopental sodium (sodium pentathol) and scopolamine, used for both for general anesthesia and to lower a subject's inhibitions for drug-assisted interrogation or psychiatric analysis. The drug is a yellow crystal that can be dissolved in water or alcohol; it has a garlic-like odor. It depresses the central nervous system (like any sedative) and in mild doses produces a state of relaxation, leaving recipients susceptible to suggestion. Its utility as a functional "truth serum" is limited because subjects under its influence can just as easily start to fantasize or be led into telling falsehoods as a result of an interviewer's leading questions...or become groggy and fall unconscious, from repeated doses. After 30 seconds, the subject suffers 1d FP and must succeed with a HT-1 roll or be at -2 to Will and also to all self-control rolls for mental disadvantages lasting for a period of (20 - HT)/2 minutes. $10/dose. LC3.

Dimethyl Sulfoxide (TL7)

This chemical (also known as DMSO) is a byproduct of the wood-pulping industry, used from the 1950s as an industrial cleaner. In 1963, medical researchers discovered that it penetrates the skin and sinks deep into underlying tissue. It can carry other drugs not normally absorbed through the skin. This makes it useful in many ways, converting many other drugs into effective topical agents. This includes offensive or surreptitious uses such as delivering contact poisons. $1/dose. LC4.

Aware (TL9)

This is a stimulant that acts on the sensory nervous system to sharpen the senses and heighten awareness. It grants +2 to Perception for 24 hours. $50/dose. LC4.

Anti-Sed (TL9)

This is a prophylactic drug taken before encounters in which the user suspects he might be drugged. It lasts for 24 hours and grants a +6 bonus to HT rolls to resist sedatives and psychoactive drugs such as amnesiants and truth drugs. $50/dose. LC2.

Crediline (TL9)

This psychoactive drug makes the user feel that everything around him makes sense, and everyone is a trusted friend. He must succeed with a HT-3 roll or suffer Euphoria and Gullibility (9) for (25 - HT) minutes. $24/dose. LC2.

Torpine (TL9)

This puts the subject into a death-like trance during which metabolic functions are slowed. Roll vs. HT to resist going under (if taken involuntarily). The subject can go without food and water for 32 times as long as usual, and uses up only 50% as much oxygen. Anyone trying to tell he is still alive must succeed with a Quick Contest of Diagnosis vs. his HT+5. Each dose lasts a day; multiple doses can be taken. $20/dose. LC3.

Lethe (TL10)

This drug disturbs the storage of information in the brain, inducing temporary amnesia. He must roll HT-2 or suffer the Partial Amnesia disadvantage for (25 - HT) minutes. $24/dose. LC2.

Neurovine (TL10)

An antidote for nerve poison, available as a pill or injection. If taken within 15 minutes of poisoning, a Neurovine injection adds +3 to HT on rolls to avoid taking further damage. $30/dose. LC4.

Lifestyle Drugs

Some drugs are benign and have effects that provide minor conveniences. As technology advances, the variety and capabilities of such drugs may make them commonplace.

Oral Contraceptive Pills (TL7)

Hormone pills to prevent ovulation in females. Contraceptives designed for other species may also be available. $20 per month's supply. LC4.

Vitamins (TL7)

Vitamins are organic molecules required in regular food intake for the proper functioning of the body. Casimir Funk postulated their existence in 1912, to explain various diseases caused by diets deficient in particular types of materials. By 1934, several chemists had isolated vitamin C and paved the way for its mass production as a dietary supplement. At TL7+ most vitamins are available in pill form. They can be used to compensate for poor diets and allow people to subsist on nutritionally inadequate food like algae or mycoprotein. B group vitamins also provide a mild and short-lived burst of energy for people who have not eaten recently. $0.10/dose. LC4.

Aphrozine (TL9)

This drug reliably increases the recipient's sexual pleasure – it has the same effect as the Eros Plus biomod for one hour. $20/dose. LC3.

Male Contraceptive Pills (TL9)

A man who has been taking these pills for at least a week cannot sire children. $20 per month’s supply. LC4.

Melatan (TL9)

This drug promotes melanin levels in the skin, creating an artificial suntan without requiring exposure to ultraviolet radiation. Unlike TL8 "fake tan" products that merely dye the skin's surface layers and do not provide additional protection against radiation, melatan stimulates the body's own tanning mechanism to produce a real tan. It comes in a liquid form that is smeared or sprayed onto the skin, producing the tan in 48 hours. Multiple doses can make the skin as dark as desired, but the effect fades like a natural tan, gradually over a month. $50/dose. LC4.

Musk (TL9)

This is the generic name for a group of drugs that cause the sweat glands to produce chemical compounds that alter the user’s scent. Basic versions produce subtle and pleasant aromas that go partway to countering body odor. More complex versions produce compounds that effectively mask the user’s own natural odor, giving them a -3 to any roll to be tracked by scent. Another popular type produces a compound that insects find repellent. They all come as pills that last 12 hours. Basic versions cost $5/dose; scent masking or insect repellent versions cost $10/dose. LC4.

Sex Pheromones (TL9)

This is a group of hormone-based drugs that are detected subliminally by the human sense of smell. They give all victims within one yard Lecherousness (12) while in the presence of the pheromones if they fail a HT roll. Pheromones are usually worn on the skin like a perfume, and wear off after two hours or a shower. Prospective victims with No Sense of Smell/Taste are immune! $60/dose; aerosol delivery. LC3.

Sobriety Pill (TL9)

This nullifies the intoxicating effects of alcohol. It comes in pill form only, and costs $2/dose. LC4.

Genetically Targeted Pheromones (TL10)

The problem with normal pheromones is that they are just as likely to attract unwanted attention from passersby as the intended target. This can be solved with pharmacogenomic technology if a DNA sample from the target is available. Using this, a lab can synthesize pheromones designed to maximize response from the target and reduce it in anyone else. The resulting drug gives Lecherousness (6) to the target, resistible with a HT-4 roll, and has a 1 in 6 chance of affecting any other person in the same way as normal sex pheromones (above). The initial analysis takes a week and costs $2,000, after which doses can be synthesized for $1,000/dose. LC1.

Deep-Sleep (TL10)

Most sleep-inducing sedatives produce an anomalous sleep state in which regular dream processes cannot occur, which makes them less restful than natural sleep. This drug works differently, providing hormones that enhance the dream state and allow the body to refresh itself more quickly. Two hours of sleep after taking a dose is equivalent to a full night. $5/dose. LC4.

Longevity Drugs

TODO

Pharmacogenomic Drugs

TODO

Psi Drugs

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Magical and Mystical Drugs

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