Showing posts with label drugs. Show all posts
Showing posts with label drugs. Show all posts

Tuesday, November 19, 2019

ZS

Sedatives can serve several purposes. Anxiolytics reduce anxiety, tranquilizers are synonymous with antipsychotics, and soporifics or hypnotics promote sleep or unconsciousness. A calming and sleeping drug might be called "hypnotic-soporific". They have a variety of uses in the transhuman future, even with basic biomods improving the sleep cycle. They can be used to treat anxiety and insomnia which can still occur, or to create a sedated state for trauma surgery (though more specialized anesthesia are usually used). They are also used as a "chemical cosh", to "club" patients with hyperactivity or other mental disorders to make them manageable. In the espionage game, sleeping pills or gas can also be a useful alternative to wetwork. While killing someone these days is akin to putting them down for a short nap, violence risks a certain amount of "noise" and mess, and some groups will be more likely to retaliate based on the cost incurred (replacing a body) - on the other hand, sleep can be just as effective as a lethal poison, and might even be passed off as natural without a tox screen. The most common application of sedatives is ZS.

ZS: A common sedative-hypnotic drug which is typically used to treat sleep disorders (such as insomnia). It is formulated to work on most earthly biology, but some xenofauna or GMOs might be resistant to it. After onset time, the target makes a SOM check. If they fail, they fall Unconscious into a sleep which will last the duration unless interrupted (with normal modifiers), and gain the benefit of a long recharge. If they pass, they are impaired (-20) until the drug gets out of their system, being fatigued and lethargic. They also take a -10 to COG checks to remember events while under the effects of ZS. ZS can be countered by applying an appropriate stimulant (like creating an antidote), but mixing medication is to be warned against. [Minor]

ZS and derivative compounds are sold in multiple forms, for multiple applications. Most common is pills which are proscribed or self-administered for the aforementioned sleep disorders. It also comes in syrup form for those who prefer it that way. When using it as a chemical control, it can be directly injected or dispersed as a gas. "Does this rag smell like ZS to you?" is a running gag in many vid series. ZS can be habit forming, and long term abuse can lead to unnatural sleep cycles and persistent fugue states, which are hazardous. Major manufacturers warn against operating vehicles or heavy machinery for several hours after taking a dose of ZS.

Drugs Type Application Duration Addiction Mod/Type Complexity
ZS Biochem Inh, Inj, O 8 hours -20/Mental Minor

(nb: caught an error with my html table, the duration should be 8 hours)

Saturday, November 16, 2019

2E Drugs Conversion

So here's another fun one, updating several of my old drugs, toxins or chemicals to 2E rules. The use of enforced behavior can make a few of these more interesting than before. First a short description (and link to original work), then a table below for all the facts. I may or may not port over some of the others, but I think these are the most interesting. Listed complexity is for 5 doses.

DCV: A relaxant which assuages feelings of guilt, and keeps the body calm and relaxed, so one can perform deception better. Useful also for acting. It won't overcome a dedicated truth-detecting method, but makes lies easier. +10 to Deceive checks and gain Reduced Behavior: Guilt (2) for the duration. Usually comes as a vapor rub. [Minor] (R)

DisInfect: An inhaled stimulant for the immune system, sold as a health supplement in many locales. It makes the body more resistant to toxins and physical pathogens (such as designer diseases and super virii), and stimulates a slight uplifting or energized feeling. +20 on SOM checks to resist toxins, chemicals, drugs and pathogens for the duration, and +10 on SOM checks to resist biological exsurgent infection. No effect on nanodrugs or nanotoxins. Comes in the form of inhalers. [Moderate]

Oxford: Study drug. Stimulates the center of the brain related to memory and learning centers. Helps people recall facts and build knowledge easier. +20 to COG check to remember things learned on Oxford, and gain Enhanced Behavior: Studious (2) for the duration. If used during a downtime week, you may spend an additional RP to improve skills that week, but it can only be on Know skills. Comes in pills or powder form. [Minor]

Rainy Day: Short term depressant, a recreational drug. Creates a brief stint of depressed mood, but clouds memories, while giving a certain amount of inspiration to the user, may even be mildly hallucinogenic. Used sometimes by artists to create a certain ephemeral genre. +5 on INT checks, but -30 to checks to remember events while under the effects. Gain Restricted Behavior: Happy (2) for the duration. Sold in the form of tablets or cigarettes. [Moderate] (R)

ShutIn: A nanodrug which directly stimulates the brain to create a sense of introversion, isolation and inner focus, used sometimes to aid in work or just to alter the mind state. It makes the user more observant, more focused and attentive, but antisocial and risk averse. +10 to Perceive checks  and COG checks for memory for the duration, but -10 to WIL checks to resist pain or fear, and gain the traits Enhanced Behavior: Introverted and Mental Disorder: Agoraphobia for the duration. [Minor]


Drugs Type Application Duration Addiction/Type Complexity
DCV Biochem D, Inh 8 hours - Minor (R)
DisInfect Biochem Inh 3 hours -10/Physical Moderate
Oxford Biochem Inh, O 1 day -10/Physical Minor
Rainy Day Biochem Inh, O 1 hour -/Physical Moderate (R)
ShutIn Nano Inj, O 1 hour +10/Physical Minor

Wednesday, January 25, 2017

Rainy Day

Recreational drug usage has been associated with arts at least since the 20th Century, and certain aspects of art, religion or spirituality have been enhanced with substances since prehistory. This is a firm aspect of a "drug culture" common in some cultures across the Solar System - perpetuated by healing technology to remove damage and health problems. But drugs come in many stripes. Stimulants raise mood and energy, encourage activity. Narcotics create numbness, painlessness or euphoria. Hallucinogens (particularly psychedelics) encourage vivid images, sounds and other "unreal" sensations. And depressants bring you down - they can encourage focus, suppression of certain emotions or inhibitions or just to relax.

Rainy Day: Rainy Day is a potent, short-term depressant which also causes foggy memory. If you ever want to just lose an hour or two in a dark fugue, this drug works for you. In addition to purely recreational usage, however, it is also taken sometimes by artists to create ephemeral or depressed arts. For the duration, it grants +5 to INT, but a -30 to all tests to remember events which occurred while using the drug. It also commonly causes a state akin to depression or mild hallucinations when used. While relatively short lasting, it's effects are very pronounced, and have been repeatedly sworn by certain users. Long term use tends to make memory damage and mood alterations permanent. [Low]

Rainy Day comes in several forms and applications. It can be taken orally as a pill or tablet, called "rain drops" usually (or "dropping Rain" when one takes it). It can also be injected, or comes in the form of smokable cigarettes. Those who utilize Rainy Day frequently are called "Rainers" or "Rainmen", usually - an there is a whole sub-genre of art associated with it's use. Rainy Day has a physical addiction, but it's tolerances are fairly standard and non-extreme making it fairly common in the system. Rainy Day is a very artsy drug, taken usually by people who aren't already depressed enough by their real life and thus is common in middle or upper classes. There has been at least one "Rainer Madness" campaign in the Planetary Consortium about the "dangers" of the substance making the youth lazy, depressed artisans instead of skilled technical workers or management, but didn't go far.

Application: Inh, Inj, O
Onset: 1 Minute
Duration: 1 Hour
Addiction Modifier: 0
Addiction Type: Physical

(Rainy Day is another substance engineered by members of my homegroup - expanded writeup by me.)

Thursday, January 19, 2017

Numb

For most, the nanobandage (p. 333 EP) is the common way to handle injuries. The self-sterilizing nanotech provides basic painkilling and begins the healing process. For small injuries, it and a basic course of first aid is more common than the extended dip in a healing vat. Medichines can perform this function intrinsically, but the miracle medical nanotech is not accepted or implemented universally. But, when serious injuries occur in the field, sometimes you need to prep more than just rolling bandages, and sometimes one needs long lasting relief and protection to get to medical attention and remain functional. In this case, there is Numb.

Numb: This nanodrug is applied via a paste or spray to the site of an injury. The nanobots contained inside are a medical mixture designed to inhibit pain, disinfect an injury and remove foreign debris, and stabilize injuries so normal medical procedures or directly healing nanomachines can work. It allows a user to ignore the penalties for 2 Wounds for its duration, but only Wounds they already had (so if a character has 1 Wound, takes Numb, then receives a second Wound, they do not remove that second penalty). Often used as part of a basic course of first aid, Numb allows someone to remain conscious, functional and stable despite serious injury. [Moderate]

Often coming in little pots or dermal spray bottles, Numb is found in first aid kits and pharmaceutical fabs across the solar system wherever nanodrugs can be made or sold. It is somewhat slow-acting, but long-lasting, ideal for people who may be injured gatecrashing, or in remote locales far from a local hospital or doctor. The painkilling effect is strong, however, and there have been several recent high-profile cases of "numb abuse" in the Planetary Consortium. Addiction is not uncommon, so medical personnel must be cautious when using it and it should not be applied to every scrape or bruise.

Application: D
Onset: 30 Minutes
Duration: 24 Hours
Addiction Modifier: -10
Addiction Type: Mental

(Numb originally conceived by members of my home gaming group, details expanded on by myself)

Monday, January 16, 2017

Stumble

Stumble: Also known as "Nanobooze" or "Hangover", this nanodrug directly simulates the effects of heavy alcohol consumption - without any "positive" effects. Consumed orally, this drug causes the subject to immediately feel a sense of vertigo or lost balance, often blurs or distorts the vision and generally makes them feel drunk - only their cognition is not necessarily impaired nor is social inhibitions depressed. The result is they take a -30 to all Freerunning, Climbing or other similar tests related to movement for the duration - and may need to make Coordination or Reflex tests just to walk straight. [Low]

Stumble does not have a wide userbase. It acts fast, lasts long and because it affects regions of the brain associated with alcohol can be addictive. But, as many experimenters with the substances have said "it's no fun at all". While some eclectic hedonists prefer to skip drinking and other effects of alcohol, they are rare. More commonly, Stumble is used as a prank and slipped into an unsuspecting "rube's" drink - or is occasionally used to pacify subjects and prevent them from escaping. Some anarchist judicial collectives will incapacitate persons accused of violent offenses with Stumble to make sure they are unlikely to harm others while they are processed. It is most commonly sold in large bottles of multiple doses, though single dose "mini-bottles" are easier to obtain.

Application: O
Onset: 3 Action Turns
Duration: 16 Hours
Addiction Modifier: +10
Addiction Type: Physical

Tuesday, December 13, 2016

Butterfly

Butterfly: This drug is a social enhancer, designed to make people more extroverted and able to connect with others, as well as generally more pleasant to be around. It improves one's ability to socialize by making one feel more open and able to communicate even simplistic or empty facts about oneself. Consumed as a small, butterfly-shaped chewable, this drug grants a +20 to all Networking tests for the duration it lasts, but causes the character to be inappropriately happy or upbeat - prone to inane gossip or conversation. The user must make a WILx3 test to discuss serious subjects. Long term users may be prone to laughing fits or lack of focus, and tend to develop wrinkles from frequent smiling. [Low]

Butterfly is more common than say, DCV, due to that drug's slightly more niche marketing, but isn't quite as common as Alpha or Hither (p. 320-21 EP) for parties and social engagements. Butterfly users (Who sometimes call themselves "caterpillars") are either normally introverted people, or by people who feel they need to be supremely good at finding and talking to people, usually at social engagements. Due to it's effect on social communication, Butterfly abuse is extremely common in the Anarchist habs of the Outer System, where socialization and reputation are key. Too much Butterfly can wrap around and result in a rep loss, however, as it tends to make users come across as insufferable. Some people even form "butterfly parties" or "metamorphosis" parties where everyone takes Butterfly (often in combination with other substances) to become very extroverted, and meet lots of people and learn about them or connect with them.

Application: O
Onset: 3 Action Turns
Duration: 1 Hour
Addiction Modifier: +0
Addiction Type: Physical

Friday, December 9, 2016

Unbreakable

Recreational drugs are an interesting, sometimes obscure market. People who just want to relax and get away from things tend to hit Orbital Hash (p. 320 EP). People who want to be down, to experience an ephemeral passing feeling can hit Mono No Aware (p. 320 EP). Petals (p. 322 EP) and Buzz (p. 320 EP) are the drugs of choice for people who really want to escape a desperate reality through some all-encompassing experience. And Monochrome is an unusual drug which gives a brief bout of happiness, a good counter to people who feel down. But for people who really want a pick-me-up, you should see about buying some Unbreakable.

Unbreakable: Normally sold in patches, Unbreakable is a mixture of natural compounds and genetically enhanced hormones designed to give one a boost of confidence and euphoria. While it takes a while to kick in, the patch will slowly work in the drug over a long period of time. Users feel "invincible" or "unstoppable", full of confidence and extremely happy or "up" for the duration, though it has no other pronounced effects. A GM may allow bonuses for certain tests while on this drug. Unbreakable has long-term health effects, causing consistent damage to biology which imposes a -30 penalty to all tests when not on the drug for long term users. [Low]

Unbreakable is popular in certain markets of people who tend to be of lower economic standing. It makes the user feel good about themselves and anything really, ideal for all kinds of situations with work or socializing. Street gangs often pass out Unbreakable to new members - not only does it assuage fears of anxiety to do deeds they may require, but the long-term hook is a way to "retain" membership. It's fairly tame effects mean that Unbreakable is not common in "hardcore" drug users or more wealthy clientele who can afford more exotic experiences.

Type: Bio
Application: D
Onset: 2 Hours
Duration: 24 Hours
Addiction Modifier: +10
Addiction Type: Physical

Monday, December 5, 2016

Afterburner

"Combat" drugs are an interesting subject, very useful substances with specific effects and dubious legality. Substances like Grin, Kick or Phlo (p. 319 EP) have a variety of uses despite unpleasant long-term effects and can generally be acquired without too much trouble, while only the most liberal habitats would allow MRDR or BringIt to be distributed without a raised eyebrow. Generally, the most expensive and useful substances kick in fairly quickly, terminate shortly and tend to only affect one or two specific areas of performance - which helps prevent immediate side effects. But transhumanity is constantly pushing that envelope, and have developed products which last longer and affect multiple aspects of physiology, but with more pronounced effects.

Afterburner: Sometimes just "burner", this drug is a potent, long-lasting stimulant which improves neural connections, including reaction time and muscle control and response. It grants +5 SOM and +10 REF for it's extended duration. However, this comes at the cost of some dissociative effects, granting a -10 to tests to recall the events of the drug's duration. Users of afterburner feel "warmed up" while on it due to slightly higher metabolism, and often act very direct, quick and straightforward. Long term users may find that memory damage becomes permanent, and the strain on the nervous system can cause permanent fine control damage, leading to -10 on all memory-related tests and -5 COO [Moderate]

Afterburner is sold in single or small packages of injectors. In most "professional" sporting circles it is banned outright as a performance enhancing substance, but underground or unofficial groups often encourage a quick bout of 'Burner doping to make events more interesting. Urban legend has it that Afterburner was developed from components of modern jet fuel, but while it is possible some of those were used by it's original engineers as bases, its chemical composition has no similarity to those substances - this may instead be a marketing move, as the main users of Afterburner are pilots and drone jockeys. It was originally developed Pre-Fall for military combat drone operators to improve performance, and with the amnesiac side-effects being a bonus to help alleviate mental stress. Hence the long lasting effects, ideal for long combat operations.

Application: Inj
Onset: 20 Minutes
Duration: 16 Hours
Addiction Modifier: +10
Addiction Type: Mental

Wednesday, November 30, 2016

DisInfect

Infection and disease is an interesting subject for many transhumans. Basic Biomods protects against almost every form of common, naturally occurring disease known to man before the Fall - and many such microorganisms didn't make it off Earth during that event. Sepsis of habitat systems is more a bother for the damage it does to air quality and other quality of life, rather than direct harm to the body. But, there are always tailor-made diseases and even the "nanoplagues" which mimic traditional diseases through nanotechnology. Many toxic elements are derived from biology as well, including a few exotic toxins made by Xenofauna. For this purpose, certain supplements and restoratives are marketed to Transhumans to increase their health. While Medichines are popular, some habitats or users are averse to nanotech in their bloodstream. In this cases, there are alternative solutions.

DisInfect: DisInfect is a health supplement designed to protect the body from infection by outside sources, namely biologic and nanotech. It works by hardening the membranes in the body which are usually vectors for infection and cause a brief burst in stimulation of the immune system. Users also generally claim they feel a slight numbing sensation, and a slightly "uplifting" quality, like they are physically lighter. As this is unhealthy and awkward to maintain for long, DisInfect has a relatively short duration, but a quick onset, ideal to be utilized if one knows they are about to enter an area with an infectious risk. It also has a more limited effect on potential infection from nanological vectors. DisInfect grants a +30 to rolls to resist biological pathogens or toxins, and a +20 to resist nanoplagues or nanotoxins. Due to it's power and relative lack of effects, DisInfect is a fairly complex product which can be quite expensive. [High]

DisInfect is usually sold in small, disposable inhalers which are designed for ease of use, but it also comes in incense or candle form. It has a high demand for its properties, especially among high refugee populations in Earth Orbit and the Jovian Republic, where many citizens still lack basic biomods. The Republic has carefully controlled imports of the drug, the majority of which are taken by the government for use by the military, and several internal pharmaceutical corporations attempting to make their own version. While in the orbital, there is a health black market in the drug which has "fallen of a SLOTV" or off-brand copies made by enterprising pirates which may or may not match up to the real deal. Autonomist agitators are known to steal stockpiles of the drug and freely redistribute them to small communities of friendly ideologies - a practice started after medical corps started disseminating blueprints of the drug which had deliberate errors in them to help damp down on piracy.

Application: Inh
Onset: 1 Minute
Duration: 1 Hour
Addiction Modifier: -10
Addiction Type: Physical

Wednesday, November 23, 2016

ShutIn

Nanodrugs are potent substances, able to directly cultivate mental or emotional states using active nanotech to incur direct feedback or manipulation of the body's biochemistry. While more expensive and often more restrictive due to those qualities, they possess a wide variety of uses due to them. People utilize nanodrugs to help with mathematics, focus and pain tolerance, or stimulate direct emotional states. They can also incur more "negative" changes for recreational or investigative purposes, like temporarily stimulating an allergic reaction which passes quickly, temporarily mimicking mental disorders or temporarily inducing effects similar to neural damage. The most popular nanodrugs combine these sorts of effects. One of these such, is ShutIn.

ShutIn: A nanodrug which directly stimulates feelings of focus and introversion. Commonly used by artistic or intellectual types to study or work, the drug enhances observation, memory and is said to help "remove distraction". For positive aspects, it grants a +10 on Perception tests for the duration, and a +10 to any test to remember events which occurred while under the effects. However, it stimulates antisocial, introverted or isolated feelings, giving a -20 to Networking tests for the duration, and it tries to prevent highly active or risky behavior by playing with the pain response, giving a -30 to all tests relating to pain or its effects. Commonly sold as patches or dissolving tabs. Long-term users of ShutIn may develop permanent anxieties or even phobias of large crowds, open spaces or other social situations.[Low]

ShutIn has an interesting market; it's most commonly seen among university students - particularly those in rigorous educational programs - where it is used as a study or "cram" drug, and also often mixed with other substances. Actors and performers also often use it to prepare, studying or practicing lines, steps and routines in a performance while avoiding distractions, but it is not often used by those with particularly physical jobs or hobbies - the pain response is quite overwhelming if triggered. People with wide social circles may also utilize it to simply relax and "unplug" from a vast network of social media they can't seem to disconnect with otherwise.

Application: D, O
Onset: 5 Action Turns
Duration: 1 Hour
Addiction Modifier: +10
Addiction Type: Physical

Monday, November 21, 2016

Monochrome

Recreational drugs of all kinds are an interesting subject in AF 10. Many people are stressed, poor or suffer lingering trauma from the Fall and other damaging events. Some people may feel oppressed or limited by their governments, while others have incredible freedoms to pursue chemical recreation. Variations, both real and synthetic on many classic narcotics abound, though the enhancement of the transhuman body often makes these less appealing, or the systemic damage too costly to consider when substances like Petals (p. 322 EP) exist. Some cartels operate traditional methods, using hidden or subverted habs to grow and process traditional products (Amphetamines, Opioids and Cocaine) and smuggle them into other habitats to sell - though in many polities in the Inner System, this "smuggling" is more to do with avoiding paying taxes, licensing fees or avoiding quality checks for liability. Much more common, however, is small time dealers and experts developing new, synthetic substances - street and designer drugs which appear out of small clubs, neighborhoods and back rooms in the LLA and Mars, occasionally getting popular enough to flourish and spread to wider markets. One example of this is "Monochrome".

Monochrome: Monochrome is a fairly basic designer drug, which originates in the LLA. Inspired by tales of people so deeply affected by the Fall that they use AR to make their whole world appear in grayscale colors, several enterprising amateurs produced the substance to mimic these effects. Monochrome produces a strong effect of narcotic euphoria, removing "bad vibes" and minorly relieving stress, pain or sadness - and is used by some to counteract long-term depression or PTSD. More striking is the fact that it mutes the vividness of colors or dulls the other senses, sometimes even going so far as to render everything in shades of gray. At GM's discretion, one may gain a +10 bonus to appropriate tests for their euphoria, but take -10 on certain Perception tests (especially as relates to coloration or saturation). Long-term Monochrome users tend to develop unusual pupil dilation and discolored irises, and sensory damage may become permanent [Trivial]

Monochrome is such a popular, common design that it has pervaded all over the Solar System, with some forms even appearing in the tightly controlled Jovian Republic. This popularity makes it relatively cheap and easy to get a hold of. It is commonly sold in small packs of inhalers or liquid bulbs. "Chromers" turn to the drug for a variety of reasons, some pursue the unique aesthetic, others can't afford better quality drugs (including pharmaceuticals) to cope with their problems, and some people just prefer the high. It's popularity leads to variance, some of which are more dangerous - and sometimes not because of conventional side-effects, but also more than one batch of Monochrome has been tainted with something more sinister...

Type: Chem
Application: Inh, O
Onset: 1 Hour
Duration: 16 Hours
Addiction Modifier: 0
Addiction Type: Physical

Wednesday, October 19, 2016

Vitali-Tea

The act of drinking tea remains in the minds of many Transhuman cultures from many national and subcultural backgrounds. While drinking caffeine in all forms is popular as well, there are some who prefer the brewing act of tea itself. This is seen in several substances, such as Mono No Aware (p. 320 EP) which is typically consumed as a tea. Another of these such substances is the aptly named Vitali-Tea, which is typically marketed as a health supplement - harkening to an age of herbal medicine and tea.

Vitali-Tea: A health supplement which is typically brewed then drunk like tea, this compound is a fortifier of the body, designed to boost the immune system, strengthen the body and produces a strong, zen-like state which keeps one's mind clear. The chemicals in the tea stimulate the immune response in a short burst, which makes infection by conventional "diseases" less likely (though generally only test-tube virii can defeat Basic Biomods in the first place), make one feel stronger and better able to move (and helps counteract muscle or joint damage in this way) and keeps the mind calm and focused. For it's duration, it grants +5 SOM, and a +20 on any Test to resist a viral infection or pathogen and against emotional manipulation. On Luna, the drink is commonly used as a workout supplement to keep one up and active while practicing, while others in crowded, refugee-filled habs take it as a regular health supplement. Long-term abusers of Vitali-Tea often have flushed skin, unusual pupil dilation, and inappropriate responses to pain or injury. [Moderate]

Application: O
Onset: 1 Minute
Duration: 1 Hour
Addiction Modifier: -10
Addiction Type: Physical

Sunday, October 9, 2016

Oxford

Learning/studying can be a conundrum for a modern Transhuman. While psychosurgery and simulspace dilation can make more efficient use of time and modern nootropics and cognitive enhancers can help one remember materials better, there is no proper substitute for spending the time and practice needed to develop skills. While some Egos are naturally quick on the uptake, there has been no success in cultivating this feature in morph-lines or as a cognitive enhancement. But, many people not in education or training do not have the time to devote hours to mastering a skill. For people who still want to try and "cram" in the traditional sense, there may be a pharmaceutical solution. "Study" drugs, stimulants and drugs to help focus have existed for long periods, but conventional chemistry can't keep up with ultramodern morphs and cognitive drugs. This requires a new modern blend of compounds to keep up with the transhuman mind.

Oxford: Usually sold as tablets or injector capsules, fundamentally Oxford is a study drug. It utilizes a blend of caffeine and other naturally occurring stimulants with a cocktail of synthesized brain chemicals which stimulate areas of the brain which are associated with certain types of memory - namely those which help a person develop skills or factual knowledge. Quick to take effect but short in duration, Oxford grants a burst of energy and focus which makes the user feel awake and productive. Time spent under the effects of Oxford count double for purposes of improving skills or learning new skills. This benefit does not stack with the Fast Learner trait (p. 146 EP). At GM's discretion, being on Oxford may remove penalties for distractions or lack of sleep - but it works best when a user is already somewhat awake and has time and space to focus on learning. The fact that Oxford is blended from many naturally occurring substances has it's downsides, their chemical makeup is not altered in any way to reduce chances of addiction, so physical dependence among users is common. A long-time Oxford user is easy to spot: they're shaky and unfocused off the drug, and have a uncanny almost robotic focus when on it - and in either case often develop bloodshot eyes or dark circles regardless of how much sleep they need or get. [Low]

Application: Inj, O
Onset: 1 Minute
Duration: 2 Hours
Addiction Modifier: -10
Addiction Type: Physical

(Shoutout to RPPR, I got the name for Oxford from one of their campaigns - though the drug in Tribes of Tokyo was more sinister there than this modeled effect. Free plot hook for GMs who might make this more devious than an addictive, short-term study booster.)


Tuesday, October 4, 2016

DCV

Social drugs occupy an interesting space in AF 10. Many of them are useful tools to bring people who may not be suited for social situations to a relatively competent level, or enhance the performance of those in social circles. While they may have potent side-effects or behavioral components, most have uses which are considered socially acceptable. One might not always enjoy the sight or sound of a person on Alpha, Hither or Juice (p. 320-21 EP), but they have their purposes. Other social drugs, however, may be more publicly frowned upon, despite also having clear advantageous uses.

DCV: Usually sold in small inhalers or vapor rubs, DCV is a social drug specifically engineered to make the user a better liar. It accomplishes this with a mild relaxant effect, which makes it easier to control heart-rate, pupil dilation and other classical "tells" of lying, but not so far as to be as unsettling as the Emotional Dampers implant. It also helps inhibit areas of the brain generally associated with self-doubt, guilt or regret - making it easier for the user to engage in a lie or deceptive behavior. These effects are not intense, however, so DCV does not overcome many dedicated truth-detecting methods, nor can it keep someone calm in serious life-or-death situations. It grants a +10 bonus on Deception and Impersonation checks for the duration.[Low]

Marketing-wise, DCV is usually sold as a niche enhancement for actors and performance artists, or occasionally to people who work in covert government or research projects and need to keep their mouths shut regularly. But, it has a thriving secondary market in con artists, spies and people who are just terrible everyday liars. DCV is not intrinsically habit forming, and most users do not find the feeling intense enough to become addicted under normal circumstances. That said, people who make regular use of the drug tend to regularly require performance enhancement to lie, so they may have habits related to deception which go beyond substance abuse.

Application: D, Inh
Onset: 1 Minute
Duration: 8 Hours
Addiction Modifier: N/A
Addiction Type: N/A

Wednesday, September 7, 2016

Black Lightening

For most transhumans, caffeine is a popular "addiction", but mostly a cosmetic one. The effects of caffeination are limited compared to real nootropics or stimulants, or the enhancements inherent to a morph, but many also have an acquired habit from the past. It is a social habit as well, with many transhumans still enjoying a "morning coffee" or a "tea time" with others - Old Earth nostalgia being a prime factor. But for Synthmorphs and Infomorphs, these rituals are no longer possible. Sure, XP or VR can mimic the sensation, but this is still consuming a form of media, not a product. This is where Black Lightening comes in.

Black Lightening: This narcoalgorithm is designs as an analog for caffeine or other stimulants, which works by digitally simulating centers in the cyberbrain (or emulator software) which mimic a refreshing jolt of coffee. Users feel more pep, and are more active, and tend to feel like they can react faster, or get more done. This last aspect is actually because the algorithm also includes a time sense dilator, users actually experience that they move and react quicker to thinks, similar to the Neurochem implant, and gain +1 Speed while using the algorithm. Combined with the stimulant experience, the user feels an improvement in productivity and energy which is akin to how many felt on caffeine before, or many felt that they should feel. However, this stimulation has some downsides. Many also are jumpy, erratic or impatient - they have high volumes of energy they feel compelled to use on something, which may come out as nervous or repetitive gestures (pacing, tapping) or an inability to sit still or wait. Users must make a WILx3 test to remain passive or wait for something to happen, with failure indicating they need to take some form of action rather than wait. [Low]

Application: Run
Onset: Instant
Duration: 3 Hour
Addiction Modifier: +0
Addiction Type: Mental

Black Lightening is often sold for Synths in small packages which resemble k cups or tea bags, but are plugged directly into the access jacks.