DRUGS

(Loom Ovo pictured above)

 



K'Mhrr Pheromonal Spray: mimics smell of the K'Mhrr young, allowing for safe contact with K'Mhrr by other races.
Duration: 1D6 hours
Cost:10cr/dose.


Loom Ovo: Most powerful known Anagathic, Loom Ovo reverses the effects of aging by 1D100 number of months. (divide this by 12 and round off to the nearest year for simplicity.) It rejuvenates the user to a maximum of the user's prime. (in humons this is 21.) It's also a powerful regenerative, healing 10D6 points of damage, including lost limbs, etc.
Duration:Permanent
Cost:10, 000+ credits each/per dose


"Stingers": popular brand name for a quasi-legal drug used to boost adrenalin (Increase Stamina by 1D6 +1) and yield temporarily boosted Base Move Rate (+1). Note that Stingers are known to become highly addictive, most noteably among medical professionals and soldiers when working long hours.
Duration: 1D6 multiplied by 10 minutes.
Cost: 50 credits per dose.


K'kl'kex -a drug used by sKeKs priests to see the spiritual plane;see auras,magickal lines of force,and Nazgar Hunger spirits.The main users are those among the sKeKs who continue the ancient worship of their now deceased overlords,The Nazgar. (Note:it's also used by Metaphysicists investigating Hunger Spirit sightings.) Being a hallucinogen,training is needed to separate actual visions from subconsciously-induced ones. K'kl'kex is in fact a form of fungus that only grows on the decaying corpses of sKeKs.(it's name translates as "Graveyard Flower") Ever looking to turn a profit,all dead sKeKs are thus 'harvested', keeping K'kl'kex readily available on most worlds,and inexpensive;
Duration: 1D6 hours
Cost: 5cr/dose


Methuselin -anagathic produced from Loom Ovo.Taken daily, it halts aging.
Duration: 1 day per dose. If taken regularly, aging can be prevented entirely.
Cost:50cr/dose.


Transex -Briiol product.A gender shifting drug.Requires 10 doses over 10 days.If the shift is not completed, the user will revert to their original gender.
Cost: 50cr/dose.


Meps: semi-sentient creatures that live in liquids and convert them to the popular beverage Mepssi.(The choice of the 200th Century.)Massing less than 1lb.,Meps have squat,four to six inch tubular bodies, with an undulating mass of hair-like tendrils ringing their top and bottom portions.Their mouths are in the centers of these rings, and strain water for sugars and other nutrients.(in the wilds, they sift for plankton and algae.)Waste products (ie. Mepssine.) are expelled through their pores. Their mugs are always transparent so they can look out to keep them happy, as they are very social creatures being pack animals.They metabolize sugar added to water into the chemical Mepssine, which mimics their innate telepathic bond to others of their kind.Those drinking it are linked telepathically in a sort of 'mind-meld' with each other.(as well as the semi-sentient Mep, which just gurgles and becomes content from the melding.)The water is turned into a pinkish liquid, which is usually drank with elaborate twisting straws.The melding only occurs between those wishing to meld -it cannot be used against another's will.Use of Meps originated with the Sylum, who established a semi-symbiotic relationship with them in Sylum culture.And, it should be noted that not all races use this liquid; it only works on carbon-based, organic life forms.These include Humons, Sylum, K'Mhrr, Zir, Goem, Raos, Numa, Jingo, sKeKs, Lithistrata, and Loom.It does not work on Stratapin, Momes(due to their thought processes.), The Hel, Y'Qwyth, and Mezlim.Psionic races tend not to need it, and Chirrok avoid it on religious grounds.
Game Mechanics: per dose (2oz.) the user can meld with any others under the influence of Mepssine within 500 meters.The duration is 300 minutes, minus the users Constitution.The link can only be established with those who: one is aware of ; and who open their minds to the link.Mepssine does not imbue the ability to scan for others under it's influence, nor are it's effects outwardly noticeable to a true psionic.COST: 15cr for use of a Mep in a mug for up to 10 hours(or till the Mep is tired.);250cr for one's own Mep (mug included.);50cr for a dose of Mepssine.


QuickSilver:(note that this beverage is illegal on most worlds.)newest,and most popular drink among the thrill-seeker set, QuickSilver is a synthetic, liquid alloy lethal to all known races.In small doses, it induces what is described as the 'highest of highs', and with each successive exposure the experience is amplified.The downside to this is that each exposure increases the chance that QuickSilver will kill the drinker; QuickSilver permanently leaves trace compounds in it's users which continue to accumulate each time it's drunk.This accumulation is the cause of the exponential highs,but also the reason that eventually QuickSilver WILL kill it's user if they continue drinking it.Each exposure adds a 1% chance that the user will die by that drink, starting with the very first drink.The flipside to all this is that as a toxin, QuickSilver has a homeopathic reaction on it's user; they permanently gain 1 point of Stamina per drink.("that which does not kill me, makes me stronger."-Nietzsche.)
QuickSilver, which looks like molten silver, is usually served in a simple, black ceramic shot glass, and is only served by customers who sign a waiver to free the bartender from any liability.
Cost: 500cr / drink

  Silver Wars: a drinking game among QuickSilver users, wherein players compete for an ante placed in the pot each round.At the start of the game, participants agree on the number of rounds they will do.If everyone survives by the final round, everyone goes home with their own ante, impressed with one another's bravery.Any fatalities' ante(s) are split by the survivors.(if none survive, it's kept by the bar.)

Silver's Ladder: a drinking game among QuickSilver users, wherein a drinker is optioned by a non-drinker (usually of the more decadent, monied variety.) who places a stake for the drinker to do a shot of QuickSilver.For each successive drink, the stake is doubled.The drinker can quit at any time, and gets the stake so long as he survives.(in truth, it's a cowards version of Russian Roulette for the one placing the stake.For them,only money is at stake.)Note that common courtesy has the placer of the stake pay for all the drinks....



Shift Drugs: (note that these are illegal on some worlds.) drugs that let you think and speak at a different frequency than our reality.In speech,users learn to speak under their breath,without their lips visibly moving,etc.-this ability is also a side effect of the drugs.Those under the effects of your frequency can also hear and understand you.(if they know the language you're speaking....) It's also a secondary safeguard versus mind probes,as unless the psionic is thinking on your frequency,they can't read your true thoughts.Note:in both thought and speech,one can function on both the normal frequency AND the enhanced,thus having potentially two different conversations going on at once,and/or have a smoke-screen train-of-thought going on at the regular level to fool psionic eavesdroppers.... Note that you can ONLY be on one Shift drug at a time,so it's a better chance that an eavesdropper of either variety,even if also working on a second frequency, won't be on the same one as you.An odd side effect of all Shift drugs is that those under their influence can always tell when someone else is similarly influenced,even if they make no show of it.And finally,as with most drugs, Shift drugs are highly addictive, and will eventually require larger and larger dosages.
There are three Standard Shift drugs available,and a fourth that allows it's user to hear SIRE Access.(though of course they need to know that language to understand what they're hearing.) The first of the standards is Quinoxica Red,so called because races with optic senses see a reddish tint over everything.(As with all Shift drugs,this side effect in no way reveals that the user is under it's influence to those not also currently on it.)The second standard is Quinoxica Blue, so called because races with optic senses see a bluish tint over everything.The third standard is Caardi-Flash,named to reflect the user's perception of reality as being slowed down in comparison to themselves.(It does not,however, actually quicken their reaction time.If anything,they might seem impatient.)The fourth standard is Kapek.(the origins of the name are unknown.)Kapek,once again,only allows one to hear SIRE Access;it does not impart understanding of said language.Those under it's effect,and who know the language, can understand conversations in SIRE Access.However,no method has been devised to allow non-SIRE Units to 'speak' it., owing to it's artificial nature and being a creation of the SIRE.(this limitation effects the Momes as well.)Origin:The Momes; synthesized from particles in their breath.(They innately function on all four levels.How they function on the same level as SIRE Units is a mystery.)That the Momes can understand all four frequencies is common knowledge,thus enhanced conversations tend to go silent in their presence.; Underground Shift Drugs:(note that these are illegal on some worlds where Standard Shift drugs are otherwise legal.) Quinoxica Phreem- was developed under questionable standards,and thus has side effects not found in the other varieties of Quinoxica.For one,the user cannot see any other color BUT Phreem.Their reality becomes transparent,with everything seemingly sculpted from glass.(of course,this can be beneficial in that it lets the user see through walls,etc.)Only energy is opaque.(and visible to the user,even if not so under usual circumstances.)And finally, in an instance wherein thought seemingly becomes form, speech of the user at this frequency is seen,not heard, as symbols, in that particular language, circling the users head.Only other Quinoxica Phreem users(not those wearing Phreem colored glasses) can see this effect. ; Phantom Zone(the origins of the name are unknown.)- a particularly nasty Shift drug, which places the user at a frequency wherein anything not at that frequency is unintelligible gibberish -the user cannot read(or write),speak(or hear others) or in any way communicate intelligibly on the normal frequency.(this is the only Shift drug that does this.)They are stranded 'in the Phantom Zone,only able to communicate with others similarly afflicted.Phantom Zone is seldom used by anyone by choice- on some worlds it has become a form of punishment for certain crimes.Phantom Zone comes in two forms:temporary effect and the more insidious permanent effect.(which is classified under Pristine Law as a Sentient's Rights violation by anyone or any government that uses it.) ; GelDream- the most common,and inexpensive of all Shift drugs,it cheaply allows the user to operate on a second frequency.It's named to reflect the user's perception of reality as being sped up in comparison to themselves.(It does not,however, actually slow their reaction time.If anything,they might seem lethargic.)It's only other side effect is inducing mild euphoria, and making one's senses seem more vibrant.(food is said to taste better, the air smells sweeter, etc.) ; Mystique(Note that this drug is illegal on many worlds.)- believed to be a Shift/Psi Drug hybrid, Mystique is a hallucinogen, which gives the user total control over their hallucinations. However, the user can see and experience the hallucinations of other users.Users who attack each other with hallucinations use their Willpowers as a base, to which they add die rolls to a total with which to beat their opponent's similar roll.(whether for attack or defense.those whose Chakras are opened use those instead; Heart/Defend, Crown/Attack ) Anyone who dies from a hallucination must save versus their Willpower or die in reality.




Hel ELIXIRS;

NOTE:Elixirs heightening skills requiring the use of vehicles or heavy machinery are illegal, due to temporary nature.(passengers on a ship piloted by a user of such an Elixir would be jeopardized...)Note that the names given are Humon references, as they are brand names from Web corporations. All Hel Elixirs which imbue temporary skill are equal to a maximum of 8, or the imbiber's Intellect, whichever is higher.
COST: 100cr per dose (8oz.) unless otherwise specified.

Creme de Math-temporarily imbues Advanced Math skill, 1D10 hours.
Shakespearean Spritzers(specify)-drama unfolds as beverage is consumed.Effect is as permanent as a reading of the piece. (other Classics are available) COST -50cr per dose
Aqua Lingua(specify)-available in most cultural flavors.imbues temporary fluency (1D10 hours).
(Aqua Lingua-"For those trips abroad when You need to drink the water!")
Schnapps of Ages(specify)-temporarily imbues historic knowledge of chosen culture, 1D10 hours
Philosopher's Phizz(specify)-imbues temporary knowledge on chosen philosophy, 1D10 hours
Mech Malted-temporarily imbues mechanics skill, 6D10 minutes.
Physics Phrosted-temporarily imbues physics skill, 6D10 minutes
Transistor Tonic-temporarily imbues electronics skill, 6D10 minutes
Chemo Creamy-temporarily imbues chemistry skill, 6D10 minutes.
Shrink Shake-temporarily imbues psychology skill, 6D10 minutes.
Stellar Syrup-temporarily imbues astronomy skill, 6D10 minutes.
Bloody Beer- temporarily imbues biology skill, 6D10 minutes.
Green Thumb-temporarily imbues botany skill, 6D10 minutes.
Noah's Nog-temporarily imbues zoology skill, 6D10 minutes.
St.Bernard's Brandy-temporarily imbues first aid skill, 6D10 minutes
Holy Spirits(specify)-temporarily imbues theological knowledge of chosen faith, 1D10 hours.



Miscellaneous

Animozyl:


From the makers of the Galaxy's first disposable kidney comes a breakthrough that will revolutionize the way YOU live! New Aminozyl, the first ever real solution for carnivores-on-the-go! Aminozyl allows Raos, Jingos, and Lithistrata to finally be able to metabolize cooked and/or processed proteins! Just eat a tiny dose of the steri-sealed plasma just prior to eating processed proteins, and enjoy! Aminozyl has been fully tested on over a million test subjects, and has few if any side effects! So relax, and enjoy New Aminozyl!

Game Mechanics : Aminozyl allows Raos, Jingos, K'Mhrr and Lithistrata to be able to metabolize cooked and/or processed proteins, as found in starship Emergency rations, and can be used for extended periods of time without any risk of permanent damage. However, Aminozyl allows the metabolizing of processed proteins by means of a form of fermentation. Thus, the imbiber much make make a successful Strength save of at least 2 Successes, otherwise up to an hour after each such supplemented meal the imbiber is intoxicated; Suffer a -1 penalty to all Agility and Intellect Skills, and -2 penalty to all Psionics.
Note : Since Aminozyl is a Biomorphic compound, Imbibers who have any Biomorphic enhancements must make an additional roll on the After Effects chart for Biomorphics.
Cost : 20 credits per dose. Available only on Tech level 12 or higher worlds where Biomorphic products are legal. (Cost is tripled if bought illegally.)