The Morrow Project

Medical Drugs

By Chris Van Deelen

Edited by David Little


  1. Polycellulac 3
    Doses:
    20
    Enc: .2 (200 grams)
    Effects: Heals 2D10 points of lethal damage sustained. Must be administered within 10 minutes of suffering the wounds. The drug accelerates the bodies natural healing rate tremendously. As a result, the healing rate is reduced by one for every does injected into the characters body. When the healing rate reaches 0, this drug will no longer have any effect on the character, as the body has been taxed to its limit. The healing rate returns at the rate of one point per day. Note that not only is the healing rate reduced, but so is the shock factor.
  2. Polycellulac 4
    Doses:
    20
    Enc: .2 (200 grams)
    Effects: The same as Polycellulac 3 but this formula is not subject to the same 10 minute time factor. It will act upon any lethal damage sustained by a character, even if it is days after sustaining the wounds.
  3. Polycellulac 5
    Doses:
    15
    Enc: .2 (200 grams)
    Effects: Similar to Polycellulac 4. This drug has the capability to heal critical damage as well as lethal. Critical damage is healed after all lethal damage is healed. It heals 4D5 points of damage rather than 2D10 (simply put, a higher average) as with Polycellulac 3 and 4. It heals 1D6 points of critical damage per dose. It also causes broken bones to heal within 1D6 hours. Each point of critical damage sustained takes 1D6 minutes to heal.
  4. Polycellulac 6 (200 grams)
    Doses:
    10
    Enc: .2
    Effects: This is a further refined version of Polycellulac 5. It heals 4D6 points of damage and when all lethal damage is healed, it then heals 2D5 points of critical damage. It takes 1D5 minutes to heal each point of such damage.
  5. Polycellulac 7
    Doses:
    10
    Enc: .2 (200 grams)
    Effects: This is a refinement of Polycellulac 3 and 4. The only difference is that the loss of healing rate is no longer a factor.
  6. Polycellulac 8
    Doses:
    5
    Enc: .2 (200 grams)
    Effects: This drug is similar to both Polycellulac 6 and 7. The difference is that the damage healed is 4D10. The healing rate is not effected.
  7. Polycellulac 9 "Regen"
    Doses:
    1
    Enc: .25 (250 grams)
    Effects: Works like Polycellulac 4, but it also institutes regeneration. The regeneration takes time according to the location and number of locations to be regenerated. If they are all on the same limb, the first location will take 1D6 weeks, the second will take 2D6 weeks and so on. If the severs are on more than one limb, add 1 week per location. This also causes the regeneration of all scar tissue and can even regenerate lost vision due to wounds.
  8. Cardiacine
    Doses:
    5
    Enc: .2 (200 grams)
    Effects: Can restore the heartbeat in the "newly" dead. The body must be intact enough to support life: no enormous holes in the body, or so on. The injection must be made directly into the heart (Location 6) within 3 minutes of death. Only one injection is allowed. The patient is permitted a health C.S.T. when injected. If the C.S.T. is made, the character will have a D.R.T. of 0 and he will be comatose, but alive. If the character fails the roll, he/she is permanently dead.
  9. Panomycin "S"
    Doses:
    5
    Enc: .2
    Effects: This drug is a broad band antibiotic and 1 dose allows +3 to any saving throws the patient attempts against any form of disease. Only 2 doses can be used at once.
  10. Panomycin "Tailored"
    Doses:
    1
    Enc: .01
    Effects: As above but tailored for a specific disease. If used against the disease that it was "tailored" for, it cures it. If used against a mutant strain of a disease that it was tailored to cure, it adds a +5 bonus to the saving throw. It has no effect against a disease that it was not tailored for.
  11. Anti-Rem
    Doses:
    5
    Enc: .05
    Effects: Helps reduce the amount of radiation absorbed by the character. One dose will reduce the amount of radiation absorbed by 10% Multiple doses can be used at one time (a maximum of 5 doses or 50%) The drug lasts 48 hours.
  12. Neo-Heroin
    Doses:
    4
    Enc: .2
    Effects: A very potent pain-killer. Reduces the effects of being wounded. If the damage total exceeds 50% of the DRT, the patient has no penalties for this state; he is effectively unwounded. If over 75% of the DRT, he suffers only the penalty for being over 50%. If his damage total exceeds his DRT by less than his Healing Rate, he is not comatose, which would be normal, but suffers the penalties for wounds past 75% of the DRT. Damage exceeding the kill point is still fatal, or incapacitating in the case of subdue damage. The Patient's shock factor is increased under the influence of Neo-Heroin by 5.
  13. The drug is addictive. For every dose taken, a Health AST must be made, or the user will pick up the habit. It requires 72 hours of cold turkey from the drug to kick the habit. After the addict's last dose wears off, he will be unaffected for a number of hours equal to his Health AST. He will become Partially Fatigued after that, until the time in hours since the last dose equals his health score. He will then become fully fatigued. He must roll a Health AST and a Will AST at this point (or rather, the G.M. should roll for him). If he fails the first roll, he will collapse, delirious, after a number of hours equal to the Health group effect die roll. If he makes the Health AST but fails the Will AST, he will retain consciousness but will do anything to get another shot of the drug during the remainder of the 72 hour detoxification period. The G.M. may dictate his actions, or let the player control them if he can be trusted to play the addict's desperate craving properly. We would remind readers that a junkie undergoing withdrawal is not entirely sane. He will undertake any course, no matter how slim its chance of success, that seems likely to get him that next shot.

    A dose of Neo-Heroin will last for 2D3 hours. During that time, it controls the wound effects as stated. When it wears off, all wounds will revert to normal effects.

  14. HDAP (Hyper-Dexamylophet)
    Doses:
    4
    Enc: .2
    Effects: A powerful amphetamine. Reduces fatigue by 1 step. If the patient is not currently Fatigued, it will add 2D5 to Deftness and Speed. When the drug wears off (2D6 hours later) the patient will be fully fatigued until he has slept for 24 hours minus his Health AST. If another dose is taken while under the influence of HDAP or is in the fully fatigued state that follows its use, a Health CST is needed if the drug is to have its usual effect. Failure means that the patient's system will not accept more HDAP at that time, and will not do so until he has slept for the specified period. A critical failure will cause collapse for 2D10 hours.
  15. HDAP is addictive, exactly as is Neo-Heroin. This is for convenience.

  16. 8-Gamma-PCP-III
    Doses:
    1
    Enc: .1
    Effects: Derived from the notorious drug PCP. It was developed by the Army in experiments seeking a drug to increase the effectiveness of the infantryman in combat.
  17. Strength, Deftness, and Speed are all increased by 50%. Although the strength bonus does not increase the DRT. The shock factor is increased by 10. Wounds are resisted as when under the influence of Neo-Heroin. The effect lasts 3D3 hours.

    In stress (combat, hostile activities, personal danger, pain, etc.) the victim/user must make a Will AST to control himself (one such roll at the onset of the situation is enough, unless it is very drawn out, in which case the gamesmaster may choose to require subsequent re-rolls). If he fails, he will go berserk, attacking any apparent threat in his vicinity, including armed or violent-looking members of his own party. He will not break off a fight until his opponent is obviously dead, and he will try to kill with no regard for other factors. In this state, the user will double the Effect die rolls for such things as breaking restraints, great leaps, etc. He will be absolutely fearless, but will view any opposition to his ideas as a direct attack. He is also immune to Fatigue.

    When the drug wears off, the user must make an immediate Health AST, as well as checking for any results of losing his drug-given powers (wounds, pain, fatigue, etc.) If he fails to make the roll, he will undergo a mental flashback 2D12 hours later, lasting for 10-60 minutes. His mental attitudes will be the same as in the berserk state, but he will have none of the physical advantages of the drug. After this spell ends, he must roll the Health AST again, repeating the flashback process over and over until the Saving throw succeeds.

  18. Anagathon
    Doses:
    1
    Enc: .5
    This pinnacle of medical research before the ruin. The drug reverses the degenerative effects of age over 40 years. This is not a single-dose operation. A graded series of injections of various components of Anagathon are required over an unbroken period of one month. Each regimen cancels 2D3 of the effective age as far as the losses of physical attributes go. As the effective age is lowered past the 3-year "break points" the reductions suffered due to age are restored.
  19. The patient may not exert himself during this period, his food and water requirements are doubled, and there must be no more than three days at a time lost between treatment days or the process breaks down.

  20. CPC (Catabolic Potential Catalyst)
    Doses:
    1
    Enc: .5
    Effects: This is a drug discovered earlier in the research that produced Anagathon. Following a regimen similar to that described for the other drug will extend the Character's "prime" by 1D3 years. In other words, after a 1 month CPC protocol, the character will not start "aging" as is usual until he is 43, instead of 40. A maximum 5 year extension can be maintained at one time. If the "prime" has been extended to 45 years, no further treatment will have a result until the Patient is at least 41.
  21. Anarad
    Doses:
    1
    Enc: .25
    Effects: A chemical compound of the versene series, operating to flush radioactive ions from tissues of the human body. A "dose" of Anarad is a series of graded injections, used daily over the course of a week. It increases the rate at which REM are purged from the body by 20.
  22. Memory RNA
    Doses:
    6 (Temporary) 1 (permanent)
    Enc: 1.2 (temporary .02 per dose) 1 (Permanent)
    Effects: Doses are rated from 1-10. This represents a BCS in some skill. When the dose takes effect, the character acquires the specified BCS in the skill. If he already possesses the skill, the figure is a bonus to his current BCS. If not, it is his total BCS in the skill.
  23. Alternatively, the drug may be rated with a skill and a score (01-30, 51-75, etc.). If the character does not have that score in the skill, he will acquire it. He cannot use it unless he possesses a total score of 1 to the lowest point to be acquired. Thus the data acquired from a dose of memory RNA for driving skill, 51-80, is useless to the character until he gains a score of his own up to 50.

    The former type is suitable for RNA doses designed to act as temporary boosts to knowledge, the latter for permanent implants of knowledge.

    It is not advisable for very physical skills to be included in those available from memory RNA, although some fictional treatments of the subject use them this way. The premise is that the reflexes and muscles are adapted by the injection as well as the brain cells.

    Temporary doses of the drug will endure for one week.