Narcotics

Stofsk

Mongoose
Smuggling and piracy equals fun time for all (until the MoJ and/or Navy catch up to you...) but I'm interested in whether there are any examples of Traveller style narcotics, or whether that sort of thing is left up to the referee's imagination.

I wonder if stuff like this will be detailed in Book 6: Scoundrel?
 
There are some illegal drugs mentioned in the Traveller Wiki, for exam-
ple:
http://traveller.wikia.com/wiki/Highleaf
http://traveller.wikia.com/wiki/Yana

If you search the Wiki, you will probably find more.
 
During an evening of play there came a situation where the players were involved in some illegal drug trading and the need for a cute name arose. I named the narcotic Star Dust. I described it as being an iridescent powdery dust that is snorted through the nose or 'licked'.
 
Woas said:
During an evening of play there came a situation where the players were involved in some illegal drug trading and the need for a cute name arose. I named the narcotic Star Dust. I described it as being an iridescent powdery dust that is snorted through the nose or 'licked'.

He who controls the Star Dust controls the Imperium.
 
12 or so years ago on the OLD Traveller Mailing list, I posted an idea of having the Vargr being susceptible to Chocolate. It was pointed out to me that the Vargr wouldn't being as susceptible to Chocolate as dogs are due to brain size differences, but you could always account for the addictive and narcotic effects by biological changes brought about by the ancients genetic uplift of the Vargr.

In any case, having a substance that one race thinks is candy, and for another alien race, its a dangerous, destructive highly addictive substance
is an interesting plot device. Also you get to have agents. thugs and chocolate smugglers of such dangerous, murderous cartels such as the Hersey Mob, the Mother See's cartel, the Ghiradelli drug family...its enougth to send shivers down your spine...dealing with such criminal thugs...

You also get to have brave and/or corrupt agents of the Chocolate Interdiction Task Forces of the various Vargr states and worlds, trying to stem the tide of chocolate addiction brought in from Imperial space, by humans eager for profit irregardless to the cost to the youth of Vargr worlds.

Just an idea... :roll:
 
I don't know if anyone remembers the old white dwarf scenario an alien werewolf in london that featured a time travelling vargr. I seem to remember that the afore mentioned sophont was addicted to a combet drug that I believe was named yag.

I don't have the mag anymore so I could be mistaken.

I seem to remember that addiction to the drug caused eventual psychosis.

I think theres a mention of some kind of mind screwing drug in the scenario in gateway to destiny or another of the t20 books.

I'll go look it up and get back to you.
 
I don't want to copy any of the text out of gateway because of possible licence and copyright infringements.

However a drug called fuzion is mentioned that is a stimulant and hallucinogen that can cause psychotic breakdowns in users.

Considering the timeline of your campaign if it is set after the psionic suppressions I'd think that most psi boosting would be illegal, though I'd doubt they would find as ready a market as recreational substances.
 
Charakan said:
I don't want to copy any of the text out of gateway because of possible licence and copyright infringements.

However a drug called fuzion is mentioned that is a stimulant and hallucinogen that can cause psychotic breakdowns in users.

Considering the timeline of your campaign if it is set after the psionic suppressions I'd think that most psi boosting would be illegal, though I'd doubt they would find as ready a market as recreational substances.
Ah yes, Fuzion, I have Gateway to Destiny. I should have remembered it.
 
Stofsk said:
Smuggling and piracy equals fun time for all (until the MoJ and/or Navy catch up to you...)

Lets not forget all the "fun" you can have as a referee with rival gangs of smugglers, crime lords and desperate gangs of addicts you can have as a referee.
 
Charakan said:
Lets not forget all the "fun" you can have as a referee with rival gangs of smugglers, crime lords and desperate gangs of addicts you can have as a referee.

Drug smuggling features in the two part adventure published in recent Signs and Portents issues - The Levall Affair.
 
Chumbly said:
12 or so years ago on the OLD Traveller Mailing list, I posted an idea of having the Vargr being susceptible to Chocolate. It was pointed out to me that the Vargr wouldn't being as susceptible to Chocolate as dogs are due to brain size differences, but you could always account for the addictive and narcotic effects by biological changes brought about by the ancients genetic uplift of the Vargr.

Thanks, I used that in my Traveller game last Thursday, it was hilarious :lol:

now my players are going to turn into chocolate smugglers :lol: 8)
 
The withdrawal symptoms experienced from opioid addiction are usually first felt shortly before the time of the next scheduled dose. Early symptoms include watery eyes, runny nose, yawning and sweating. Restlessness, irritability, loss of appetite, tremors and severe sneezing appear as the syndrome progresses. Severe depression and vomiting are not uncommon. The rate and blood pressure are elevated. Chills alternating with flushing and excessive sweating are also characteristic symptoms. Pains in the bones and muscles of the back and extremities occur as do muscle spasms and kicking movements, which may be the source of the expression "kicking the habit." At any point during this process, a suitable dose of any opioid can be administered that will dramatically reverse the withdrawal symptoms. Without intervention, the syndrome will run its course and most of the overt physical symptoms will disappear within 5 to 15 days, depending on the opioid used.

Drug rehab
 
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