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#11 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#12 | |
Join Date: May 2008
Location: CA
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If an individual fails their HT roll, they fall unconscious for minutes equal to margin of failure, followed by regular sleep. If they succeed by less than five, they are rendered tired for 20-HT minutes and get a -2 penalty to all skill or attribute rolls, except for HT rolls. If they succeed by five or more, the gas has no effect. I'll have to look at current state-of-the-art agents to see what's better/etc. Note that I didn't say 'realistic UT sleep agents' in my previous post - just 'realistic';) |
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#13 |
Join Date: May 2013
Location: Ellicott City, MD
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The only way sleep/paralysis gas could realistically knock somebody out without the risk of lethality (bashing one's head onto a table aside) would be if said gas tended to be lighter than air. In an enclosed space, this would head towards the ceiling, so the gas can safely be turned off once people fall over and are no longer in the sleeping cloud. In open air, people who fall over are still going to be below the gas released from grenades, pipes placed strategically, etc.
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#14 | |
Join Date: May 2008
Location: CA
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An aerosol mist that rapidly evaporates would probably work, too. Wouldn't be an actual 'gas', though. |
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#15 |
Join Date: May 2013
Location: Ellicott City, MD
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If you could convert the various chemicals (primarily melatonin) that trigger sleep into an aerosol, you'd have a short-ranged, but effective, means of knocking people out. If you skip the melatonin and only go for the GABA and glycine, you can paralyze somebody's limbs without shutting off the central nervous system. Pulling off such a thing is a bit beyond TL8, though.
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#16 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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On the other hand, if it is not mixed with air, it will form an asphyxiating agent. If it is odorless, this can be quite effective at rendering people unconscious after a few breaths. You probably would not be able to do better than neon - about half the density of air, non-toxic, non-flamable, and odorless. I think there would be difficulties making it effective - if it does mix with air it is not very effective, and if you use too much and displace too much air, people will die of suffocation. Luke |
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#17 | |
Join Date: May 2013
Location: Ellicott City, MD
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#18 |
Join Date: Aug 2007
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Trying for a "detailed" UT incapacitating chemical (which is not necessarily the same as a realistic 0one) the core effect that I believe you would want would be to slow but strengthen/regulate the cardiac and respiratory functions.
This would definitely be a smart "drug" or more likely a cocktail of interacting chemical agents where one limits another from going too far. The game effect could be handled as requiring a HT roll at a penalty for any exertion but giving an equivalent bonus to Survival rolls. This would have lifesaving uses too of course. Besides the combined cardiopulmonary depressant/regulator you could throw in a muscle relaxant and a general soporific and make those failed HT rolls for exertion result in sleep. Even successes might result in penalties to attributes. <shrug> All very complicated but it might be in the general area of a detailed picture of what you'd at least _want_.
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Fred Brackin |
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#19 |
Join Date: Feb 2005
Location: Berkeley, CA
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I generally prefer to make drugs as fatigue damage attacks with symptoms; rolling for damage and variance in total FP gives enough variability in who it affects, and the overdose effects are covered by normal fatigue damage rules. That ignores allergic responses and the like, but it's not ridiculous.
For a self-limiting chemical, you want something that reaches equilibrium in blood; asphyxiating agents do that (there's a level of O2 that permits survival but not consciousness). However, it's hard to control dose (gas tends to not mix perfectly, resulting in some areas that don't do much and others that are lethal), it's slow, most options require extremely large quantities of gas, and you have a problem that you can't keep rerolling -- being self-limiting means that it might limit itself to too low a dose to actually take out some targets. |
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#20 | |
Join Date: Dec 2006
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I think that's an excellent example of how advanced sleep drugs are RIGHT NOW. The Russians have a sleep drug that can be piped in, knocks everyone out almost instantly, and is leathal to a small number of those it knocks out. It is a late TL7 tech, and the only reason it is not more used is that the backlash from its use is strong, it is of limited utility (like for knocking out insane terrorists before they can execute hostages). As such I would be comfortable saying that a TL 8+/9 sleep agent could be either of the following (8+ being 'a sleep agent developed in TL8 because there was actually a perceived need for it and the money/moativation to develop it; Like say if a TL8 society wanted to quell a lot of riots/hostage takers without the messy backblast from tear-gas or mass police deployment): Fast, effective, not so plessant, somewhat harmful. Contact agent, primarily a respatory agent, but someone wearing a gas mask but still having exposed skin still needs to roll to resist at +5. It is a thick opaque gas which also obsures vision. 1. HT-5 per second of exposure or become mentally stunned 2. After 5 failures or a critical failure drop into a coma. 3. Subsequent critical failures induce soffocation for ten seconds, after which an HT roll to recover is required A bit slower, effective, plessant, unlikely to cause permanant harm. Respatory agent only, considered to have low signature 2: it cannot be detected except by special sensors 1. HT roll per ten seconds of exposure or become lethargic; the only way to break the lethargy is to leave the affected area. 2. Ht roll per ten seconds of exposure once lethargic or become mentally stunned, any damage or disruption while mentally stunned will move the individual back to being lethargic. 3. HT roll per ten seconds of exposure once mentally stunned or go to sleep, any damge or disruption while asleep will move the individual back to being lethargic. 4. HT roll per minute of exposure once mentally stunned or go into a coma. 5. HT roll per minute of exposure once in a coma or suffer 1 FP damage from soffocation. Last edited by starslayer; 05-11-2014 at 03:10 PM. |
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Tags |
biotech, paralysis, poison, tranquilizers, ultratech |
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