[
  {
    "name": "Antirad",
    "tech_age": "Early Space",
    "cost": 1000,
    "description": "Administering this drug before exposure to radiation will prevent the accumulation of rads for 1d6 hours. After being exposed to radiation, it removes 2d6 rads [1]."
  },
  {
    "name": "Fast Forward",
    "tech_age": "Early Space",
    "cost": 200,
    "description": "This emergency life support drug dramatically slows the subject’s metabolism; this drastically reduces life support costs and can keep a subject alive for 1d6 days without the use of any cryogenic medical technology [2]."
  },
  {
    "name": "Hyper",
    "tech_age": "Early Space",
    "cost": 50,
    "description": "A dangerous drug that allows a person to go 72 hours without sleep at full alertness and functionality. The subject ignores Fatigue for the full duration. Afterwards, the subject must sleep for 24 hours. Another dose of Hyperspace before the 24 hours is up forces a roll on the Wound Triage Table [2]."
  },
  {
    "name": "Ice",
    "tech_age": "Early Space",
    "cost": 20,
    "description": "A combat drug used by many professional mercenaries; Ice gives a +2D bonus to all morale checks. It is rumored that prolonged use of Ice will result in lack of empathy and sociopathic behavior. Ice manufacturers vehemently deny such calumnies [3]."
  },
  {
    "name": "Panacea",
    "tech_age": "Late Space",
    "cost": 50,
    "description": "When using this drug, roll Knowledge 8+ to cure most diseases or poisons. This drug does not work on tailored viruses or biological weapons [3]."
  },
  {
    "name": "SlowMo",
    "tech_age": "Late Space",
    "cost": 300,
    "description": "This drug will heal one Wound in 10 minutes. This metabolic accelerator can only be used safely once per week. It gets its name because those who take it spend ten minutes watching the world go by very, very slowly. If it is used more than once per week, roll on the Wound Triage Table with a -2D penalty [3]."
  }
]