The drugs of the future are far more lethal than their 20th century counterparts. Many are experimental chemicals dumped on the Street by unscrupulous Corporations looking for guinea pigs. Some are home-brewed horrors designed in basement labs. Still others are military-designed combat drugs designed to create armies of zombie killing machines. All of them are bad news.

Most of the drugs in Cyberpunk are addictive - the people who designed them were looking for a way to create a captive market of addicts. Only the very wealthy can afford to have non-toxic "designer drugs" created for their own physiologies; most of the scum on the Street (the rest of you) are left sucking up the dregs of the chemical sewer.

Common street drugs include:


Type: Stimulant Strength: +1
Difficulty: 20
Cost: 1000
Duration: 1D6+1 minutes
The second generation, synthetic replacement for cocaine. Like the original, its side effects are nasty: paranoia, psychological addiction.


Type: Stimulant
Strength: +3
Difficulty: 10 Cost: 500
Duration: 1D6+1 minutes
Stim increases endurance, allowing the user to stay alert for longer periods. Side effects include mental delusions.

Syncomp 15

Type: Antidote Strength: +3
Difficulty: 13 Cost: 650
Duration: 1D6+1 turns
Syncomp is a broad spectrum poison antidote, used to treat nerve and biotoxins. REF is reduced at the rate of 1 point per dose.


Type: Healing Drug
Strength: +2
Dificulty: 33
Cost: 1650
Duration: 1D6+1 hours
Speedheal (described on pg. 107), is designed to enhance the natural healing processes. Side effects are reduced REF by 1D6/3 for a period of 1 week after use.


Type: INT Booster
Strength: +4
Difficulty: 12 Cost: 600
Duration: 1D6+1 hours
Boost increases INT by +1 for a 2-7 hour period. A Boost addict has gained full tolerance - his INT is no longer increased, and he must have more Boost within twelve hours or be reduced to screaming fits and hallucinations.

Blue Glass

Type: Hallucinogenic
Strength: +1
Difficulty: 18
Cost: 900
Duration: 1D6+1 minutes
Blue Glass was originally developed as a biological weapon. Under stress, you will have a 3 in 10 chance of "flashing out" - reduced to staring blankly at the pretty colors in your mind (reduce INT by 1 per dose). Roll 1D10 and hope.


Type: Euphoric Strength: +1
Difficulty: 2
Cost: 100 per 6 pk
Duration: 1D6+1 minutes
Smash is 2020's answer to aIcohol - it's yellow, foamy, and comes in cans. It makes you loose, happy and ready to party. The downside is that when it wears off, its psychological addiction component makes you suicidal. If you fail your addiction Save, you sink into total catatonia; a1 feebly mumbling ball of pain - a ripe target for some Booster looking for spare change.


Type: Pain Negation
Strength: +2
Difficulty: 5
Cost: 250
Duration: 1D6+1 turns
Designed as a combat drug and painkiller, endorphins reduce pain and stress effects. 'Dorph allows you to reduce the effects of stun or shock. Dorph also has a nasty cost in nervous system damage. Each time you use 'dorph, roll an additional 1D10. On a 1, you have lost 1 point of REF - permanently.

Black Lace

Type: Pain Negation
Strength: +3
Difficulty: 13
Cost: 650
Duration: 1D6+1 hours
A high powered version of 'Dorph which imparts euphoria, adrenal rush, and invulnerability to pain. Your CL is raised by 2, and you are resistant to stun or shock effects. Lace is deadly. Lace users become fearless, cold-blooded killing machines - exactly what its military designers were looking for. If you fail your addiction save (1D10 roll higher than Body Type) roll an additional 1D6 and subtract the result from your EMP stat. Treat the result as if suffering from cyberpsychosis. If you go over the line, too bad. Roll up another character.

Remember: Drugs are dangerous. Mess with them and you'll probably kill your character. Or at least mess him up beyond repair. The choice is yours.

Just like real life.

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