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:
SynthCoke
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.
Stim
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.
Speedheal
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.
Boost
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.
Smash
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.
'Dorph
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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