The following list summarizes the drugs described in the rule books, and describes some entirely new ones. Some changes have been made, including the following :
Duration : the length of time it takes for the drug to take effect from the time it is taken. Then follows the length of time during which the substance produces all its effects.
Présentation : the way this drug is usually used : injection by syringe, self-injection cannula, breathing powder, pill, smoking powder, dermal patch, ampoule of liquid to be diluted in a drink, etc.
Potency : relative potency of the drug. The more powerful a drug is, the more impressive its effects will be. The more also its side effects will be frequent and hard to counter.
Use : as a game master, if you feel like subjecting a character to these effects (in case of regular use, overdose or simply out of sheer nastiness), test the character's resistance to the effects of the drug as follows : make a Resist torture/drugs roll with a success threshold (12 + (potency x 2)). Modulate the side effects according to the difference between this threshold and the degree of success of the roll. The loss of physical faculties will not be effective with each failed throw, but will be the result of a long addiction.
Effects : desired effects of the drug (those usually sought by the user), followed by possible side effects.
Accoutumance : the amount of chemical substance causing dependence on the drug. To simulate a character's level of dependence, roll 4D6 with each use (or occasionally for a mild drug). If the result is less than the addiction of the drug, the addiction level increases by one level.
Drug addiction levels :
Exceptional user : the character has no dependency on this drug.
Occasional user : the character feels the need to use the drug on certain occasions (stress, parties, etc).
Habitual user : the character regularly feels the need for his drug.
Frequent user : the character cannot do without the drug for a period of about three days.
Addicted : the character is almost always craving the drug as soon as the effects of the drug wear off.
If the GM decides that the craving for drugs is present, make a Resist torture/drugs roll against the drug addiction to get away from it. Substances that are physiologically or psychologically addictive induce serious problems when used. A long withdrawal period or decreasing consumption can lead to a decrease in the level of dependence. It can also lead to mental and cardiac problems, pain, dementia attacks, etc.
In short, if your people want to live on the edge, let them assume their vice.
Increase of statistics | ||||||||||
Name (Ref.) | Type | Presentation | Pot. | Duration | Effects | Duration | Secondary effects | Add. | Diff. | Cost |
---|---|---|---|---|---|---|---|---|---|---|
Carbons | Physical stimulant | Syringe | +3 | 1 min. | Increases strength and resistance, +2 to BODY | 1D6+1 hours | -2 to REF for 1D3 days | 8 | 25 | 350 |
Flash | Stimulant | Powder | +2 | 1 min. | Increased REF, euphoria, improved perception | 1D6+1 hours | Psychological and physiological addiction, nerve degeneration | 16 | 20 | 100 |
Gun | Stimulant | Patch | +2 | 3 min. | Increases emotional potential and body energy +3 to EMP, +1 to BODY, -1 to TECH and INT | 3 hours | Suicidal euphoria | 12 | 12 | 100 |
Jazz | Calming stimulant | Capsule | +2 | 5 min. | +2 to REF and COOL | 1/2 hour | Psychological addiction, aggressive behaviour, immune deficiency | 15 | 20 | 300 |
Red | Physical stimulant | Syringe | +3 | 30 sec. | +3 to BODY | 1D6+3 hours | Muscle contraction, cramps. 2D6 points of damage when the effect is over. Death at long term | 18 | 30 | 300 |
Score | Physical stimulant | Powder | +1 | 1 min. | Quick reactions, +2 to REF | 1D3+1 hours | Sterility, physiological addiction, physical degeneration | 16 | 12 | 200 |
Warp Drive | Euphoric stimulant | Powder | +3 | 1 min. | Increased REF | 1D6+1 hours | Physiological addiction | 17 | 45 | 250 |
Nerve stimulants | ||||||||||
Name (Ref.) | Type | Presentation | Pot. | Duration | Effects | Duration | Secondary effects | Add. | Diff. | Cost |
Boost | Neural stimulant | Pill | +1 | 5 min. | +1 to INT | 1D6+1 hours | Hallucinations, nervous breakdowns | 15 | 13 | 250 |
Brainstim | Neural stimulant | Patch | +4 | 5 min. | Increases INT, Awareness, Endurance and memory | 1D6+1 hours | Psychological addiction | 14 | 70 | 500 |
Chaka | Sensorial stimulant | Pill | +2 | 5 min. | +4 in auditory Awareness | 1D6 hours | Tremors, auditory hypersensitivity | 8 | 14 | 120 |
Clock | Calming stimulant | Powder | +1 | 2 min. | Increases reflexes and logical reasoning. +1 to REF, +2 to TECH, -2 to COOL, -3 to EMP | 1D6+2 hours | Reduced INT and EMP | 13 | 15 | 90 |
Dab | Coordinator | Inhaler | +2 | 1 min. | +3 to any action requiring precision | 1/4 hour | Carcinogenic, nosebleeds | 10 | 15 | 100 |
Prime (CHR3) | Neural stimulant | Ampoule | +2 | 3 min. | +2 to COOL, +3 to Awareness/Notice, +2 to Stun Saves | 1D6+1 hours | After duration of effects, -3 to all skills, -2 to COOL for 1D6/2 hours | 12 | 30 | 300 |
Sixgun | Sensorial stimulant | Injection | +3 | 30 sec. | +3 to INT and Awareness | 12 hours | Paranoia, nerve damage | 14 | 35 | 800 |
Sniff | Sensorial stimulant | Powder | +2 | 1 min. | +3 to olfactory Awareness | 1/4 hour | Migraines, nosebleeds, memory loss | 12 | 15 | 80 |
Spotlight (CORP2) | Sensorial stimulant | Ampoule | +2 | 3 min. | +2 to Awareness | 1D3 hours | Psychological addiction, nervous degeneration | 14 | 17 | 300 |
Stim (CYB) | Stimulant | Pill | +3 | 5 min. | Increases Endurance, keeps awake | 12 hours | Hallucinations | 12 | 10 | 100 |
Surge (CHR3) | Stimulant | Pill | +2 | 5 min. | Keeps awake, eliminates hunger | 10 hours | After use, statistics halved until resting | 14 | 20 | 100 |
SynthLSD | Neural stimulant | Patch | +2 | 5 min. | Increases INT, Awareness, Endurance and memory (less powerful than Brainstim) | 2 hours | Psychological addiction | 14 | 35 | 250 |
Turbo (CYB) | Neural stimulant | Pill | +4 | 5 min. | +1 to INT | 1D6+1 hours | Psychological addiction, hallucinations, anxiety | 16 | 12 | 200 |
Twenty | Sensorial stimulant | Syringe | +1 | 1 min. | +1 to vision | 1D6+1 hours | Temporary or permanent blindness | 10 | 5 | 50 |
Recreational drugs | ||||||||||
Name (Ref.) | Type | Presentation | Pot. | Duration | Effects | Duration | Secondary effects | Add. | Diff. | Cost |
Blue Glass (CYB) | Hallucinogenic | Powder | +2 | 1 min. | Hallucinations, wellness | 1/2 hour | Temporary alteration of consciousness, INT reduced | 14 | 30 | 300 |
Coco | Euphoric / Hallucinogenic | Powder | +1 | 1 min. | Relaxation, hallucinations, bliss | 3 hours | Depression, physiological addiction, weakening | 14 | 5 | 30 |
Gold | Sedative | Capsule | +1 | 5 min. | Improves the vision of dreams and their memory | 7 hours | Unknown | 14 | 25 | 125 |
Klute | Sexual stimulant | Patch | +1 | 5 min. | Enhanced sexual performance | 1D6 hours | Sterility, pain | 13 | 15 | 70 |
Lesade | Aphrodisiac | Syringe | +1 | 1 min. | Aphrodiasic, euphoriant | 1/2 hour | Physiological addiction, depression, reduced INT | 13 | 18 | 200 |
Megadream | Euphoric | Glue | +2 | 1 min. | Megalomaniacal delirium, euphoria | 2 hours | Suicidal tendencies, migraines, hair loss | 13 | 10 | 25 |
Rain | Alteration of consciousness | Pipe | +2 | 2 min. | Powerful hallucinogen | 1D6+4 hours | Visions, schizophrenia, depression, reduced INT | 13 | 25 | 130 |
Skate | Euphoric | Capsule | +2 | 2 min. | Euphoria and increased Endurance | 1D10+1 hours | Depression, paranoia, reduced INT | 14 | 25 | 150 |
Smash (CYB) | Euphoric | Ampoule | +1 | 2 min. | Relaxation, euphoriant | 1/2 hour | Catatonia, depression, psychological addiction | 10 | 2 | 20 |
SynthCoke (CYB) | Stimulant | Powder | +1 | 1 min. | Relaxation, euphoria | 1/2 hour | Hallucinations | 15 | 20 | 100 |
Thrill | Euphoric | Syringe | +1 | 1 min. | Euphoria and increased Endurance | 1/2 hour | Hallucinations, paranoia, depression | 15 | 13 | 75 |
Combat drugs | ||||||||||
Name (Ref.) | Type | Presentation | Pot. | Duration | Effects | Duration | Secondary effects | Add. | Diff. | Cost |
Berserker (CHR3) | Analgesics | Syringe | +3 | 1 min. | Increases aggressiveness, +2 to BODY and COOL, +1 to REF | 1/4 hour | Body damage, Humanity loss | 13 | 32 | 400 |
Black Lace (CYB) | Analgesics | Pill | +3 | 1 min. | Invulnerability to pain | 1D6+1 hours | Dehumanization or death | 14 | 13 | 300 |
Dorph (CYB) | Analgesics | Syringe | +2 | 30 sec. | Reduces stress and pain | 10 hours | Definitive REF loss | 8 | 5 | 150 |
Foolkiller | Analgesics | Syringe | +3 | 30 sec. | +3 to COOL, Awareness and Endurance | 1/4 hour | Reduced INT and REF, sterility, immune deficiency | 16 | 30 | 500 |
HappyKill (CORP2) | Euphoric stimulant | Syringe | +3 | 30 sec. | Painkiller, develops aggressiveness | 1/4 hour | Psychological addiction, paranoia, depression, psychotic rage | 15 | 21 | 250 |
Paracaine (CORP3) | Euphoric / Analgesic | Syringe | +4 | 30 sec. | Painkiller, euphoriant, +5 to Strength Feat | 1/2 hour | Reduced INT and REF, psychoses, hallucinations, death | 14 | 20 | 400 |
Rambo-7 | Analgesic stimulant | Syringe | +3 | 1 min. | +2 to BODY, COOL and Awareness. Painkiller | 1/4 hour | Reduced INT, paranoia, psychotic rage, nerve degeneration, physiological addiction | 16 | 28 | 600 |
Stim II (CHR3) | Analgesics | Syringe | +1 | 30 sec. | Painkiller | 1/4 hour | Additional damage at the end of use | 13 | 15 | 80 |
Speed healing drugs | ||||||||||
Name (Ref.) | Type | Presentation | Pot. | Duration | Effects | Duration | Secondary effects | Add. | Diff. | Cost |
Diamond Four | Healing | Injection | +1 | 30 sec. | Antidote against nervous agents, antibiotic, accelerated healing | 1 day | Tremors, paranoia, reduced REF | 13 | 20 | 500 |
Sedative (CHR3) | Sedative | Syringe | +1 | 30 sec. | Deep sleep | 1 hour | Very difficult BODY roll to resist, -3 to actions | 8 | 12 | 40 |
Speedheal (CYB) | Healing | Pill | +2 | 1 hour | Increases healing speed | 24 hours | REF reduced by one third for one week | 8 | 33 | 500 |
Syncomp 15 (CYB) | Antidote | Syringe | +3 | 30 sec. | Antidote for certain biotoxins | 1 hour | Temporary/definitive REF loss | 10 | 13 | 200 |
Trauma I (CHR3) | Healing | Auto-injectable syringe | +2 | 10 sec. | Reduces Death Save rolls by 3 | 5 minutes | Unknown | 8 | 18 | 120 |