STREET DRUGS IN 2020

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 :

Notations and rules of use

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.)TypePresentationPot.DurationEffectsDurationSecondary effectsAdd.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.)TypePresentationPot.DurationEffectsDurationSecondary effectsAdd.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.)TypePresentationPot.DurationEffectsDurationSecondary effectsAdd.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.)TypePresentationPot.DurationEffectsDurationSecondary effectsAdd.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.)TypePresentationPot.DurationEffectsDurationSecondary effectsAdd.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