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Drugs and Pharmaceuticals

Drugs in night city can range from anywhere from tame alcohol, to dangerous street drugs. Typically, most drugs in night city are administered using an Action with an Airhypo to inject a single dose of the desired drug into a willing target, or by making a single Melee Weapon Attack to administer to an unwilling target.  

Known Drug Classes

Example Class Resist DV Effect
Alcohol Mild 11 Inebriation
Sodium Pentothal Strong 13 Suggestibility
Example Designer Drug Deadly 15 Designer's Intent

Street Drugs

Street Drugs are capable of providing powerful bonuses, but risk getting addicted to the drug in the long term. When you are dosed with one of these drugs, you are automatically affected by the drug's Primary Effect. When the Primary Effect wears off at the end of its duration, you will roll WILL+Resist Torture against the DV of the secondary effect, which are usually habit forming and addictive, until you receive therapy for the addiction. Taking multiple doses of a drug extends the primary effect by its full duration.  

Known Street Drugs

Name Duration SE DV Data Cost per Dose
Berserker 10 Minutes 17 Can't stop, won't stop. No matter what hits you, push through. 100eb
Black Lace 24 Hours 17 Feel less damage. Don't take less, but feel less. 50eb
Blue Glass 4 Hours 15 Powerful, vibrant hallucinogenic 20eb
Boost 24 Hours 17 Think at the speed of light 50eb
Prime Time 4 Hours 17 Be cold. Be cool. Be a killer at the negotiation table. 50eb
Sixgun 4 Hours 17 Speed draw your way through a NET architecture. 100eb
Smash 4 Hours 15 For feeling happy, euphoric and ready to party/ 10eb
Synthcoke 4 Hours 15 Get your reflex speed up. May cause temporary paranoia. 20eb
Timewarp 1 Minute 17 Accelerate your perception of time and put a bullet through that mook before they can react. 100eb
Berserker:
"Plan to walk into a fight you're not ready for? Take some Berserker and at least your body won't give out on you. I've seen a Solo on Berserker shrug off a rifle shot that blew off her leg, and proceed to strangle the shooter to death with her bare hands" -Hornet
Primary Effect:
  • Lasts 10 minutes
  • For the duration of the Primary Effect, when the user suffers a Critical Injury they do not take bonus damage
  • For the duration of the Primary Effect, any penalties the user suffers to Stats or Actions due to being Seriously or Mortally wounded are halved
  • For the duration of the Primary Effect, any penalties the user suffers to Actions due to losing a Facedown are halved
  • Users become highly aggressive. Do your best to play accordingly
Secondary Effect: (DV17)
  • The User takes 2 points of Humanity Loss
  • If the User wasn't already addicted to Berserker, they are now. While addicted, the user's Base Death Save Penalty is permanently increased by 1
    Black Lace:
Primary Effect:
  • Lasts 24 hours
  • User takes 2d6 Humanity Loss upon taking a dose, which is returned if the user isn't affected by the Black Lace's Secondary Effect
  • For the duration of the Primary Effect, the user ignores the effects of the Seriously Wounded wound state
Secondary Effect: (DV17)
  • Humanity Loss from Primary Effect isn't returned
  • If the User wasn't already addicted to Berserker, they are now. While addicted, unless the user is currently experiencing the Primary Effect of Black Lace, their REF is lowered by 2 points
    Blue Glass:
Primary Effect:
 
  • Lasts 4 hours
  • For the duration of the Primary Effect, the GM will occasionally tell you when you are "flashing out", meaning you are hallucinating swirls of vibrant colours in short, powerful bursts. You lose your ability to take an Action on a turn while in this state
Secondary Effect: (DV15)
  • If the user wasn't already addicted to Blue Glass, they are now.
  • While addicted, the GM will occasionally tell you when you are "flashing out", meaning you are hallucinating swirls of vibrant colours in short, powerful bursts. You lose your ability to take an Action on a turn while in this state
    Boost:
Primary Effect:
  • Lasts 24 hours
  • For the duration of the Primary Effect, the user's INT increases by 2 points. This can raise your INT above 8
Secondary Effect: (DV17)
  • If the user wasn't already addicted to Boost, they are now. While addicted, their INT is lowered by 2 points unless the user is currently experiencing the Primary Effect of Boost
    Prime Time:
"Formulated this little number myself, based on the old Militech combat drug. Used to make you a cold, calculated killer on the battlefield. Now it makes you a cold, calculated killer in the office." -Hornet
Primary Effect:
  • Lasts 4 hours
  • User takes 4d6 Humanity Loss upon taking a dose, which is returned after the dose's Primary Effect ends. This effect cannot reduce a character to 0 or lower Humanity
  • For the duration of the Primary Effect, the user's COOL and WILL are increased by 2 points. This increase in WILL does not increase the user's HP
  • User's emotions are repressed. Do your best to play accordingly
Secondary Effect: (DV17)
  • The User takes 1 point of Humanity Loss
  • If the User wasn't already addicted to Prime Time, they are now. While addicted, their COOL is lowered by 2 points unless the user is currently experiencing the Primary Effect of Prime Time.
    Sixgun:
"I've hired my fair share of Netrunners, and I always supply them with Sixgun. When you need someone to dive into a palace of military-grade Black ICE and burn a paper trail, you gotta give them the best tools." -Hornet
Primary Effect:
  • Lasts 4 hours
  • For the duration of the Primary Effect, users MOVE and REF are reduced by 2 (Minimum 1)
  • For the duration of the Primary Effect, the user gains a +2 to speed while Jacked In
  • For the duration of the Primary Effect, the user treats any Unsafe Jack Out not caused by a program effect as a Safe Jack Out
  • Fior the duration of the Primary Effect, once per turn the user can choose to take 1 point of Humanity Loss to gain 1 additional NET action
Secondary Effect: (DV17)
  • If the user wasn't already addicted to Sixgun, they are now. While addicted, the user takes a -2 to their Speed while Jacked In, unless they are experiencing the Primary Effect of Sixgun
    Smash:
Primary Effect:
  • Lasts 4 houra
  • Yellow, foamy, and sold in cans everywhere
  • For the duration of the Primary Effect, the user feels euphoric, loose, happy, and ready to party. They gain +2 to Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting
Secondary Effect: (DV15)
  • If the user wasn't already addicted to smash, they are now. While addicted, the user feels a loss of interest in normally enjoyable activities, and has -2 to Dance, Contortionist, Conversation, Human Perception, Persuasion, and Acting
  • While addicted to Smash, your GM will occasionally tell you when you crave more Smash. Act accordingly
    Synthcoke:
Primary Effect:
  • Lasts 4 hours
  • For the duration of the Primary Effect, the user's REF increases by 1 point. This can raise your REF above 8. In addition, they are prone to paranoid ideation
  • For the duration of the Primary Effect, your GM will occasionally tell you when you feel paranoid. Act accordingly
Secondary Effect: (DV15)
  • If the user wasn't already addicted to Synthcoke, they are now. While addicted, their REF is lowered by 2 points, unless the user is currently experiencing the Primary Effect of synthcoke
  • While addicted to Synthcoke, your GM will occasionally tell you when you crave more Synthcoke. Act accordingly
    Timewarp:
"An Edgerunner has gotta stay sharp on the street and this'll do it for you. Plenty of Solos stock this stuff in bulk so they can get even faster on the draw. Personally, I think it's better for getting out of trouble than into it." -Hornet
Primary Effect:
  • Lasts 1 minute
  • For the duration of the Primary Effect, the user adds +3 to any Initiative Roll they make. If taken while the user is already in an Initiative Queue, their current initiative increases by 3
Secondary Effect: (DV17)
  • If the user wasn't already addicted to Timewarp, they are now. While addicted, the user subtracts 2 from any Initiative Rolls they make, unless the user is currently experiencing the Primary Effect of Timewarp
   

Known Toxin Classes

Example Class Resist DV Effect
Belladonna Mild 11 1d6 damage direct to HP
Arsenic Strong 13 2d6 damage direct to HP
Biotoxin Deadly 15 3d6 damage direct to HP

Additive Compounds

Name Data Cost
Delaying Compound Delay the effects of a toxin by either 1 minute, or 1 hour. 50eb
Distilling Compound Increase Resist Torture/Drugs DV of a toxin by 2 100eb
Osmosis Compound Turn a toxin into a contact based hazard 50eb

Known Pharmaceuticals

Pharmaceutical Effect
Antibiotic When affected, a target who has already started the natural healing process heals an extra 2 Hit Points every day for a week. A person can only benefit from one use of Antibiotic at a time.
Rapidetox When affected, a target who is affected by a drug, poison, or intoxicant is immediately purged of the effects of that substance.
Sedative When affected, a willing target will fall unconscious for 4 hours. During this time, a Medtech who attempts a Treatment on the target gains a +2 to their Surgery Check. An unwilling target must succeed a DC15 Resist Torture/Drugs check or fall unconscious for one minute, or until roused with an Action.
Speedheal When affected, a target who is not in the Mortally Wounded wound state immediately heals an amount of HP equal to their BODY+WILL. A person can only benefit from one use of Speedheal per day.
Stim When affected, a target can ignore all penalties from being in the Seriously Wounded State for an hour. A person can only benefit from one use of Stim per day.
Surge When affected, a target can function unimpaired without sleep for a full 24 hours. A person can only benefit from one use of Surge per week.
Veritas When affected, a target must make a DV17 Resist Torture/Drugs check or be placed in a hazy, suggestive state for 10 minutes. In this state, the target has a hard time focusing, and takes a -5 to Acting, Concentration, Conversation, Deduction, Human Perception, and Persuasion Check.
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