Drug Lab 101, Version Two for Cyberpunk 2020
by Gary Astleford (ocelot@connectnet.com)


For lack of a better excuse, this file is a result of wanting a more detailed drug system that covers all the possibilities. It's based off of the info supplied in the CP2020 rulebook, the Hardwired and When Gravity Fails supplements, and the Interface magazines (specifically Issue 3 of Volume 1). If drugs aren't an important part of your campaign, you may want to stick with the normal rules found in the rulebook. However, a good deal of Cyberpunk literature (Gibson, Williams, and Effinger's stuff especially) involves the main characters and their struggles with drugs.

When creating a drug, you must ask some questions :
1.) What does the drug do? What benefits does the drug grant its user? Why would anyone want to take such a drug?
2.) What sorts of side effects are there? What negative effects does the drug have? Do these effects occur after taking the drug, or when it wears off?
3.) How strong is the drug? Is it powerful or mild? How easy is it to overdose on this drug?
4.) How long do the effects last?
5.) What form does the drug come in? Do you swallow it, snort it, or shoot it?

With these optional rules, you can create new and interesting chemicals to cripple your chracters with. The basic formula from the standard rules still applies. You choose the Drug Effect(s) you want, and add the costs together. Next, you choose any Side Effects that want your drug to have. Side effects reduce the base difficulty number. After side effects, you choose the drug's strength, which adds from between 1 and 5 to the base difficulty, and then you choose its duration, which multiplies the base difficulty by 1, 2, or 3 times (the longer the drug lasts, the harder it is to produce). Once all the numbers have been assimilated, you have the drug's base difficulty. A base difficulty can never be a negative amount, and at the very least must equal 1. If, by chance, you end up with a negative number, drop the negative sign and use it as if it were positive (drugs that really mess you up aren't all that easy to make, either). The base difficulty multiplied by 10 will give you the drug's base cost in Eurodollars. The last step you take is to choose what form the drug comes in. The drug's form will affect its final cost.

In the Beginning, man created drugs. And for a while, they were good. That is, until they wore off...


People take drugs for any number of reasons. The most common among these is to "escape". The drug makes you feel good, and for a while you forget your problems. It's a form of relaxation, like a chemical massage. The reasons cyberpunks take drugs are similar, but there's also more to it than that. Some people take drugs to give them that extra something, that special "edge" that makes them just that much better. While some of this can be psychological, much of it can be attributed to a drug's effect on the person's physiology. Below are listed certain drug effects, what happens if you overdose (see OVERDOSE) while taking one, and what they mean to the discerning pharmaceutical gourmet. Base difficulties are listed in parentheses.


Attribute Increase (20) : This increases an attribute by the drug's strength rating for the drug's duration. Almost any attribute can be increased. Such attributes include Reflex, Intelligence, Body, Movement Allowance, Empathy, Cool, and Tech. OD : If an overdose occurs, roll 1d10. On a roll of 1, you have lost a point from the attribute in question, permanently.

Antidote (15) : Antidotes add their strength to saves made against poisons, toxins, etc. Normally, these drugs are tailored to reduce the effects of one specific substance, or negate them altogether. OD : Most antidotes are almost poisons in their own right, and anyone overdosing on them will suffer the effects of minor poisoning.

Enhanced Perception (15) : The user of these sorts of drugs starts tonotice the most minor of details. While this adds the drug's strength to his Awareness score for the duration, the user may be overcome by his increased sensory powers. Loud noises, bright lights, intense tastes, and strong odors have twice the normal effect on him. OD : Anyone suffering the effects of overdosing on Enhanced Perception drugs will be comepletely overwhelmed by his senses, and cannot perform any actions. There is a 25% chance that he will suffer from terrible hallucinations.

Increased Healing Rate (15) : These drugs speed up the body's natural healing process by .5 points per point of drug strength per day. Availiable only by prescription. OD : If healing drugs are taken to the point of overdose, assume that the user enters a severe state of shock and must make a death save or die.

Increased Endurance (10) : While under the influence of these types of drugs, the user has increased energy and stamina. This is reflected byadding the drug's strength to his Endurance skill checks. However, someone under the influence of such a drug may have trouble sleeping. OD : In the case of an OD, the user must make a stun/shock save at -2. In the case of a failure, he suffers from a heart attack, and must then make a death save at no penalty or die.

Pain Negation (10) : Pain killers, plain and simple. These drugs allow the user to ignore wound penalties by one level per strength point the drug has. For example, someone who is seriously wounded and takes a +1 STR pain killer acts as if he is only lightly wounded, and so forth. OD : The user must make a successful unmodified stun/shock save or slip into a coma for 1d10 hours.

Stun Reducers (10) : Like pain killers, but these are usually taken before one is actually wounded. They allow the user to gain a bonus to his stun/shock and death saves, +1 for each point of drug strength. People under the influence of powerful stun-reducing drugs have been known to walk through a shower of high caliber bullets as if pebbles were being rained upon them. Of course, most of them died later on. OD : In the case of most stun reducing drugs, an overdose will cause the user to become extremely hostile and enter a psychotic rage akin to the side effect (see SIDE EFFECTS).

Hallucinogen (10) : Wow, man, look at the butterflies. These drugs make the user see things that aren't there. While under the influence,or "tripping", the user is prone to see anything his frying imagination can cook up. Such hallucinations depend on the mood of the subject, but aren't usually terrible unless the drug itself is bad. OD : If overdosed on, assume that the hallucinogenic "trip" goes completely bad. In the case of extremely traumatic hallucinations, mental illness may result (ie, phobias, etc.).

Aphrodesiac (10) : These drugs increase a person's sex drive and libido. The user will be physically uncomfortable unless involved in a sexual situation, and in the case of some stronger drugs, this may not even help unless the user is continually stimulated. While under the influence, the user has a negative modifier to seduction checks equal to the drug strength. OD : The character's sexual urges cannot be satisfied, and his state of arousal will not diminish for up to several days or weeks.

Contraceptive (10) : These drugs prevent pregnancy. They have a base effectiveness of 80%, plus 5% for every point of drug strength. OD : An overdose of contraceptive drugs can cause sterility. Roll 1D10. On a roll of 1, the user is sterile and cannot have children.

Antibiotic (10) : These drugs prevent infection, or stop an existing one. While I could fill an entire file on microbiology, and the effects of antibiotics on germs, this would do very little for gameplay. Assume that an antibiotic, when employed against an infection that is susceptible to it, will cause the infection to cease spreading and the user to become well more quickly, where the strength of the drug is the multiplier. For example, someone with strep throat who takes a +2 STR antibiotic will get well twice as fast, and so on. OD : Overdosing on antibiotics will cause severe nausea and diarrhea for 1D6 days.

Coagulant (10) : These drugs cause blood to clot, and prevent blood loss. In games where blood loss is a genuine concern, assume that a patient's blood loss is reduced by as many points as the drug has in STR. In other cases where blood loss does not apply, the drug STR may be added to a First Aid or Medtech roll when stabilizing a patient. OD : An overdose of coagulants can cause blood to clot inside a healthy body, unavoidably causing death. Make a death save at -4. Failure indicates death.

Anticoagulant (10) : The opposite of coagulants. Anticoagulants prevent blood from clotting. While usuable as a quick antidote from a coagulant overdose, such drugs can also be employed to allow an affected user to bleed to death. Assume that someone who has used anticoagulants and is subsequently wounded for four or more points of damage will lose an additional point per turn until he dies from bloodloss. OD : Extreme hemophilia will result in the case of anticoagulant overdose. Even the smallest cuts (1 point of damage or more) will bleed heavily, and the user will suffer 1 point of damage per turn until he bleeds to death or the wound is staunched.

Euphoric (5) : These drugs make you feel really, REALLY good. They give a "rush" that lasts for as long as the drug's duration. OD : Overdosing on a euphoric generally makes you very sick, including nausea, cold sweats, and either sleeplessness or sleepiness.

Depressant (5) : Depressants slow you down. The reduce tension, stress, and help you relax. The down side is that they also reduce your Reflex score by an amount equal to the drug's strength. While you may wonder why someone might want to take a drug like this, remember that alcohol is a depressant, and it's the most popular drug around. OD : Taking too many depressants will cause the character to make a stun/shock at -2 or slip into a coma for 1d10 hours.

Soporific (5) : Soporifics put you to sleep. Otherwise known as sleeping pills or tranquilizers. A user who wishes to resist the effects of these drugs must roll a body check using the strength of the drug as a negative modifer. Failure indicates immediate unconsciousness for the duration of the drug. Success means that the user gets a negative modifer equal to the drug's STR to ALL actions until the drug wears off. OD : We all know what happens when you take too many sleeping pills. You go to sleep and never wake up. Assume that without proper treatment, someone who has ODed on soporifics will die or enter a deep coma which will last for 1d10 days.


Side effects are the bad things that drugs do to you. They come in two varieties - IMMEDIATE and DELAYED. Immediate side effects manifest as soon as the drug takes effect. Delayed side effects occur after the drug wears off (ie, "hangover"). When choosing side effects for drugs, you must specify which type of side effect you are adding to your cocktail. Note that the same side effect can be taken twice, one for an immediate effect and one for a delayed one. Side effects last as long as the drug duration.

Some side effects aren't dependent on being either immediate or delayed, and they aren't timed the same way that other side effects are. Untimed effects can only be used in drug creation once, and include Psychological Addiction, Physiological Addiction, Carcinogenic, Sterility, Death, Nerve Degeneration, and Possible Attribute Loss. The list of side effects follows. Cost is listed in parentheses. Stat reductions are cumulative.

UNTIMED SIDE EFFECTS - These effects are only used in drug creation ONCE.

Psychologically Addictive (-4/-8/-12) : This side effect reflects the psychological effect the drug has on its user. A user who is psychologically addicted to a substance is convinced he needs the drug,and feels he can't perform without it. This side effect has three costs, reflecting on how addictive the substance in question is. -4 is Slightly Addictive, and an addiction save (see DRUG STRENGTH) is only required every tenth use. -8 is Mildly Addictive, and addiction saves must be made every fifth use. -12 reflects that the drug is Highly Addictive, and a save must be made each time the drug is used.

Physiologically Addictive (-5/-10/-15) : These drugs are physiologically addictive. A drug with this side effect causes the user to physically require the drug in order to function. Like "Psychologically Addictive", this side effect has three costs which reflect on how addictive the chemical in question is, and the same rules on addiction saves apply.

Sterility (-8) : Using this drug can cause the junkie to become sterile. In severe cases, sexual function is completely impaired, and impotence (or frigidity) will result. Roll 1d10 each time the drug is used. On a roll of 1-3, the user's sexual fertility is destroyed.

Carcinogenic (-10) : The drug causes cancer in laboratory tests, and the Surgeon General recommends that you stick a loaded gun in your mouth as opposed to taking the substance. Every time you use the substance, roll 1D100 (or have your GM do it for you, secretly). On a roll of 01-03, you've got a little bitty tumor growing somewhere in your body. Of course, tumors continue to spread and grow, don't they...

Nerve Degeneration (-15) : This side effect is reserved for those really nasty drugs that only idiots and guinea pigs imbibe of. Every time you use this drug, your Reflex stat is reduced by 2. If it ever reaches 1, you've contracted a serious case of Parkinson's Disease, and all you can do is drool. At least you can use those handicapped parking spaces now. If it goes to 0 or below, roll up a new character, chombatta, and remember to say no to drugs.

Possible Attribute Loss (-8) : This side-effect covers the possible loss of an attribute from a variety of factors which could result from drug ingestion. Attributes that can be damaged this way include Intelligence and Tech (brain damage), Reflex and Movement Allowance (nerve degeneration), Body (immunodeficiency and muscle atrophy), and Empathy and Cool (psychological damage). Every time you take the drug in question, roll 1d10. On a roll of 1, you've lost a point from one of these attributes permanently.

Death (-15) : The drug that this side effect is attached to is no better than poison. Each time you use it, you must make a Death Save. Failure indicates your heart stops and you die. Pretty simple, eh?

TIMED SIDE EFFECTS - These effects can be timed, and may be either IMMEDIATE or DELAYED.

Reduced Attribute (-5) : This drug reduces an attribute by an amount equal to the drug strength for an amount of time equal to the duration. Attributes that can be reduced include Reflex, Intelligence, Body, Movement Allowance, Empathy, Cool, and Tech. If a physical attribute (Reflex, Body, MA) is reduced below zero, make a Death Save or die. If a mental attribute (Intelligence, Tech) is reduced below zero, the user slips into a deep coma for the duration. In the case of Empathy being lowered below zero, assume that user is sociopathic and is liableto do anything. A Cool score below zero indicates total nervous breakdown.

Tremors (-2) : The user experiences violent tremors in his face and hands. The palsied fellow has his Reflex reduced by 2.

Hallucinations (-5) : This side effect causes unlooked-for hallucinations. Such hallucinations can be traumatic or harmless, depending on the situation. Any Hallucinogenic drug with this side effect causes a "bad trip" 95% of the time.

Sleepy (-4) : The drug makes the user sleepy. A character who is overcome with sleepiness must make a successful stun/shock save or fall into a deep, dreamless sleep. Soporifics with this side effect induce a deep, coma-like state that can last for 1d10 days.

Paranoia (-5) : While this side effect lasts, the user is convinced that everyone and everything is out to get him. While most of this will have to be roleplayed, a few Cool rolls at appropriate times may be called for.

Delusions (-5) : Anyone suffering from delusions is under the impression that something that is highly unlikely is actually happening. Such delusions can be as minor as believing that Saburo Arasaka is controlled by aliens, or as serious as believing that you actually ARE Saburo Arasaka.

Psychotic Rage (-10) : A result of some of the worst combat drugs. The user goes berserk, attacking the nearest friend or enemy, he doesn't really care which. If a Difficult Resist Torture/Drugs roll is made, the user may specifically ignore a friend or ally and focus his attention on a target of his choice.

Aggressive Behavior (-6) : A character experiencing such behavior will act to satisfy his own needs with little regard for the feelings of others, is irritable and easily provoked. He will not back down from a fight, and may even attempt to initiate one. He will have no respect for authority, and any suggestion that he is incapable of anything will be seen as a challenge. Gee, sounds like your typical Cyberpunk character...

Irrational Fear (-10) : Anyone suffering this side effect will develop a sudden intense fear of a random object, thing, or circumstance, determined by the Game Master. The character will stop at nothing to but as much distance between himself and the object/situation he fears. If escape is impossible, he will fight like a cornered animal.

Nausea (-4) : The character must make a stun/shock save at -2 or throw up. The nausea is painful and will extend into dry heaves. For the duration the character may not safely eat or drink anything. If he attempts to eat anything, a new stun/shock save at -2 is in order. Failure indicates more vomiting.

Diarrhea (-4) : The drug causes sudden, painful, and explosive diarrhea. The unlucky soul will be unable to control his bowels for more than a few moments at a time.

Headaches (-4) : The drug causes blinding headaches. The character cannot focus on anything for long periods of time, and has trouble seeing. Loud noises and bright lights will make this side effect worse.

The Munchies(-2) : The drug with this side effect causes the user to grow really irrationally hungry. The character will eat any edible substance, and will believe that it's the best thing he's ever tasted.

Itchy (-3) : The character suffers from a terrible itchy sensation all over his body. No amount of scratching or hydrocortizone will stop the irritation. Due to trouble concentrating, the character is at -1 to all activities. Habitual users of drugs that cause itching are usually walking scabs.

Light Sensitivity (-2) : The drug dilates the pupils and induces red, bloodshot eyes. The character is at a loss in any situation involving a bright light (-2 to all actions in daylight) unless wearing sunglasses or equipped with flare compensation. Characters with cybereyes are still affected by bright lights, since this side effect focuses on the optic nerve rather than the eye itself.

Insomnia (-4) : The character cannot sleep, no matter how tired he is. Characters suffering from lack of sleep tend to be cranky and unable to concentrate. Subtract -1 from all actions until the character gets at least six hours of sleep.

Increased Pain Sensitivity (-6) : The drug makes little pains feel much, much bigger. Big pains will incapacitate the character as he writhes around in agony. While this effect lasts, the character makes all stun/shock saves at -2, and gains a -4 to resist torture.

Depression (-4) : The character becomes depressed, and doesn't feel like doing anything. Anything he attempts to do will suffer a -2 modifier, because he just doesn't really care. Severe cases of depression can cause feelings of hopelessness, and characters who are normally unstable may feel like dropping the final curtain by committing suicide.

Kidney/Liver Failure (-8) : Taking this drug will cause a user's kidneys and liver to work overtime while filtering his blood stream of the nasty substance. This can cause these organs to fail. Roll 1d10. On a roll of 1, the user's kidneys and/or liver have stopped functioning. Unless proper medical attention is sought, the character will die within twenty-four hours due to poisons running unchecked through his bloodstream.

Cold Sweats (-2) : This side effect causes the character to sweat for no apparent reason. No amount of anti-perspirant will do, since every pore on his body is working a double shift. Sweaty characters suffer no real modifications, though they may grow dehydrated or get the chills in cold or air-conditioned environments (-1 to all checks involving Reflex). Their palms will be slippery, and they will stink. Incredibly sweaty characters may also incur negative modifiers to social rolls.

Runny Nose (-2) : Users suffering from a runny nose are constantly sniffling and blowing their noses. This doesn't really help, though. Roll 1d10. On a roll of 1 or 2, the character develops a bloody nose. While having no real game effect, he will be dripping blood everywhere. It will take between three and five minutes of constant pressure to stop the nose from bleeding, but the character still has a serious case of the sniffles.

Lack of Concentration (-5) : The character cannot concentrate on any one thing for more than a couple of minutes. His mind is restlessly wandering, and he is easily distracted. For the duration, he suffers a -3 to all actions.


Not all drugs are created equal. Some are less potent than others, while some are dangerously strong. Hence, you have Drug Strength. The strength of a drug determines how powerful its effects are, how much can be taken before an overdose occurs, and how easy (or hard) they are to get hooked on if they are addictive. Drug strength can be any number between 1 and 5. The higher the number, the stronger the drug and the greater its effects. Add the number chosen for the drug's strength rating to the base difficulty.


Some drugs are addictive. Someone who is addicted to a drug is physically or mentally dependent on it. Without their drug, they cannot operate at full capacity. When a drug is used, an addiction save may be called for. This depends entirely on how addictive the drug is (see PSYCHOLOGICAL and PHYSIOLOGICAL ADDICTION). Slightly Addictive drugs require an addiction save every 1D6+4 times they are used, Mildly Addictive drugs every 1D3+2 times they are used, and Highly Addictive drugs require a roll each and every time they are used. I recommend that the GM roll this number and make a note of it secretly. That way, players will only have a general idea how many times they can take a drug safely before they're forced to roll for addiction. If such a roll is called for, the user must roll above the drug's Addiction Number. The addiction number of a drug is equal to its strength times 1.75 rounding fractions to the nearest whole number. Addiction numbers are listed below :
1   2
2   4
3   5
4   7
5   9
Once a drug has worn off (see DRUG DURATION), the addict will need to get another dose. However, he won't necessarily need one right away. The chart below details the time a user can go before he is incapacitated by his need for the drug. When the user's most recent dose has worn off, roll the requisite number of dice under NEXT DOSE to determine how long it will be before his cravings for the drug return. If at that time he doesn't get a fix, roll the number of dice under WITHDRAWAL to determine when, exactly, withdrawal symptoms will appear. It is recommended that the GM roll these values and keep them secret.
+1   1D6 Hours   5D6 Hours
+2    2D6 Hours   4D6 Hours
+3   3D6 Hours   3D6 Hours
+4   4D6 Hours   2D6 Hours
+5   5D6 Hours   1D6 Hours
Anyone attempting to kick a psychological addiction must stop taking the drug altogether. Withdrawal symptoms include -2 to all actions until withdrawal is complete (about a week or so). A strong psychological craving for the drug will remain, and a character who was once hooked may need to make a Cool roll (Resist Torture/Drugs applies) to resist the temptation if offered the drug again. Physiological addiction is much stronger and harder to break. Kicking such an addiction takes about two weeks of treatment. All of the character's physical and mental attributes are reduced by half to reflect on the severe mental and physical anguish of the process. As with psychological addiction, the character will still crave the drug, and the same Cool roll applies if he comes into temptation's way.


Users may take multiple doses of a drug, but the drug's effects will not be doubled. In fact, for each subsequent dose after the first, halve all beneficial effects the drug grants, rounding fractions down. All negative side effects are doubled, however, making this a risky proposition. For example, a drug that causes death as a side effect taken twice will cause two subsequent death saves to be made. While it may seem safe to take less powerful (and dangerous) drugs like they were M&M's, there is still the topic of Overdose.


When someone takes multiple doses of a drug, he increases his risk of becoming sick by introducing too much of the chemical into his body. If the total strength of combined drug doses is ever greater than 10 plus the character's BTM score (assume the BTM is a positive number), the character has a chance to become terribly ill from overdosing. The effects of an overdose vary greatly, depending on the drugs taken. Check the indivual Drug Effects entries to find out exactly what happens to the user of the drug. If a drug has more than one effect (ie, a drug that acts as both a Euphoric and a Stun Reducer), apply both sets of OD results.


Drug effects don't last forever. Eventually, the human body will filter out its blood supply, and normal functions will begin anew. The amount of time the drug lasts for determines the final base difficulty of the drug. Difficulty is used when a character attempts to create the drug from the raw materials. Subsequently, it also helps determine the drug's base cost per dose, since drugs that are difficult to create are usually much more expensive than drugs you can produce using Mr. Wizard's Chemistry Kit.
Short - 1D10 Minutes   x 1
Medium - 1D6x10 Minutes   x 2
Long - 1D10 Hours   x 3

To get the final difficulty number for a drug, add together the cost of its effects, its side effects, its strength, and multiply that sum by the difficulty modifier of the drug's duration. Voila! You're almost done! Remember that no drug's difficulty number can be lower than 1.


The base cost of a drug is determined by multiplying the final difficulty number by 10. The resulting number is the base cost of the drug in Eurodollars. The drug's final cost is determined by the form that it comes in.


The drug's form defines its physical characteristics and how the user will interface with it. Is it something you can smoke? Is it a pill? Do you use a syringe or an airhypo to inject it? The drug form also determines how much the final drug will cost, whether or not it can be "cut", and how fast it takes effect.
Pill, Tablet   2D6x10 Minutes   x 0.5 No
Gel Cap, Caplet   9+1D6 Minutes   x 1 No
Paper Tab   1D10 Minutes   x 1 No
Smoked, Inhaled   1D5 Turns   x 1 Yes
Powdered, Snorted   1D2 Minutes   x 1 Yes
Injected   1D5 Turns   x 1.5 Yes
Liquid   1D10 Minutes   x 1.5 Yes
Derm, Slap Patch   10+2D10 Seconds   x 2 No
Contact   1D5 Turns   x 2.5 No


Pill, Tablet : This is your typical pill. It comes in all shapes, sizes, and colors. Pills are generally chalky and taste bad unless coated. They are the cheapest form of drug administration since they take a horribly long time to go into effect.

Gel Cap, Caplet : This includes drugs that are specially coated for ease of swallowing, and that are time-released for a quicker effect than tablets. Most people prefer this form to tablets.

Paper Tab : A paper tab is a piece of paper that has been soaked in a concentrated liquid drug and then dried. The user places the tab onto his tongue and sucks on it until the drug takes effect. This form of drug has always been a popular way of administering hallucinogens like LSD.

Smoked, Inhaled : These drugs come in a form that is easily burnt. The smoke or fumes produced are then inhaled directly through a device, usually a pipe. Sometimes, tobacco or cigarettes are soaked in a liquid drug and then dried and smoked.

Powdered, Snorted : Powdered drugs which are snorted make their way to the lungs, sinuses, and mucus membranes where they are absorbed by the body. This form of use is less offensive to some than smoking, but it also takes a little longer for the drug to take effect.

Injected : Most injected drugs are concentrated liquids designed for direct entry into the bloodstream. Some start out as powdered drugs, but are liquified in a process known as "free basing". Some people prefer this method of using, and will pay the extra cash to avoid the risks of free basing the product themselves.

Liquid : Liquid drugs are usually swallowed like a drink. Some can be mixed with normal soft drinks or fruit juices to cut the taste, though some are designed to be quite tasty all by themselves. While it may take the drugs longer to take effect, this is by far one of the most comfortable methods of imbibing.

Derm, Slap Patch : An adhesive sticker which is placed apon the skin, and the dose of the drug is then absorbed. Derms are convenient to use, easy to transport, and, if sealed in plastic, they have a good shelf life. However, the adhesive can irritate sensitive skin and cause an itchy rash.

Contact : Contact drugs are absorbed directly by the skin, almost instantly. They are usually hard to keep for long periods of time, as they are unstable and "go bad" quickly. However, they are the easiest and most comfortable way to adminster drugs (or poisons) to yourself or an unsuspecting victim.


Drugs are "cut" for any number of reasons. Most powdered drugs are already cut with an inactive substance, since they would be far too powerful (and possibly deadly) if they weren't toned down. However, sometimes unscrupulous dealers want to make their stock last a lot longer, so they cut it down and charge normal price. It is up to the individual user to check the quality of the dope he buys. A drug that is cut loses strength equal to the percentage it is cut by. For example, a strength 4 euphoric that has been cut 25% with baby laxative will have a relative strength of 3, as opposed to 4 (its potency is reduced by 25% of the original STR). If cut 50%, it will only have a STR of 2, and so on.


Multiply the base Euro cost of the drug by the drug form cost multiplier to find the drug's final cost per dose. This is an average price, based on the price of materials used and man-hours of work involved. Dealers will charge what the market will bear, however, and price increases during shortages and police crackdowns are all too common. On the up side, drugs which have a very low demand will cost significantly less.


Attribute Increase 20   Psychologically Addictive -4/-8/-12
Antidote 15   Physiologically Addictive -5/-10/-15
Enhanced Perception 15   Sterility -8
Increased Healing Rate 15   Carcinogenic -10
Increased Endurance 10   Nerve Degeneration -15
Pain Negation 10   Possible Attribute Loss -8
Stun Reducer 10   Death -15
Hallucinogen 10   Reduced Attribute -5
Aphrodesiacs 10   Tremors -2
Contraceptive 10   Hallucinations -5
Antibiotic 10   Sleepy -4
Coagulant 10   Paranoia -5
Anticoagulant 10   Delusions -5
Euphoric 5   Psychotic Rage -10
Depressant 5   Aggressive Behavior -6
Soporific 5   Irrational Fear -10
      Nausea -4
DRUG STRENGTH Cost   Diarrhea -4
Strength +1 1   Headaches -4
Strength +2 2   The Munchies -2
Strength +3 3   Itchy -3
Strength +4 4   Light Sensitivity -2
Strength +5 5   Insomnia -4
      Increased Pain Sensitivity -6
DURATION Multiplier   Depression -4
Short - 1D10 Minutes x 1   Kidney/Liver Failure -8
Medium - 1D6x10 Minutes x 2   Cold Sweats -2
Long - 1D10 Hours x 3   Runny Nose -2
      Lack Of Concentration -5

Total Difficulty = Effects + Side Effects + Drug STR x Duration Multiplier

Base Cost = Total Difficulty x 10 Eurodollars

Final Cost = Base Cost x Cost Multiplier (see DRUG FORMS)

On To Ocelot's Drug Lab Addendum