TEXT:  
  Presents: 
  Alchemy Unlimited 
  Rules for Magical Narcotics Use and Creation 
  Written by Seth Skorkowsky 
  This is just one of many articles for the  
  Interlock Unlimited System you can find on 
  Datafortress 2020, the largest, most comprehensive 
  Cyberpunk 2020 site in the world. 
  Visit it at: 
  http://datafortress2020.oliwy.net/ 
  UPDATED 04/30/2013 
   
  
  1 
   
  What is Alchemy Unlimited? 
  Alchemy Unlimited is a companion book to Drug Lab Unlimited 
  which brings in the element of magic to an Interlock Unlimited 
  setting.  The following rules are to be used in conjunction with the 
  Drug Lab rules.  For simplicity, many of the examples given below 
  are describing potions, however the actual form of the magical 
  drug may be in any form available in Drug Lab Unlimited.  As 
  with Interlock Unlimited, the creator must possess a Chemistry 
  (Alchemy) skill of 4 and Med. Pharmaceuticals (Med. Apothecary) 
  skill.  Magical drugs also require an Arcane Lore of at least 4. 
   
  A Note Regarding Magic Drugs: 
  When using Alchemy Unlimited as well as Arcane Unlimited, 
  there becomes two distinct way of creating magical potions, salves, 
  pills, powders, etc..  
   
  Magically Created Drugs 
  The first method is done by a spell caster using the Bestow Magic 
  spell.  The key points to drugs made this way are: 
   
  1. ) The power imbued is restricted to spells, skills, and Stats 
  the caster is capable of bestowing normally. 
  2. ) The onset time for a drug created this way is 
  instantaneous. 
  3. ) This potion may be made from any consumable liquid 
  the caster chooses (water, whisky, Kool-Aid, etc.) since 
  the power is an enchantment 
  4. ) A user choosing to drink only a portion of a potion will 
  only receive the effect as if the power was cast at 
  whatever percentage consumed.  For example: Drinking 
  half of a potion of Regeneration that was created at 8th 
  level of enchantment will act as potion created at 4th 
  level, but for the full effect of a 4th level enchantment.  
  The same potion can be consumed as four 2nd level 
  Regeneration potions, etc. 
  5. ) The potion is identifiable by a caster using Sense Power 
  the same as any other enchanted item. 
   
  Alchemist Created Drugs 
  The second method is done by an Apothecary that mixes 
  ingredients to create the desired effect.  An Apothecary does not 
  need to be a spell caster, but does require an Arcane Lore skill of 4.  
  The key points to Alchemist Potions are: 
   
  1. ) The power imbued is from the potion's creation through 
  alchemy.  The creator only needs the ingredients, lab, and 
  recipe. 
  2. ) The onset time for a magical drug depends on how it is 
  taken and the drug itself. 
  3. ) The way the potion appears is not entirely up to the 
  creator. While the Alchemist may try to alter the 
  appearance, DM has final ruling. 
  4. ) A user choosing to drink only a portion of a potion will 
  only receive the effect of whatever percentage taken.  See 
  Drug Cutting rules in Drug Lab Unlimited. 
  5. ) The potion is identifiable by a caster using Sense Power 
  but also by an Apothecary, providing they have a lab. 
   
  Let’s Jump Right Into It, Shall We? 
  When creating a drug, you must ask some questions :  What do you 
  want this alchemical creation to do, how much do you want it to 
  cost, how difficult is it to make? 
   
  The contents of this supplement deal strictly with potions/drugs 
  made by an Alchemist. 
   
  DRUG EFFECTS - 
  Below are listed certain drug effects, what happens if you OD (see 
  OVERDOSE) while taking one.  Note that a drug effect can only 
  be bought ONCE. 
   
  Acid / Flame Tongue (Difficulty 25) 
  This drug allows the user to spit forth a stream of acid or fire 
  (determined by creator).  The stream is 10 meters long per strength 
  of the drug.  It causes 2D6 for the first round and 1D6 and 1D6/2 
  for the following two rounds, for every drug strength level.  Like a 
  flamethrower, the stream can be swept between points, using the 
  Scatter Diagram for a miss.  To-Hit is determined by user’s REF + 
  Drug Strength + 1D10.   
   
  Acid Damage: Armor protects normally, but SP are eaten 
  away at 1SP/hit.  Once armor is eaten through, remaining 
  damage goes to target. 
  Fire Damage: Hard armors protect normally.  Soft 
  armors must be >15SP to protect the target, and are 
  damaged 2pts/hit.  BTM does not reduce burn damage. 
   
  The power is fully expended when the stream is spit, but the user 
  has until the end of the drug’s duration to spit it.  If the user does 
  not expend the power, the drug erupts in their stomach for the 
  normal damage. 
   
  OD: Overdosing on Acid/Flame Tongue will cause the user to 
  make an immediate Resist Torture Drugs (DC 10 + total strength 
  of all doses ingested).  Success means they become violently ill 
  and vomit the full amount taken.  Use Scatter Diagram to 
  determine where stream goes.  Failure means the drug erupts inside 
  them. 
   
  Armor Plated. (Difficulty 20) 
  This drug creates a tough chitinous exoskeleton on the user.  The 
  armor is 5SP for every level of the drug strength and is considered 
  a layer for stacking purposes.  At strength 4 the armor is +1EV, 
  and at strength 5 it is +2 EV. 
   
  OD:  Overdosing on Armor Plated will cause the plates to fuse, 
  inferring an additional +4EV for REF and MA. 
   
  Armor Skin (Difficulty 15) 
  This causes the user's skin to thicken into a natural armor. The 
  armor is 4 SP for every level of drug strength.  The armor is 
  considered soft and does not affect encumbrance unless it is being 
  added to any existing SP the user's skin already has.  If so, it 
  counts as a layer. 
   
  OD:  Overdosing on Armor Skin will cause the user's skin to 
  become a thick callous, resulting in -1 ATR and -1REF.  The 
  callous will peel off in 1D6 days. 
   
  Darksight (Difficulty 10) 
  This drug enhances the user’s vision to see in low-light conditions, 
  even in total darkness.  For every point of the drug’s strength, 
  reduce the penalty for blindness (-5) by 1 point.  The user sees in 
  black and white. 
   
  OD: an overdose of Darksight causes the target to become 
  extremely susceptible to light for 1D10 hours.  Anything brighter 
  than an ember will require a Stun Save as if by a Flash Grenade.  
  Anything as bright as the sun can cause permanent blindness.   
   
   
  
  2 
   
  Change Form (Difficulty 15) 
  This drug allows the user to change into a different person, 
  humanoid, or animal.  The form will be of a specific being and 
  requires a portion of that being (hair, skin, nail clippings, etc) to be 
  added to the drug at its creation.  Once taken, the user becomes a 
  physical duplicate of the original being impersonated. Creatures 
  that are not animal-organic (elementals, gaseous creatures, 
  constructs, etc) cannot be copied, and meta/magic properties 
  cannot be mimicked.  The new form must be capable of physical 
  speech if the user wishes to talk (most animals cannot speak). The 
  effects only change the user and not the user’s clothes or items.  
  The user can change size up to 1 size increment up or down (see 
  Interlock Unlimited Core Rules chart).   If the user is trying to 
  impersonate a person or creature, they receive a +2 to their 
  Disguise for every level of the drug.  However if they are not 
  familiar with the subject being impersonated and do not know their 
  speech patterns, ticks, mannerisms, they receive only +1 per drug 
  strength.  While the drug does change the user’s scent and voice, it 
  does not change their aura. 
   
  OD:  overdosing on Change Form drug causes the user’s body to 
  morph uncontrollably for 1D10 minutes.  The rapid changing is 
  exhausting and requires a stun/shock save every minute. 
   
  Eldritch Renewal (Difficulty 15) 
  Once this drug takes effect it will immediately renew 2 points of 
  Eldritch Reserve for every point of drug strength.  Even though the 
  magical effects are instantaneous, the drug’s duration must still be 
  taken into account for possible overdose. 
   
  OD:  Overdosing on this drug means that the caster’s ability to 
  renew has been taxed to the breaking point.  They must make a 
  Very difficult (25) Resist Torture/Drugs or lose 1 point of Cool for 
  1D3 days. 
   
  Environmental Adaptation (Difficulty 10) 
  Environmental Drugs help the user acclimate to an extreme hot or 
  cold environment.  Cold Adaption drugs lower a user’s chances of 
  hypothermia by 15% per point of drug strength.  Heat Adaption 
  drugs lower the user’s chance of heatstroke by 15% per strength 
  point.  See Interlock Unlimited Core Rules for environmental 
  rules.  
   
  Fly (Difficulty 15) 
  This drug allows the user to fly through the air and hover.  The 
  user will have a flying MA of 5 per drug level. 
   
  OD:  Overdose of this drug causes extreme vertigo, requiring the 
  user to make a stun/shock save every round that they move or 
  become violently ill from dizziness.  The effect lasts for 1D6 
  hours. 
   
  Grow/Shrink (Difficulty 20) 
  These drugs will cause the user to either grow or shrink one size 
  increment (see Interlock Unlimited Core Rules chart) per strength 
  level. Growing and shrinking bestow the effects listed in the chart. 
  It takes one round per increment to increase or decrease in size. 
  Any non-living items worn will not change size with the user 
  unless the drug is taken as a sprinkled, dust, candle, or incense.  It 
  takes one round per increment to increase or decrease in size. 
     
  OD: The drug goes horribly awry and growth/shrinking is not 
  uniform.  User rolls 1D10.  Under 4 means no apparent 
  abnormality. Every point above 4 indicates one random body 
  location that is not grown/shrunk. 
   
  Healing (Difficulty 15) 
  Once this drug takes effect it will immediately heal 1 point of 
  damage for every point of drug strength.  Even though the magical 
  effects are instantaneous, the drug’s duration must still be taken 
  into account for possible overdose. 
   
  OD:  Too much healing drugs in the system will cause the body to 
  go into overdrive, trying to heal wounds that may or may not exist.  
  User must make a Mortal 0 save or die. 
   
  Imbue Skill (Difficulty 20) 
  These drugs can bestow  a specific skill (but not special ability) to 
  the user.  The level of the skill is the same as the drug’s strength 
  level.  Users operate at the skill level of the drug or their own skill 
  (if they possess it) whichever is higher.  The effects do not stack 
  onto existing skills and any use of the bestowed skill will not give 
  the user any IP in that skill.  The alchemist creating the drug must 
  know the skill and at the appropriate level in order to make the 
  drug. 
   
  OD:  overdosing on these drugs causes the user’s mental pathways 
  to short.  They must roll a Stun Save (-1 for every drug level).  If 
  the user fails, they will lose 1 level in that skill if they already had 
  it.  If they do not have the skill, they will never be able to learn it 
  and must use more drugs or other magic if they want to use it 
  again. 
   
  Increased Eldritch Reserve Recovery (Difficulty 20) 
  This drug increases the speed at which a spell caster recovers 
  Eldritch Reserve points per hour.  For every strength level of the 
  drug, the user will recover an additional number of eldritch points 
  per hour equal to the Wielding level. 
   
  OD:  On overdose on this drug requires the user  to roll a  Difficult 
  (20) Resist Torture Drugs check.  Failure results in halving their 
  normal Eldritch Reserve recovery rate for 1D6 days. 
   
  Invisibility (Difficulty 20) 
  This drug makes the user invisible to the normal spectrum, save a 
  slight distortion (+2 per drug strength to user’s Stealth).  They are 
  more visible to thermograph, infrared, and ultraviolet vision (+1 
  per drug strength to user’s Stealth).  They are still fully visible to 
  creatures on the Astral Plane because the invisibility is achieved by 
  partially shifting the user to that plane. If the drug in physically 
  taken (ingested, smoked, injected, etc.) only their body is invisible 
  and not their clothing or items.  If the drug form is applied 
  (incense, candle, dust) the user and the items he is holding or 
  wearing at the moment of drug onset will become invisible.  Any 
  items picked up afterwards will be visible and seen as if floating in 
  the air.  Any invisible items that leave the user’s possession will 
  immediately become visible again, though the user will not unless 
  they physically contact a living being.  If the user is in in water or 
  precipitation, the Stealth modifier drops by half. 
   
  OD:  An overdose causes the rift between the astral and material 
  planes to disrupt.  They must roll 1D10. 1-5 means they are 
  dropped back into the material world.  6-10 drops them fully into 
  the astral plane.  In either case the user is stunned for 1D6 rounds.  
   
   
   
  
  3 
   
  Jump (Difficulty 10) 
  This drug allows the user to increase the distance and length they 
  can leap or jump.  For every point of drug strength the user can 
  leap an additional distance of 5 meters and a height of 2 meters. 
   
  OD: an overdosing character develops painful leg cramps and must 
  roll a Resist Torture drugs roll every round the character moves 
  (DC = 2 x meters moved) or their leg muscles will lock for 1D6/2 
  hours. 
   
  Love (Difficulty 15) 
  Love drugs cause the user to feel a deep emotional and sexual 
  obsession with another being.  Normally the target of infatuation is 
  the first person the user sees once the drug effects begin, but an 
  apothecary can also mix the drug to attract the user to a specific 
  target (+5 Difficulty).  The alchemist will need a piece of the target 
  of infatuation (hair, skin, nail clipping, etc…) for this version.  For 
  each point of Strength the user has a -1 against any EMP based 
  skills used by the Target.  The user will also have to make an 
  Average (15) Resist Torture/Drugs (+1 for every point of drug 
  strength) to not become hostile toward others that the user might 
  see as a competitive ‘threat’ to the target’s affections. 
   
  OD:  An overdose of Love drugs is like causes a euphoric feeling 
  where the user will become attracted and obsessed with everyone 
  they come in contact with for 1D6 hours. 
   
  Luck (Difficulty 15) 
  This drug is the same as Attribute Increase, but increases the user’s 
  LUCK stat by +1 for every point of the drug’s strength. 
   
  OD: If an overdose occurs, roll 1d10. On a roll of 1-5, you have 
  lost a point of LUCK, permanently. 
   
  Magic Resistance (Difficulty 15) 
  This drug gives the user a +1 per strength level when resisting 
  against the effects of Magical, Supernatural, Psionic, or Mata-
  Power abilities or items.  If the power does not normally allow a 
  resistance roll, the user is allowed one, but with no drug strength 
  modifier.  If the power is resistible for half-effect, the user is 
  allowed 2 resist checks (one for each half of total effect) and is 
  allowed the drug strength modifier for both rolls. 
   
  OD:  an overdose of this drug causes the user to become hyper-
  sensitive, even allergic, to magic.  They must roll an unmodified 
  Difficult (20) Resist Torture/Drugs roll or incur a permanent -1 
  when resisting magic permanently. 
   
  Mind-Reading (Difficulty 15) 
  Mind reading drugs allow the user to hear the surface thoughts of a 
  target.  The target has a Very Difficult (25) Awareness (+1 
  difficulty per drug strength) to detect the psychic eavesdropper.  
  They may choose to eject the user form hearing their thoughts on 
  an Average (15) Resist Torture Drugs (+1 difficulty per drug 
  level).  The user can not mentally communicate with the target or 
  probe for more than surface thoughts.  The user does receive a +1 
  Interrogation and +2 Human Perception for every point of drug 
  strength.  
   
  OD:  An overdose of this drug opens a tidal wave of psychic 
  thoughts that mentally deafens the user.  The user must make a 
  Stun save -2 or fall into a cataleptic state for 1D6 hours. 
   
   
  Psychic Bond (Difficulty 20) 
  This drug creates a psychic link between the user and one other 
  intelligent target per drug level.  The target can resist the bond with 
  an Average (15) Resist Torture/Drugs (+1 per drug level).  The 
  bond allows the user and the targets to communicate telepathically.  
  If one person in the link dies or suffers intense pain, all other 
  members of the link must make a Stun save. Failure indicated 
  unconsciousness for 1D6 rounds.  The user must be able to see the 
  target to form the bond, but once formed they no longer must 
  maintain sight. 
   
  OD: An overdose on this drug causes the user to lose himself in the 
  psychic chain.  They must make a Difficult (20) Resist 
  Torture/Drugs roll or become a mindless puppet to a random 
  member of the bond chain.  The master can give command which 
  the user will obey without question. 
   
  Quicken (Difficulty 25) 
  This drug increases the users Reaction Total (RT) by 5 and their 
  Initiative roll by +1 for every strength level.   
   
  OD:  An overdose will cause the user’s nervous system to 
  overload, requiring a stun/shock save.  Failure indicates one level 
  of Initiative lost permanently. 
   
  Regeneration (Difficulty 20) 
  This drug increases the users healing rate to 1 point per drug 
  strength a minute for the duration of the drug’s effect.  The user 
  can also regrow lost limbs at the rate of one body location 
  (forearm, wrist, hand, etc.) every 10 minutes. 
   
  OD: The user’s body begins trying to heal non-existent wound or 
  regrow limbs that are not missing.  The user makes a Mortal 4 
  Save.  Failure indicates death due to internal growths.  Success 
  means that the user begins growing a new limb or head from a 
  random body location.  Roll body location chart to determine how 
  far down the new limb begins growing.  A new arm might only be 
  a hand or it might start at the shoulder and grow all the way into a 
  hand.  Unless a new head begins growing with a neck, the new 
  head will only be 1 portion (eye, ear, mouth). The new growth is 
  permanent.  GM will determine if the new limb is functioning. 
   
  Speed (Difficulty 20) 
  This drug increases the user’s Movement Allowance by +3 for 
  every strength level for the drug’s duration. 
   
  OD:  An overdose of Speed can cause an overload of the user’s 
  cardiovascular system, requiring an immediate Mortal save.  
  Failure indicates the user’s heart and veins literally burst. 
   
   
  Tongues (Difficulty 10) 
  This drug allows the user to speak and understand other languages 
  and to communicate with other intelligent beings.  At strength 3 it 
  allows the user to speak with creatures that do not use language 
  (such as animals) but only so at an intelligence level and 
  perspective of the creature being spoken to.  At strength 5 the drug 
  allows the user to speak with plants, though the conversation will 
  be extremely limited and possibly very difficult. 
   
  OD:  Overdosing on this drug causes the user to speak only in 
  incoherent babble for  1D10 hours. 
   
   
  
  4 
   
  Water Breathing (Difficulty 15) 
  This drug allows the user to breathe water like a fish and handle 
  the pressure of deep water.  At Strength 1 the user can withstand 
  10 meters of depth pressure with no adverse effect.  At Str 2 is is 
  20 meters.  At 3 it is 40 meters, at Str 4 it is 80 meters, and at Str 5 
  160 meters.  Users do not suffer risk of ‘the bends,’ but are still 
  subject to penalties form cold, darkness, movement, and 
  underwater combat.  
   
  OD:  An overdose on this drug must make a Very Difficult (25) 
  Resist Torture/Drugs roll.  Failure results in effects the same a 
  nitrogen narcosis (see Interlock Unlimited Core Rules chart). 
   
  DRUG FEATURES 
  Drug Features are beneficial modifications that can be worked into 
  drugs. They add a significant amount of difficulty, but the benefits 
  they grant are sometimes worth it. Difficulty Cost Modifiers are 
  listed in parentheses. Note that a drug feature can only be taken 
  once per drug. 
   
  Faster Onset (Cost Modifier +5) 
  When the drug is taken, roll the Time to Effect and then half the 
  result. 
   
  Instant Onset (Cost Modifier +10) 
  The drug effects begin within one second from when dose is taken. 
   
   
  TIMED SIDE EFFECTS  
   
  Eldritch Drain (Cost Modifier -5) 
  The user’s Eldritch Reserve is lowered to zero and replenishes at 
  half the normal rate. 
   
  Lowered Eldritch Reserve (Cost Modifier -3) 
  The user’s Eldritch Reserve is drained 2 points per drug strength 
  level.  Points will replenish normally once effects wear off. 
   
  Smoking (Cost Modifier -2) 
  A faint stream of smoke will rise from a part of the user’s body 
  (nose, ears, mouth, etc.).  The smoke is harmless but may make 
  hiding or social situations a bit awkward. 
   
  Temporary Possession (Cost Modifier -8) 
  The user must make a Difficult (20) Resist Torture/Drugs save or 
  they are possessed by a foreign entity that takes complete control 
  of their body.  Once the entity leaves, the user must roll under their 
  INT (-1 for every point of drug strength) to remember anything 
  they might have done while possessed.  The entity may or may not 
  be evil, but taking control of a helpless victim isn’t exactly 
  benevolent. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  DRUG LEGALITY 
   
  Magical 
  Depending on the setting magical drugs may or may not be legal.  
  However because magical drugs add an element of fantastical 
  abilities, there is a price markup.  Whether this increase is 
  government taxes or gouging apothecaries is up to the GM. Any 
  price increase due to specific drug legality should be in addition to 
  the markup for being magical. 
   
  DRUG LEGALITY 
  PRICE MULTIPLIER 
  Legal/Common 
  x1 Dollars 
  By Prescription Only 
  x5 Dollars 
  Type C Illegal 
  x5 Dollars 
  Type B Illegal 
  x7.5 Dollars 
  Type A Illegal 
  x10 Dollars 
  Magical 
  x10 Dollars 
  Experimental 
  x25 Dollars 
   
  DRUG FORM DESCRIPTIONS 
   
  INCENSE 
  These drugs are infused into a nugget of incense that must be 
  ignited in then and burned within two meters of the user.   The 
  drug effects begin once the incense is fully burned.     
   
  CANDLE 
  These drugs are infused into a candle that when lit radiates a 2 
  meter aura.  The candle will burn for the duration of the drug effect 
  and if the user leaves the area or the candle burns out, the effects 
  cease. 
   
  DUST 
  These drugs are sprinkled over the user, effecting both them and 
  their clothing and items.  Think of Fairy Dust form Peter Pan. 
   
  NON-INGESTIBLE CHEMICALS 
   In magical settings there are several other mixtures that an 
  alchemist can produce that are not drugs.  Creating these mixtures 
  requires a Chemistry (Alchemy) skill check and an Arcane Lore 
  Skill of 4 but not Med-Pharmaceuticals (Med-Apothecary).  Lab 
  rules and costs still apply for producing these mixtures.  
  Alchemists use Chemistry (Alchemy) instead of Med-
  Pharmaceuticals for creation rolls. 
   
  Arcane Ink 
  Difficulty 15 
  Arcane ink is a specially designed ink that spell casters and sages 
  use to inscribe Books of Arcane Lore and other writings.  The ink 
  may be of any color including metallic.  
   
  Dragon Breath 
  Difficulty 25 
  Dragon breath is an extremely unstable oil that ignites on fire when 
  in contact with oxygen.  A 500ml vial can be thrown like a 
  Molotov cocktail (1 meter area. 3D6 damage).  It can also be 
  coated onto weapons, allowing an additional 1D6/2 fire damage for 
  every 1D6 of normal damage caused by the weapon.  A 500ml vial 
  of dragon breath holds enough oil to coat 5 ultra-light weapons or 
  arrowheads, 4 light weapons, 3 medium weapons, 2 heavy 
  weapons, and 1 very heavy weapon.  The oil burns for 3 rounds.  A 
  careful character using a special lamp can burn a vial for 6 hours. 
  
  5 
   
  Eldritch Oil 
  Difficulty 15 
  As found in Arcane Unlimited, Eldritch Oil is a conduit spell 
  casters use for creating magical items, consecrating a focus, or in 
  other arcane ceremonies.  Eldritch Oil is highly flammable and 
  burns with a greenish white fire.  Drinking a vial requires a Resist 
  Torture/Drugs save of 15 or higher or will make the character sick 
  for 1D6 hours and -1 REF.  
   
  Iron Glue 
  Difficulty 20 
  Iron Glue is a powerful adhesive that when adhered between two 
  objects requires a Difficult (20) Strength Check to separate.  At 1 
  minute the bond requires a Very Difficult (25) Strength check and 
  at one hour requires and Nearly Impossible (30) Strength check.  A 
  30ml (1oz) dose covers 0.3 square meters (1ft). 
   
  Liquid Light 
  Difficulty 10 
  Liquid light is a chemical that once shaken will emit light like a 
  candle, a hard shake will cause it to glow as bright as a torch, but 
  for half the duration.  The liquid remains cool to the touch.  The 
  light can be any color the Alchemist chooses, including ultraviolet.  
  A standard 500ml vial will glow for 2 hours.  For difficulty 15 to 
  create, the duration can be doubled to 4 hours, and for Difficulty 
  20 it can be lengthened to 8 hours.  If ingested, the character must 
  roll a Resist Torture Drugs roll higher than the creation Difficulty 
  or suffer colorful and uncontrollable diarrhea for the next 1D6 
  hours. 
   
  Lunar Ink 
  Difficulty 15 
  Lunar in is a special kind of writing ink that, when written, will 
  only be visible under the light of the moon.  Under the moon’s 
  light the ink will glow.  At difficulty 25 there is an ink that will 
  only glow under the light of the moon at a specific lunar phase. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  APOTHACARY LAB QUICK REFERENCE CHARTS 
  DRUG EFFECT 
  Cost 
  DRUG EFFECT 
  Cost 
  Acid/Flame Tongue * 
  25 
  Antibiotic 
  10 
  Anticoagulant 
  10 
  Antidote 
  15 
  Aphrodisiac 
  10 
  Armor Plated * 
  20 
  Armor Skin *  
  15 
  Attribute Increase 
  20 
  Change Form * 
  15 
  Coagulant 
  10 
  Contraceptive 
  10 
  Darksight * 
  10 
  Depressant 
  5 
  Eldritch Renewal * 
  15 
  Enhanced Perception 
  15 
  Environmental Adaptation * 
  10 
  Euphoric 
  5 
  Fly * 
  15 
  Grow/Shrink * 
  20 
  Hallucinogen 
  10 
  Healing * 
  15 
  Hypnotic 
  15 
  Imbue Skill * 
  20 
  Increased Eldritch Reserve 
  Recovery * 
  20 
  Increased Endurance 
  10 
  Increased Healing Rate 
  15 
  Invisibility * 
  20 
  Jump * 
  10 
  Love *  
  15 
  Luck * 
  15 
  Magic Resistance * 
  15 
  Mind-Reading * 
  15 
  Pain Negation 
  10 
  Psychic Bond * 
  20 
  Quicken * 
  25 
  Regeneration *  
  20 
  Speed * 
  20 
  Soporific 
  5 
  Stun Reducer 
  10 
  Tongues * 
  10 
  Toxin:  Bio 
  10 
  Toxin: Neuro 
  15 
  Water Breathing * 
  15 
   
   
  DRUG FEATURE 
  Modifier 
  DRUG FEATURE 
  Modifier 
  Faster Onset * 
  +5 
  Instant Onset * 
  +10 
  Lessened Withdrawal 
  Symptoms 
  +10 
  Longer Duration 
  +10 
  Timed Duration 
  +10 
   
   
  UNTIMED SIDE EFFECT Modifier UNTIMED SIDE EFFECT 
  Modifier 
  Addiction Tolerance 
  -4 
  Carcinogenic 
  -10 
  Cardiac Arrest 
  -12 
  Coma 
  -10 
  Death 
  -15 
  Genetic Damage 
  -6 
  Nerve Degeneration 
  -15 
  Nightmares 
  -6 
  Permanent Sense Loss 
  -6 
  Physiologically Addictive 
  -5/-10/-15 
  Possible Attribute Loss 
  -8 
  Psychologically Addictive 
  -4/-8/-12 
  Severe Withdrawal 
  Symptoms 
  -6 
  Sterility 
  -8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  6 
   
  TIMED SIDE EFFECT 
  Modifier 
  TIMED SIDE EFFECT 
  Modifier 
  Acne 
  -2 
  Aggressive Behavior 
  -6 
  Bad Breath 
  -2 
  Bloodshot Eyes 
  -2 
  Cold Sweats 
  -2 
  Constipation 
  -2 
  Cowardice 
  -6 
  Dandruff/Eczema 
  -2 
  Dehydration 
  -2 
  Delusions 
  -5 
  Depression 
  -4 
  Diarrhea 
  -4 
  Difficult Respiration 
  -6 
  Diuretic 
  -2 
  Dizziness 
  -5 
  Easily Bruised 
  -2 
  Eldritch Drain * 
  -5 
  Excessive Salivation 
  -2 
  Flatulence 
  -2 
  Hair Loss 
  -2 
  Hallucinations 
  -5 
  Headaches 
  -4 
  Heartburn/Acid Indigestion 
  -2 
  Hives 
  -4 
  Impotence/Frigidity 
  -2 
  Internal Bleeding 
  -4 
  Irrational Fear 
  -10 
  Itchy 
  -3 
  Kidney/Liver Failure 
  -8 
  Lack of Concentration 
  -5 
  Light Sensitivity 
  -2 
  Loss of Appetite 
  -2 
  Loss of Inhibition 
  -4 
  Lowered Eldritch Reserve * 
  -3 
  Memory Loss 
  -4 
  Nausea 
  -4 
  Numbness 
  -4/-6 
  Paralysis 
  -6 
  Paranoia 
  -5 
  Psychotic Rage 
  -10 
  Reduced Attribute 
  -5 
  Reduced Awareness 
  -6 
  Ringing In Ears 
  -2 
  Runny Nose 
  -2 
  Sense Reduction 
  -4 
  Sexual Arousal 
  -4 
  Sleepy 
  -4 
  Smoking * 
  -2 
  Strange Skin Pallor 
  -2 
  Suicidal Tendencies 
  -5 
  Technicolor Excreta 
  -2 
  Temporary Possession * 
  -8 
  The Munchies 
  -2 
  Tremors 
  -2 
  Water Retention 
  -2 
  Weight Gain 
  -2 
  Note : All timed side-effects can be bought as “Possible Side 
  Effects” at half cost. 
  DRUG STRENGTH 
  COST 
  DURATION 
  MULTIPLIER 
  Strength +1 
  1 
  Short - 1D10 Minutes 
  x1 
  Strength +2 
  2 
  Medium - 1D6×10 Minutes 
  x2 
  Strength +3 
  4 
  Long - 1D10 Hours 
  x3 
  Strength +4 
  8 
   
   
  Strength +5 
  16 
   
   
  DRUG LEGALITY 
  PRICE MULTIPLIER 
  Legal/Common 
  x1 Dollars 
  By Prescription Only 
  x5 Dollars 
  Type C Illegal 
  x5 Dollars 
  Type B Illegal 
  x7.5 Dollars 
  Type A Illegal 
  x10 Dollars 
  Magical 
  x10 Dollars 
  Experimental 
  x25 Dollars 
   
   
   
   
   
   
   
  DRUG 
  FORM 
  TIME TO EFFECT 
  COST MULTIPLIER 
  CAN 
  IT BE 
  CUT? 
  Pill, Tablet 
  2D6×10 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 
  Incense * 
  10 + 1D10 Minutes 
  X1 
  No 
  Candle * 
  1D3 Turns 
  X1 
  No 
  Dust * 
  1D5 Turns 
  X1 
  Yes 
  * Denotes Alchemy Unlimited  
  EQUATIONS 
  Total Difficulty = Effects + Side Effects + Drug STR x Duration 
  Multiplier 
  Base Cost = Total Difficulty x Legality Multiplier  
  (see VARIABLE DRUG COSTS) 
  Final Price = Base Cost x Price Multiplier (see DRUG FORMS) 
   
  MANUFACTURING: 
   Fixed Cost = Total Difficulty x 20 
  Batch Cost = Total Difficulty x 5 x Price Multiplier  
  (see DRUG FORMS) 
  # of Doses Per Batch = Chemistry Level + Pharm Level + 2D6 
  Time to Produce = (Total Difficulty) hours 
  Lab Type 
  Cost 
  Build 
  Difficulty 
  Hours to 
  Assemble 
  Batches at a Time 
  Basic 
  $100 
  15 
  1 
  1 
  Moderate 
  $1,000 
  15 
  5 
  2 
  Advanced 
  $5,000 
  20 
  20 
  5 
  Sophisticated 
  $25,000 
  25 
  180 
  8 
  Lab Type 
  Drug Level 
  1-10 
  Drug Level 
  11-20 
  Drug Level 
  21-30 
  Drug Level 
  31+ 
  Basic 
  +0 
  -5 
  n/a 
  n/a 
  Moderate 
  +1 
  +0 
  -5 
  n/a 
  Advanced 
  +3 
  +1 
  +0 
  -5 
  Sophisticated 
  +5 
  +3 
  +1 
  +0 
   
  Non-Ingestible Chemicals 
  Arcane Ink * 
  15 
  Iron Glue * 
  20 
  Dragon Breath * 
  25 
  Liquid Light * 
  10 
  Eldritch Oil * 
  15 
  Lunar Ink * 
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  7 
   
   
  Written By Seth Skorkowsky, Images by Deric Bernier 
   
  For more of the best Interlock Unlimited goodness available, go to 
   
   
  http://datafortress2020.oliwy.net 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Datafortress 2020 - Interlock Unlimited - Alchemy Unlimited.pdf