TEXT:  
  Presents: 
  Drug Lab Unlimited 
  Advanced Rules for Narcotics Use and Creation 
  Written by Gary Ostlelford for Cyberpunk 2020, (ocelot@cox.net), 
  Edited for Interlock Unlimited by Deric Bernier  (droc@mc2k.com), 
  Additional materiel 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 02-10-12 
   
  
  DRUG LAB 101 
   
  DRUG CREATION 
   
  Let’s Jump Right Into It, Shall We? 
  When creating a drug, you must ask some questions : 
  1. ) What does the drug do? What benefits does the drug 
  grant the user? Why would anyone want to take such a 
  drug? 
  2. ) What sorts of negative side effects are there? 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. ) Is the drug illegal, or can you buy it at any drug or liquor 
  store? 
  6. ) 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 characters 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 16 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 and use it as if it were positive 
  (drugs that really mess you up aren’t all that easy to make, either).  
  If the base difficulty is less than 10, the Pharmacist must still roll a 
  minimum of a 10 on their skill check to create it, however they still 
  go by the Actual Difficulty for pricing to sell and create.   
   
  The base difficulty multiplied by the drug’s legality modifier will 
  give you the drug’s base cost. The last step you take is to choose 
  what form the drug comes in. The drug’s form will affect its final 
  street cost. 
   
  In the Beginning, man created drugs. And for a while, they were 
  good. That is, until they wore off… 
   
  DRUG EFFECTS - 
  People take drugs for any number of reasons. One of 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. 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 much of this can be psychological, some 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 OD (see 
  OVERDOSE) while taking one, and what they mean to the 
  discerning pharmaceutical gourmet. Base difficulties are listed in 
  parentheses. Note that a drug effect can only be bought ONCE. 
   
   
   
   
  Antibiotic (Difficulty 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 game play. 
  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. 
   
  Anticoagulant (Difficulty 10) 
  The opposite of coagulants, Anticoagulants prevent blood from 
  clotting. While usable 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 blood loss or the bleeding is stopped. 
   
  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 exsanguinates or the wound is stanched. 
   
  Antidote (Difficulty 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. Treat this poisoning as the drug’s STR in D6 poison 
  damage. For example, overdosing on a +3 STR antidote would 
  cause 3D6 damage to the user. 
   
  Aphrodisiacs (Difficulty 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. 
   
  Attribute Increase (Difficulty 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 1-5, you have 
  lost a point from the attribute in question, permanently. 
   
  Coagulant (Difficulty 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 as if 
  you were at Mortal 2, with a -4 modifier. Failure indicates death. 
   
  Contraceptive (Difficulty 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 sire children. 
   
  Depressant (Difficulty 5) 
  Depressants slow you down. They 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 deep sleep/coma for 1d10 hours. 
   
  Enhanced Perception (Difficulty 15) 
  The user of these sorts of drugs starts to notice the most intricate 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 completely overwhelmed by his senses, 
  and cannot perform any actions. There is a 25% chance that he will 
  suffer from terrible hallucinations. 
   
  Euphoric (Difficulty 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. 
   
  Hallucinogen (Difficulty 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 (as well 
  as the GM!), 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.). 
   
  Hypnotic (Difficulty 15) 
  Hypnotic drugs, in high doses, are used to produce sleep during 
  surgery. In low doses, they make many users speak and talk less 
  guardedly about things they might otherwise have trouble speaking 
  about. Due to this side-effect, hypnotics are routinely used as 
  “truth serums” by corporate, military, and government agencies. In 
  game terms, hypnotic drugs reduce the user’s COOL by their 
  strength, while at the same time granting a bonus equal to the 
  drug’s strength to anyone using Interrogation, Human Perception, 
  or Interview on the subject. 
   
  OD: Hypnotics, if taken in large doses, cause a deep anesthesia for 
  1d10 hours. 
  Increased Endurance (Difficulty 10) 
  These drugs include most stimulants. While under the influence of 
  these types of drugs, the user has increased energy and stamina. 
  This is reflected by adding 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 as if at Mortal 0 or die. 
   
  Increased Healing Rate (Difficulty 15) 
  These drugs speed up the body’s natural healing process by .5 
  points per point of drug strength per day. Available only by 
  prescription. 
   
  OD: If healing drugs are taken to the point of overdose, assume 
  that the user enters a severe state of shock as the body attempts to 
  heal nonexistent wounds and injuries, and must make a death save 
  at Mortal 0 or die. 
   
  Pain Negation (Difficulty 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. 
   
  Soporific (Difficulty 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 
  modifier. Failure indicates immediate unconsciousness for the 
  duration of the drug. Success means that the user gets a negative 
  modifier 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 
  (no death save is given) or enter a deep coma which will last for 
  1d10 days. 
   
  Stun Reducers ( Difficulty 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). 
   
  Toxin:  Biologic ( Difficulty 10) 
  Bio-Toxins are poisons that attack the body's organs, causing them 
  to cease function and possible death.  Bio-Toxins cause 2D6 points 
  of damage per level to the user. A successful BOD check using the 
  strength of the drug as a negative modifier reduces the damage to 
  1D6 points of damage for every level. 
  
   
   
  Toxin:  Neurologic ( Difficulty 15) 
  Neuro-Toxins are poisons that attack the body's nervous system.  
  Synapses in the brain and body either cease communication with 
  organs, or go into overdrive, causing lethal seizures.  In both cases, 
  Nerve Toxins cause 2D10 points of damage per level to the user. A 
  successful BOD check using the strength of the drug as a negative 
  modifier reduces the damage to 1D10 points of damage for every 
  level. 
   
   
  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. 
   
  Lessened Withdrawal Symptoms (Cost Modifier +10) 
  Only usable for addictive drugs. Withdrawal symptoms are half as 
  bad as they would normally be. A drug with the “Severe 
  Withdrawal Symptoms” side effect cannot contain this feature. 
   
  Longer Duration (Cost Modifier +10) 
  When the drug is taken, roll the duration and then double the 
  result. 
   
  Timed Duration (Cost Modifier +10) 
  Drug duration lasts as long as is specified in the description, but no 
  longer than the maximum duration. For instance, a drug with a 
  medium duration can last anywhere from ten to sixty minutes, but 
  no longer. Drugs with this side effect usually require exact dosages 
  based on the weight of the subject. Note that giving a subject too 
  much of a drug with this feature will produce an immediate 
  overdose, while giving a subject too little will have no effect at all. 
   
  AND NOW FOR SOMETHING COMPLETELY 
  DIFFERENT - SIDE EFFECTS! 
  Side effects are the bad things that drugs do to you. They come in 
  two varieties - UNTIMED and TIMED. 
   
  Untimed side effects are the big, bad ones. They happen as soon as 
  the drug is imbibed, and cause permanent damage to the user of the 
  drug. Each Untimed effect can only be used in a drug’s creation 
  once. 
   
  There are two types of Timed side effects: IMMEDIATE and 
  DELAYED. Immediate side effects manifest as soon as the drug 
  takes effect, while Delayed side effects occur after the drug wears 
  off (ie, “hangover”). When choosing a Timed side effect for a 
  drug, you must specify if the effect you are adding to your cocktail 
  is either Immediate or Delayed. Note that the same side effect can 
  be taken twice, one for an Immediate effect and one for a Delayed 
  one. Immediate effects last until the drug wears off. Delayed 
  effects kick in as soon as the drug wears off, and last as long as the 
  drug’s previously rolled duration. 
  Timed side effects can be bought as “possible side effects” at 1/2 
  cost, dropping fractions. A possible side effect only occurs on a 
  1D10 roll of 1-5. For instance, if “Kidney/Liver Failure” is bought 
  as a possible side effect, it will grant only a -4 cost modifier 
  (instead of -8), and its effects will only be felt 50% of the time. 
  The list of side effects follows. Difficulty Cost Modifiers are listed 
  in parentheses. Note that stat reductions are cumulative. 
   
  UNTIMED SIDE EFFECTS 
   
  Addiction Tolerance (Cost Modifier -4) 
  People who are addicted to the drug gain a tolerance to its effects. 
  While still hooked on the drug, they gain no benefit from it unless 
  they double or triple their dosage. Even when the dosage is upped, 
  users only gain benefits equal to those normally indicated for a 
  second (or third) dose (which is to say, half), but they are still at 
  risk of overdose. 
   
  Carcinogenic (Cost Modifier -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… 
   
  Cardiac Arrest/Heart Attack (Cost Modifier -12) 
  This particularly deadly side effect indicates that the drug puts 
  massive strain on the user’s heart, risking a severe heart attack. 
  Roll 1D10. On a result of 1-3, cardiac arrest results. Roll another 
  1D10, and then make a death save as if you were at the resulting 
  Mortal level. For example, if the second 1D10 roll results in a 6, 
  the user makes a death save as if at Mortal 6. Failure indicates 
  death. 
   
  Coma (Cost Modifier -10) 
  By using this drug, characters risk falling into a deep coma. When 
  the drug is taken, roll 1D10. On a result of 1-3, the character 
  becomes comatose for 1D10 days per strength point of the drug. 
  Unless properly cared for, death will most likely result from 
  starvation and dehydration. 
   
  Death (Cost Modifier -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 as if you were 
  at Mortal 2. Failure indicates your heart stops and you die. Pretty 
  simple, eh? 
   
  Genetic Damage (Cost Modifier -6) 
  Drugs with this side effect screw with a person’s genes. In 
  practical terms, this can result in severe birth defects among the 
  user’s progeny. Make a note every time the drug is taken. If the 
  user ever manages to sire a child, roll 1D10. If the roll is less than 
  or equal to the number of times the drug has been taken by the user 
  in his lifetime, there may be some sort of defect/mutation in his 
  child. To determine the defect, use the “Offspring Mutation Table” 
  on page 22 of “Deep Space,” treating all rolls of “Favorable” as 
  “Harmless.” 
   
  Nerve Degeneration (Cost Modifier -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 neat handicapped parking 
  spaces now. If it goes to 0 or below, roll up a new character, and 
  remember to say no to drugs. 
   
  Nightmares (Cost Modifier -6) 
  This drug causes terrible nightmares in users. The first time a user 
  of such a drug sleeps after a dose, he must roll under his COOL -4. 
  Failure indicates that he wakes up screaming after 1D6 hours of 
  restless slumber, and will be unable to sleep again for hours 
  
  afterwards. Nightmares caused by the side effect cannot be recalled 
  by the user, and reflect on his most primal fears. Addicts of such 
  drugs often use them in conjunction with stimulants since they 
  know that monsters are waiting for them behind their closed 
  eyelids… 
   
  Permanent Sense Loss (Cost Modifier -6) 
  The drug causes the user to lose a sense (touch, smell, hearing, 
  taste, or sight) permanently. Roll 1D10. On a roll of 1-3, the 
  affected sense is gone, forever. This is due to nerve damage, so 
  senses enhanced with cybernetics (ie, optics, hearing modules, 
  tactile boosts, etc.) are affected as well. It is possible to regain the 
  sense with expensive nanosurgery involving nerve reconstruction. 
   
  Physiologically Addictive (Cost Modifier -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. -5 is Slightly Addictive, -10 is Mildly Addictive, and -15 
  reflects that the drug is Highly Addictive. 
   
  Possible Attribute Loss (Cost Modifier -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 1-3, you’ve lost a point 
  from one of these attributes permanently. 
   
  Psychologically Addictive (Cost Modifier -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 ddictive the 
  substance in question is. -4 is Slightly Addictive, -8 is Mildly 
  Addictive, and -12 reflects that the drug is Highly Addictive. 
   
  Severe Withdrawal Symptoms (Cost Modifier -6) 
  Only usable for addictive drugs. Withdrawal symptoms are twice 
  as bad as they would normally be. A drug with the “Lessened 
  Withdrawal Symptoms” feature cannot contain this side effect. 
   
  Sterility (Cost Modifier -8) 
  Using this drug can cause the junkie to become unable to sire 
  children by damaging his sexual glands directly. In severe cases, 
  sexual function is completely impaired, and impotence will result. 
  Roll 1d10 each time the drug is used. On a roll of 1-3, the user’s 
  sexual fertility is destroyed. 
   
  TIMED SIDE EFFECTS – 
   
  Acne (Cost Modifier -2) 
  The drug causes the user’s face to break out due to excess oil 
  production or stress. Normally, this could start out as a small 
  problem, but frequent use of the drug can cause a more serious 
  acne problem to develop (negative modifiers to ATT, as well as the 
  increased chance of infection). 
   
  Aggressive Behavior (Cost Modifier -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.  
   
  Bad Breath (Cost Modifier -2) 
  This side effect indicates that halitosis develops. The character’s 
  breath will be incredibly rank, granting him a -3 modifier to all 
  social rolls involving direct, face-to-face contact. No amount of 
  brushing or Listerine will help. 
   
  Bloodshot Eyes (Cost Modifier -2) 
  The drug induces red, puffy, bloodshot eyes. Vision is not 
  impaired. 
   
  Cold Sweats (Cost Modifier -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. 
   
  Constipation (Cost Modifier -2) 
  Constipation prevents a character from performing normal bowel 
  movements for the duration of the side effect. No matter how bad 
  the character feels he has to go, no amount of straining, grunting, 
  or groaning will help. The character will feel as if he is carrying a 
  lead weight in his colon, and will receive a -1 modifier to all 
  actions involving physical exertion, including Initiative rolls. 
   
  Cowardice (Cost Modifier -6) 
  The character will exhibit his most timid side, and will be more 
  likely to run from trouble. Any time the character tries to 
  accomplish a task which may cause him physical harm, he must 
  make a Save against Cool at -2 in order to show some guts and 
  stick around. If he fails, he must run or hide, whichever is more 
  convenient. 
   
  Dandruff/Eczema (Cost Modifier -2) 
  The user’s skin cracks and peels away. This side effect could be 
  confined to the user’s scalp, a specific part of the body, or the body 
  as a whole. Complications include reduced Attractiveness. In 
  addition, the user tends to leave little bits of himself behind at 
  crime scenes, and police will have no problem isolating his DNA. 
   
  Dehydration (Cost Modifier -2) 
  The subject cannot retain water at all, and will suffer from 
  symptoms such as cotton mouth and dry eyes. This side effect is 
  usually accompanied by either nausea, diarrhea, diuretic, cold 
  sweats, or a combination of the four. 
   
  Delusions (Cost Modifier -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 Abraham Lincoln was 
  controlled by aliens, or as serious as believing that you actually 
  ARE Abraham Lincoln. 
   
  Depression (Cost Modifier -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. 
   
  Diarrhea (Cost Modifier -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. 
   
  Difficult Respiration (Cost Modifier -6) 
  Anyone experiencing the effect of difficult respiration is suffering 
  from either shortness of breath, asthma-like symptoms, a 
  tightening of the diaphragm muscles, or a combination of the three. 
  On a roll of 1 on 1D10 indicates the subject cannot, in fact, breathe 
  at all, and will suffocate unless proper medical attention has been 
  administered. Running is out of the question, as is most other high- 
  and low-impact exercise. 
   
  Diuretic (Cost Modifier -2) 
  The drug increases the amount of urine produced and secreted by 
  the body. The user affected by this will exhibit excessive urination, 
  at least once per hour of the effect’s duration, if not more. 
   
  Dizziness (Cost Modifier -4) 
  The drug causes severe dizziness. The character suffering this 
  effect will have trouble walking in a straight line or, for that 
  matter, standing. This results in the user’s Reflex and MA being 
  halved for the duration of the side effect. In addition, he looks 
  damn weird as he lurches around, bumping into objects and people. 
   
  Easily Bruised (Cost Modifier -2) 
  Even small bumps and thumps leave large bruises on the user. 
  These bruises tend to be painful and noticeable, but don’t affect the 
  user otherwise. 
   
  Excessive Salivation (Cost Modifier -2) 
  The drug causes the user’s salivary glands to work double time. 
  Unless he continues to swallow his saliva as it is produced, it will 
  dribble down his chin and onto his body in an incredibly disgusting 
  fashion. This side effect can also be used to emulate the “mad dog” 
  effect of foaming at the mouth. 
   
  Flatulence (Cost Modifier -2) 
  The user gets terrible abdominal gas, and must vent uncontrollably 
  for the duration. While being mildly painful, the real disadvantage 
  to this side effect comes with the stench it causes, as well as the 
  potential embarrassment. Then again, there are people who enjoy 
  this sort of thing, so who am I to judge? 
   
  Hair Loss (Cost Modifier -2) 
  The drug causes hair loss in both men and women. Eighty or 
  ninety percent of the user’s head hair falls out effortlessly in large 
  clumps. Most users of the drug are left with a mangy-looking scalp 
  and small patches of unhealthy-looking hair here and there, 
  modifying the character’s ATT by -2 or more. 
   
  Hallucinations (Cost Modifier -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. 
   
  Headaches (Cost Modifier -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. 
  Heartburn/Acid Indigestion (Cost Modifier -2) 
  The drug causes an excess production of stomach acids. While this 
  is uncomfortable and rarely serious, it can result in ulcers in the 
  stomach and esophagus. 
   
  Hives (Cost Modifier -4) 
  The character develops itchy and painful hives all over his body. 
  Not only does he suffer from the “Itchy” side-effect, but the have-
  related rash covering his body is obvious and unattractive, as well 
  as being incredibly uncomfortable. 
   
  Impotence/Frigidity (Cost Modifier -2) 
  While the user might desire to have sex, he or she is physically 
  incapable for the duration of the side effect. 
   
  Increased Pain Sensitivity (Cost Modifier -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. 
   
  Insomnia (Cost Modifier -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. 
   
  Internal Bleeding (Cost Modifier -4) 
  For some reason, the drug causes the user’s guts to hemorrhage 
  and bleed. For every two hours of side effect duration (or every 
  fraction thereof), the user takes one box of damage. Blood may 
  show up in the users stools, urine, and/or vomit. 
   
  Irrational Fear (Cost Modifier -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 put as much 
  distance between himself and the object/situation he fears. If 
  escape is impossible, he will fight like a cornered animal. 
   
  Itchy (Cost Modifier -3) 
  The character suffers from a terrible itchy sensation all over his 
  body. No amount of scratching or hydrocortisone 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. 
   
  Kidney/Liver Failure (Cost Modifier -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. 
   
  Lack Of Concentration (Cost Modifier -5) 
  The character cannot concentrate on any one thing for more than a 
  couple minutes. His mind is restlessly wandering, and he is easily 
  distracted. For the duration, he suffers a -3 to all actions. 
   
  Light Sensitivity (Cost Modifier -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. 
   
  Loss Of Appetite (Cost Modifier -2) 
  The character will not eat, and will not feel hungry. People hooked 
  on drugs with this side effect tend to be thin and emaciated. 
  Characters who don’t eat will starve within a couple weeks if not 
  given treatment. This is reflected in the loss of one BODY point 
  every three or four days. When the character’s BODY reaches 0, 
  he will die. If normal food consumption is resumed, the character 
  will recover one BODY point a day until he reaches his original 
  score. 
   
  Loss Of Inhibition (Cost Modifier -4) 
  Anyone suffering from Loss of Inhibition will do things that they 
  normally would be adverse to doing. For instance, someone who 
  wouldn’t normally consider raping a helpless teenage girl might 
  think it’s a good idea at the time and throw inhibitions to the wind. 
  Much of this side effect must be role-played. If game mechanics 
  enter into it, however, the player must roll under his character’s 
  COOL score on a 1D10 in order to consider his actions and stop. 
  Modify the character’s COOL score by the drug’s STR, using the 
  number as a negative (instead of positive) modifier. 
   
  Memory Loss (Cost Modifier -4) 
  The user will have no memory of what has happened while under 
  the effects of the drug. If he tries really hard (Very Difficult 
  Intelligence check), he can remember vague events, but no 
  specifics (ie, names, phone numbers, conversations, etc). 
   
  Nausea (Cost Modifier -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. 
   
  Numbness (Cost Modifier -4/-6) 
  At a -4 cost modifier, this drug causes the user’s extremities to 
  become numb and void of feeling. Fine manipulation is 
  impossible, and walking is impossible unless the character is given 
  support. At -6, the lack of feeling extends to the whole body. Since 
  the user is experiencing no pain, the GM should secretly keep track 
  of his wounds. 
   
  Paralysis (Cost Modifier -6) 
  Characters suffering from paralysis cannot move, speak, and they 
  may have trouble breathing. Paralysis can take many forms, from 
  complete muscle relaxation to a painful tightening of the entire 
  muscular system. While paralyzed, the user is completely helpless 
  and can perform no actions. 
   
  Paranoia (Cost Modifier -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 
  role-played, a few Cool rolls at appropriate times may be called 
  for. 
   
  Psychotic Rage (Cost Modifier -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. 
  Reduced Attribute (Cost Modifier -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 liable to do anything. A Cool score below zero 
  indicates total nervous breakdown. 
   
  Reduced Awareness (Cost Modifier -6) 
  The user of a drug with this effect is oblivious to the world around 
  him. While Sense Reduction only affects one of the senses, 
  Reduced Awareness affects them ALL. All skill rolls which rely 
  on any of the user’s senses suffer a -4 modifier, and all Awareness 
  rolls are made at -6. 
   
  Ringing In Ears (Cost Modifier -2) 
  Due to severe tinnitus, the user has trouble hearing soft to medium 
  volume sounds. As such, he suffers -2 to all noise-related 
  awareness rolls. 
   
  Runny Nose (Cost Modifier -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. 
   
  Sense Reduction (Cost Modifier -4) 
  The drug reduces the user’s sense of touch, smell, hearing, taste, or 
  sight for the duration of the side effect. All rolls made which rely 
  on the sense in question receive a -4 modifier. For example, 
  someone suffering from Sense Reduction: Sight would be at a -4 to 
  shooting his weapon due to blurred vision or near-blindness. All 
  awareness rolls made with the appropriate sense are also at -4. 
   
  Sexual Arousal (Cost Modifier -4) 
  The drug turns the user on, yet to a lesser degree than most 
  aphrodisiacs. Anyone attempting to seduce the user gains a +1 
  bonus. In addition, all outward signs of arousal are visible and 
  quite obvious. If the drug with this side effect is an aphrodisiac, 
  roll 1d10. On a result of 1 or 2, a permanent state of arousal 
  occurs, and doesn’t go away…EVER. Is that a truncheon in your 
  pocket, or are you just happy to see me? 
   
  Sleepy (Cost Modifier -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. 
   
  Strange Skin Pallor (Cost Modifier -2) 
  The drug tints the user’s skin a strange color. This can indicate that 
  the drug makes its user’s skin pale, or that his lips turn blue, but it 
  can also indicate a more severe chromatic variation to his 
  epidermis. Like, say, your whole body is blue. Like a smurf. 
   
  Suicidal Tendencies (Cost Modifier -5) 
  The user becomes depressed or agitated, convinced that life is 
  meaningless and that it might as well end as soon as possible. 
  
  While possessed of suicidal tendencies, a character must roll under 
  his COOL score -2. If the roll is failed, he must take immediate 
  suicidal action. The method he uses is whichever is most 
  convenient, be it putting a gun in his mouth and pulling the 
  trigger, or jumping off his fifth floor balcony into the moving 
  traffic below. Needless to say, users of such drugs eventually do 
  society a favor. 
   
  Technicolor Excreta (Cost Modifier -2) 
  The user’s bodily waste, be it urine or feces or both, turns a strange 
  color. This effect lasts twice as long as the drug duration. 
   
  The Munchies (Cost Modifier -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. 
   
  Tremors (Cost Modifier -2) 
  The user experiences violent tremors in his face and hands. The 
  palsied fellow has his Reflex reduced by 2. 
   
  Water Retention (Cost Modifier -2) 
  Due to nonfunctional kidneys or other less traumatic problems, the 
  user of a drug with this side effect will retain water for the side 
  effect’s duration. He will not be able to urinate, and will become 
  bloated for the duration. 
   
  Weight Gain (Cost Modifier -2) 
  The drug causes the user’s body to store excess energy in the form 
  of fat. Users of drugs with this side effect tend to be quite large and 
  overweight, while addicts suffer from obesity. Every time a drug 
  with this effect is used, the user gains 1D6 pounds. Due to the 
  extra weight he is carrying, an overweight character suffers a -1 to 
  MA for every twenty-five pounds he weighs past his “ideal 
  weight.” In addition to the physical effects, people might suffer a 
  social stigma. 
   
  DRUG STRENGTH 
  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. 
  DRUG STRENTH 
  COST 
  1 
  1 
  2 
  2 
  3 
  4 
  4 
  8 
  5 
  16 
   
  ADDICTION 
  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 the entries for PSYCHOLOGICAL and 
  PHYSIOLOGICAL ADDICTION side effects). 
   
  How often an addiction save is called for depends on how 
  addictive the drug is. 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 on 1D10. The addiction number of a 
  drug is equal to it’s strength times 1.75 rounding fractions to the 
  nearest whole number.  Addiction numbers are listed below : 
   
  DRUG STRENGTH ADDICTION NUMBER 
  1 
  2 
  2 
  4 
  3 
  5 
  4 
  7 
  5 
  9 
   
  CRAVINGS AND WITHDRAWAL 
  Once a drug has worn off (see DRUG DURATION, below), an 
  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 TIME TO 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 
  TIME TO WITHDRAWAL to determine when, exactly, 
  withdrawal symptoms will appear. It is recommended that the GM 
  roll these values and keep them secret. 
  DRUG 
  STRENGTH 
  TIME TO NEXT 
  DOSE 
  TIME TO 
  WITHDRAWAL 
  +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. 
   
  TAKING MULTIPLE DOSES 
  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 not halved, 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. 
   
  OVERDOSE (O.D.) 
  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 individual 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 DURATION 
  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 number. The difficulty number is used when a character 
  attempts to create a drug from 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. 
   
  DRUG DURATION 
  DIFFICULTY MULTIPLIER 
  Short - 1D10 Minutes 
  x1 
  Medium - 1D6×10 Minutes 
  x2 
  Long - 1D10 Hours 
  x3 
   
  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 can be lower than 1, OR 
  a negative value. If your final difficulty number is negative, drop 
  the negative symbol and use the number as if it were a positive. 
   
  DRUG LEGALITY 
  Not all drugs are illegal. At the same time, though, not all drugs are 
  available at Save-On drugs, either. So we come to the question of 
  legality. Decide for yourself if the drug you’re designing is 
  something that the average vice squad would want to see on the 
  street. Legality is important, because it helps determine the base 
  cost of the drug in question. 
   
  LEGAL/COMMON 
  Legal/Common drugs include anything you can buy in a liquor 
  store, bar, or over the counter in a pharmacy. It’s common stuff 
  that is easy to get, legal, but still governed by local and federal 
  laws. 
   
   
  BY PRESCRIPTION ONLY 
  Anything available By Prescription Only includes substances that 
  must be obtained through a doctor or pharmacist, prescribed for a 
  specific ailment. If you’ve got a prescription, you can get the drug 
  pretty easily, and for a much reduced cost. However, getting the 
  stuff on the street may take a bit more doing, and cops don’t like to 
  find you carrying around a bottle of pills with someone else’s 
  name on it. 
   
  ILLEGAL (TYPE A, TYPE B, and TYPE C) 
  Illegal drugs are anything that the FDA hasn’t approved of. 
  Dangerous non-medicinal chemicals are also ruled by these 
  categories, as are combat drugs. The local cops and feds try to stop 
  these sorts of drugs from being sold on the streets, usually without 
  much success. Illegal drugs are broken up into three categories: 
  Type A, Type B, and Type C. Type C substances are 
  illegal, but possession is usually a minor offense. Type B 
  substances are usually more dangerous than Type C, and carry 
  with them a stiffer punishment. Type A substances include the 
  most dangerous and addictive drugs, and penalties for carrying 
  them are large. 
   
  EXPERIMENTAL 
  Experimental drugs are corporate, criminal, and military cocktails 
  that end up on the streets as part of clandestine experiments. Most 
  of the time, they are part of a single shipment, and don’t stay 
  around too long unless they sell well. Drugs like this don’t remain 
  in this category for long, and are usually classified as an Illegal-
  rated substance after a few weeks on the streets. 
   
  BASE COST 
  The base cost in dollars (or standard monetary unit) of a drug is 
  determined by multiplying the final difficulty number by the 
  legality multiplier supplied on the chart below. The resulting 
  number is the base cost for obtaining the substance on the street. 
  The drug’s final cost is determined by the form that it comes in. 
   
   
   
  DRUG 
  LEGALITY 
  PRICE 
  MULTIPLIER 
  EXAMPLE 
  Legal/Common 
  x1 
  Alcohol, Tobacco, 
  By Prescription 
  Only 
  x5 
  Valium, Xanax, Sleeping 
  Pills 
  Type C Illegal 
  x5 
  Marijuana, 
  Type B Illegal 
  x7.5 
  Cocaine, Crystal Meth, 
  Type A Illegal 
  x10 
  LSD, Heroin 
  Experimental 
  x25 
  ?WHO KNOWS? 
   
   
   
   
  DRUG FORMS  
  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 air hypo 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. 
   
  
  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 
   
  DRUG FORM DESCRIPTIONS 
   
  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 or electric vaporizer. Sometimes, tobacco or cigarettes are 
  soaked in a liquid drug and then dried and smoked. 
   
  POWDERED, SNORTED 
  Powdered drugs that 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 liquefied 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 freebasing 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 that is placed upon 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 administer drugs (or poisons) to yourself 
  or an unsuspecting victim. 
   
  CUTTING DRUGS 
  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. Of 
  course, most dealers don’t have your safety in mind when cutting 
  their products. 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, rounding down. 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. 
   
  FINAL COST DETERMINATION 
  Multiply the base Euro cost of the drug by the drug form cost 
  multiplier (above) 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. Final price is 
  determined by the GM’s discretion. 
   
   
   
  LABRATORIES 
  All Pharmaceuticals are made in labs, whether this lab is a 
  corporate facility, or a mobile home kitchen, depends on the drug 
  and the chemist. For game-play, Labs fall into four classifications. 
  These classifications determine the base cost, difficulty levels of 
  the drugs it can yield, and the number of batches it can produce at 
  a time. 
   
  1: Simple - $100   Diff 1-10 drugs. 
  This represents most home-made labs and stills found in basements 
  and abandoned buildings. It is usually a jury-rigged assortment of 
  parts, few of which being used for their intended purpose (soda 
  bottle beakers, duct tape, etc). It requires a minimum Chemistry 
  roll of 15 and 1 hour to assemble. If the Chemist rolls a 13 or 14, 
  the lab will still work, but at +5 difficulties to Pharmaceutical 
  checks. If the Chemist succeeds by 5 or more, the Pharmaceutical 
  checks in the lab receive a +1 bonus. 
  Only drugs whose Difficulty is 10 or less can be manufactured in 
  Simple labs. It is possible to create drugs up to 20 Difficulty, but 
  with a +5 difficulty to Pharm rolls. 
  A Simple Lab can create only 1 drug batch at a time. 
   
  2: Moderate - $1000   Diff 11-20 drugs. 
  This represents most high school-level chemistry labs. Equipment 
  might not be the best, but it works better than home-made labs. It 
  
  requited a minimum Chemistry roll of 15 and 5 hours to assemble. 
  If the chemist rolls a 13 or 14, the lab will still work, but at +5 
  difficulty to Pharm checks. If they succeed by 5 or more, Pharm 
  checks receive a +1 bonus. 
  Only drugs with Difficulty of 20 or less can be manufactured in 
  Moderate Labs. Drugs with difficulty 1-10 receive a +1 bonus to 
  create. It is possible to create drugs up to 30 Difficulty, but with a 
  +5 difficulty to Pharm rolls. 
  A Moderate Lab can create up to 2 batches of a single drug at a 
  time. 
   
  3: Advanced - $5,000   Diff 21-30 drugs 
  This represents most College or small professional laboratories. 
  These labs are non-mobile and often require modifications to the 
  structure they are housed in. It requires a minimum Chemistry roll 
  of 20 and 20 hours to assemble. If the Chemist misses their roll by 
  less than 5, it will still work, but at a +5 difficulty to all Pharm 
  checks. If the Chemist succeeds by 5 or more, Pharm checks 
  receive a +1 bonus. 
  Only drugs with Difficulty 30 or less can be manufactured in 
  Advanced  labs. Drugs with Difficulty below 10 receive a +3 
  bonus to create. Drugs with Difficulty 11-20 receive a +1 bonus to 
  create. It is possible to create drugs whose difficulty is above 30, 
  but at a +5 difficulty to Pharm Rolls 
  An Advanced Lab can create up to 5 batches of a single drug at a 
  time. 
   
  4: Sophisticated - $25,000   Diff 31+ drugs 
  This represents only the most sophisticated of laboratories. Much 
  of its equipment is unique and the facility it’s housed in is built to 
  the lab’s specific needs. Often including independent air with 
  nano-filtration systems, and robotic manipulators. When taking 
  into consideration the costs of the tailored facility housing the lab, 
  this can cost in the hundreds of millions. It requires a minimum 
  Chemistry roll of 25 and 180 hours to assemble. If the Chemist 
  misses their roll by less than 5, it will still work, but at a +5 
  difficulty to Pharm checks. If the Chemist succeeds by 5 or more, 
  Pharm checks receive a +1 bonus 
  Any drug can be created in Advanced labs. Drugs with Difficulty 
  below 10 receive a +5 bonus to create. Drugs with Difficulty 11-20 
  receive a +3 bonus to create. Drugs with Difficulty 21-30 receive a 
  +1 bonus to create. 
  An Advanced Lab can create up to 8 batches of a single drug at a 
  time. 
   
  Manufacturing Costs: 
  Creating a drug requires supplies that are used every time the 
  creation is attempted. These costs fall into 2 categories: Fixed 
  Cost, and Batch Cost. 
   
  Fixed Cost: This represents the cost of tailoring a lab for the 
  specific drug being produced. Only one drug can be produced at a 
  time, and this cost must be paid every time the lab is configured for 
  a specific drug. The fixed cost is the Drug’s Difficulty x20. This 
  cost need only be paid once per drug type per lab. 
  Configuring a Lab to a specific drug will require a Chemistry roll 
  greater than the difficulty of the drug to be made (minimum 10). 
  This roll is made every time the lab is configured, even if the 
  monetary cost no longer has to be paid for previously-created 
  drugs. 
   
  Batch Cost: This represents the base cost 1 batch of a specific 
  drug costs. This includes chemicals, and materials consumed in the 
  manufacturing process. The batch cost is the Drug’s Difficulty x5, 
  plus any Cost Multipliers (see DRUG FORMS). This money is 
  spent every attempt to produce a drug, whether the Pharmacist was 
  successful or not. Example: Killroy is a DC16 Drug that is 
  injected. Every attempted batch will cost (16x5x1.5) $120 to 
  create. That's a lot, but considering each dose of Killroy is $180, 
  the cost is made up very quickly. 
   
  Manufacturing Time and Volume: 
  Time: It takes 1 hour for every point of difficulty to create a single 
  batch of a drug. For example, Killroy, which has a Difficulty 16 to 
  create, will take a minimum of 16 hours to manufacture 1 batch.  
   
  Volume: A single batch can produce 2D6 + the Pharmacist’s level 
  in both Pharmacy Tech and Chemistry, in doses. For Example: a 
  character with a Med: Pharmaceutical Tech of 5, Chemistry 6 can 
  make 2D6+11 doses with every batch. 
   
   
  
   
  DRUG LAB 101 QUICK REFERENCE CHARTS 
  DRUG EFFECT 
  Cost 
  DRUG EFFECT 
  Cost 
  Antibiotic 
  10 
  Anticoagulant 
  10 
  Antidote 
  15 
  Aphrodisiac 
  10 
  Attribute Increase 
  20 
  Coagulant 
  10 
  Contraceptive 
  10 
  Depressant 
  5 
  Enhanced Perception 
  15 
  Euphoric 
  5 
  Hallucinogen 
  10 
  Hypnotic 
  15 
  Increased Endurance 
  10 
  Increased Healing Rate 
  15 
  Pain Negation 
  10 
  Soporific 
  5 
  Stun Reducer 
  10 
  Toxin:  Bio 
  10 
  Toxin: Neuro 
  15 
   
   
  DRUG FEATURE 
  Modifier 
  DRUG FEATURE 
  Modifier 
  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 
  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 
  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 
  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 
  Strange Skin Pallor 
  -2 
  Suicidal Tendencies 
  -5 
  Technicolor Excreta 
  -2 
  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 
  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 
  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 
   
   
  
   
  (Created and written for Cyberpunk 2020 by Gary Ostlelford (ocelot@cox.net), 
  Additional materiel written by Seth Skorkowsky 
  Edited for Interlock Unlimited by Deric Bernier  (droc@mc2k.com) 
  All 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 - Drug Lab Unlimited.pdf