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https://www.cyberpunk2020.

de/the-big-book-of-drugs-for-cyberpunk-2020/
Make sure first to read the individual drug breakdown and the drug type effect like depressants
reducing dexterity by the drug strength.

Conversions:
● Price Tier DC’s:
○ 1-100: 1-5, 101-200: 5-10, 201-400: 10-15, 401-600: 15-20, 601-1000: 20-25,
1001-2000: 25-30, 2000+: 30+
● Wound level reduction, give temporary hit points multiplied by 3.
● Cool increases/reduces charisma.
● Empathy increases/reduces wisdom normally and humanity by two for each point.
● Body increases/reduces Strength and Constitution.
● Reflex increases/reduces Dexterity.
● Intelligence is intelligence.
● Direct humanity reduction, divide number rolled by 3.
● For possible side effects roll a d20, 1-10 results in them occurring.

Addiction:
● Wisdom save for psychological addiction.
● Constitution save for physiological addiction.
● Slightly addictive drugs: addiction save every 1d6+4 times used.
● Mildly addictive drugs: addiction save every 1d4+1 times used.
● Highly addictive drugs: addiction save every time used.
● Drug Stength 1 Save DC = 8
● Drug Stength 2 Save DC = 10
● Drug Stength 3 Save DC =15
● Drug Stength 4 Save DC = 18
● Drug Stength 5 Save DC = 20

Craving, Withdrawals, and Kicking Addictions:


DRUG TIME TO NEXT TIME TO
STRENGTH DOSE 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

● Psychological withdrawal results in a -2 to all saves and checks.


● Physiological withdrawal resulting in a -5 to all saves and checks.
● To kick and addiction the character must stop taking the drug altogether.
● Kicking a psychological addiction takes a week. Temptation might remain.
● Kicking a physiological addiction takes two weeks. Temptation will remain.
COST CAN IT BE
DRUG FORM TIME TO EFFECT
MULTIPLIER CUT?
Pill, Tablet 2D6x10 Minutes x 0.5 No
Gel Cap, Caplet 9+1D6 Minutes x1 No
Paper Tab 1D10 Minutes x1 No
Smoked, Inhaled 1D5 Turns x1 Yes
Powdered, Snorted 1D2 Minutes x1 Yes
Injected 1D5 Turns x 1.5 Yes
Liquid 1D10 Minutes x 1.5 Yes
Derm, Slap Patch 10+2D10 Seconds x2 No
Contact 1D5 Turns x 2.5 No

Multiple Doses and Overdose:

● Each subsequent dose of a drug after the first during its duration will halve all beneficial
effects. Negative effects are not halved.

● If the total strength of combined drug doses is ever greater than 10 plus the characters
constitution modifier, the character suffers the effects all of the type of drug’s used
overdose effects shown below.

● Antibiotic: Severe nausea and diarrhea for 1d6 days.

● Anticoagulant: Extreme hemophilia will result in the case of anticoagulant overdose.


Even the smallest cuts (1 wound point damage or more) will bleed heavily, and the user
will suffer 1 wound point damage per turn until he exsanguinates or the wound is
stanched with a Wisdom(Medicine) check DC of 10.

● Antidote: 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. This damage affects wound points directly.

● Aphrodisiac: 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: If an overdose occurs, roll 1d10. On a roll of 1-5, you have lost a point
from the attribute in question, permanently. Can be mended through expensive therapy,
+1 to Price DC and a day of time per points remaining to raise it back by 1(can’t go pass
the original number). Ex. A character permanently loses a point in Strength. He was at
18 and has been reduced to 17. To restore the stat, he would have to do physical
therapy for a total of 17 days at a Wealth Check DC 17.

● Coagulant: Can cause blood to clot inside a healthy body, unavoidably causing death.
Make a death save with a DC of 10. Failure indicates death.

● Contraceptive: Roll 1d10. On a roll of 1, the user is sterile and cannot sire children.

● Depressant: Taking too many depressants will cause the character to make a
Constitution save DC 10 or slip into a deep sleep/coma for 1d10 hours.

● Enhanced Perception: Completely overwhelmed by his senses, and cannot perform any
actions. There is a 25% chance that he will suffer from terrible hallucinations.

● Euphoric: Makes you very sick, including nausea, cold sweats, and either sleeplessness
or sleepiness.

● Hallucinogen: Assume that the hallucinogenic “trip” goes completely bad. In the case of
extremely traumatic hallucinations, mental illness may result (ie, phobias, etc.).

● Hypnotic: Hypnotics, if taken in large doses, cause a deep anesthesia for 1d10 hours.

● Increased Endurance: Make a Constitution save DC 10. In the case of a failure, he


suffers from a heart attack, and must then make a death save DC 6 or die.

● Increased Healing Rate: The user enters a severe state of shock as the body attempts to
heal nonexistent wounds and injuries, and must make a death save DC 6 or die.

● Pain Negation: The user must make a successful Constitution save DC 6 or slip into a
coma for 1d10 hours.

● Soporific: 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 Reducer: 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).

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