The result looks like this:
Attribute Increase: + 5 REF
Untimed Side Effects:
Slightly Physiologically Addictive
Slightly Psychologically Addictive
Timed Side Effects:
Legality: by Prescription Only
Drug Form: Pill/Tablet
Time to Effect: 2d6x10 min
Purchase Price: 180
Great Work, Night-Flyer!
DRUG LAB 101, VERSION 3.0
for Cyberpunk 2020 by Gary Astleford, published with permission
LET’S JUMP RIGHT INTO IT, SHALL WE?
For lack of a better excuse, this file is a result of wanting a more detailed drug system that covers more possibilities. It’s based off of the information supplied in the CP2020 rulebook, the “Hardwired,” “When Gravity Fails,” and “Protect and Serve” supplements, and the Interface magazines (specifically Issue 3 of Volume 1). If drugs aren’t an important part of your campaign, you may want to stick with the normal rules found in the core rulebook. However, a good deal of Cyberpunk literature (Gibson, Williams, and Effinger’s stuff especially) involves the main characters and their struggles with drugs.
When creating a drug, you must ask some questions :
- ) What does the drug do? What benefits does the drug grant the user? Why would anyone want to take such a drug?
- ) What sorts of negative side effects are there? Do these effects occur after taking the drug, or when it wears off?
- ) How strong is the drug? Is it powerful or mild? How easy is it to overdose on this drug?
- ) How long do the effects last?
- ) Is the drug illegal, or can you buy it at any drug or liquor store?
- ) What form does the drug come in? Do you swallow it, snort it, or shoot it?
Continue reading “DRUG LAB 101 – Ocelots Drug Generation Rule for Cyberpunk 2020”
WIREHEADING – Hardware devices which link into and continually stimulate the pleasure centers of a person’s brain. Very addictive.
A typical headset consists of a trode set and a breadbox, a small gadget about the size of a flattened egg, containing a battery-pack and the neuralware which provides brain stimulation.
Wireheading is strictly illegal! All prices listed here are, therefore, black-market ones. Battery-packs come in two varieties: a rechargable one, which costs 50eb and can sustain up to 72 hours of continual use before it needs tobe plugged into a 110v socket for a 12 hour recharge, or a disposable one, which costs 20eb. Direct-connect versions, called walljacks, are available for 100eb; they plug straight into a wall socket and run off house current with about the same drain as a small CD player. Trode sets are the standard ones found in CP2020, p. 68, and cost 20eb. Continue reading “Wireheading, Spinrad-Style for Cyberpunk 2020”
Yet Another Drug Creation System
This set of rule allows you to create new and interesting drugs to use in your cyberpunk 2020 game. Compare Ocelots System for another way to create drugs.
Author: Hound, with kind permission from The Blackhammer CyberPunk Project
Drug Manufacturing & Effects
Please remember that these rules were written with Grimm’s Cybertales in mind, which include quite alternate rules for CyberPsychosis using four sub-types of humanity loss. Any references to Egotism, Paranoia, Alienation and Obsession should be replaced with straight Humanity Loss (temp or permanent depending on what kind of effect) for those not playing with these rules.
Dosages, Overdoses & Drug Strength
When taking a drug, a person can increase the drugs effects by taking multiple doses, the second dose will increase the effects of the drug by 50%, further doses will have no further effect.
A drug’s strength indicates how much of a drug is required to cause an overdose; if a character ever takes enough doses of a drug x the drug’s strength to equal or exceed 30, then an overdose has occured. Roll d100 and add the drug’s strength to the roll, then consult the Overdose Table: Continue reading “Yet Another Drug Creation System for Cyberpunk 2020”