Shadowrun 4e Street Drugs
Shadowrun 4e Street Drugs
com/gaming/tools/shadowrun/quickreferen
ce/gear.html
Drugs (Per Dose) Availability Cost
Bliss 3R 15
Cram 2R 10
Deepweed 8F 400
Jazz 2R 75
Kamikaze 4R 100
Long Haul 50
Nitro 2R 50
Novacoke 2R 10
Psyche 200
Zen 4R 5
Bliss
A tranquilizing narcotic, bliss is an opiate synthesized from poppy plants. In a
ddition to other effects, bliss provides pain resistance equal to three levels o
f the High Pain Tolerance quality (p. 91). Bliss was given its name due to the s
ensation its users feel. Some may describe it as floating on clouds, dulling the
senses to everything but feelings of pleasure and happiness. Players attempting
to roleplay a bliss user may want to focus on the escapist angle, using the dru
g to block out the rest of a chaotic or unsatisfying world.
Duration: (6 Body) hours, minimum 1 hour
Effect: 1 Reaction, +1 to all thresholds, Pain Resistance 3
Cram
The most recent amphetamine to make the rounds, cram is an energizer drug design
ed to give the user an energy boost. When this effect wears off, users crash and
suffer 6 Stun damage (unresisted) for an equivalent duration.
Cram users, while on the drug, may appear hyper-alert, possibly to the point of
paranoia. They are quick to react, often doing so without thinking first. Jitter
iness, fidgeting, or emotional or irrational outbursts may be common. Characters
may decide to use cram if they cannot afford cyberware or bioware, or if they a
re looking for a little edge against potential opponents.
Duration: (12 Body) hours, minimum 1 hour
Effect: +1 Reaction, +1 Initiative Pass
Deepweed
Also known as bad karma, this substance is derived by Caribbean houngans from an Awak
ned form of kelp. Naturally laden with nicotine and THC, deepweed is especially
enticing to the Awakened and is sometimes used to dose targets for possession. I
t is ingested or inhaled. Deepweed forces any magically active user to astrally
perceive, even if the user is an adept without astral perception ability. Once i
ts effects have worn off, deepweed users may suffer a 1 to all dice pool modifiers
for an equal duration.
Deepweed users say that the drug is relaxing and opens the mind. While it may be
so, there are still dangers inherent in forced astral perception, such as attra
cting unwanted attention. Roleplaying the effects of deepweed may mean portrayin
g someone who seems not completely present she isn t.
Duration: (6 Body) hours, minimum 1 hour
Effects: +1 Willpower, forces Awakened characters to astrally perceive
Jazz
Developed by Lone Star s R&D Division, jazz was designed to better the odds for run-
of-the-mill law-enforcement officers who run up against augmented street samurai
. It s usually taken from a singledose inhaler (or popper ).
When jazz wears off, the user crashes and is flooded with despondent and miserab
le emotions, suffering the effects of Disorientation (p. 254). If cram is bad fo
r hyperactivity and feelings of paranoia, jazz is worse. Roleplaying a jazz user
means turning it up a notch, and portraying someone with too much energy to bur
n.
Duration: 10 x 1D6 minutes.
Effect: +1 Reaction, +1 Initiative Pass
Kamikaze
Kamikaze is a tailored combat drug. In addition to other effects, it provides th
e High Pain Tolerance quality at Rating 3. When kamikaze wears off, the user cra
shes and suffers 1 Reaction and 1 Willpower for 10 x 1D6 minutes. She also suffers 6S
damage (not resisted). The repeated use of kamikaze has a destructive effect on
the user s metabolism. Large doses can cause excitement, tremors, momentary euphoria
, and dilated pupils. Excess doses (bordering on overdose level) cause anxiety,
hallucinations, and uncontrolled muscular movements. Even higher dosages lead to
death. Kamikaze users are near-crazed, filled with a feeling of imperviousness
and invincibility, exhibiting almost no regard for their own well-being.
Duration: 10 x 1D6 minutes
Effect: +1 Body, +1 Agility, +2 Strength, +1 Willpower, +1 Initiative Pass, High
Pain Tolerance 3
Long Haul
A combination of synthesized hormones and other brain-regulating chemicals, long
haul stimulates the brain and keeps the user awake, obviating the need for slee
p. A character dosed on long haul can remain awake for four days without incurring a
ny modifiers from fatigue or weariness. After this time, however, the user immed
iately passes out and sleeps soundly for 8D6 hours. If the character is kept awa
ke during this period, she suffers from disorientation (p. 254) as she is afflic
ted with hallucinations and an inability to concentrate.
If a second dose of long haul is taken after the first has worn off, the charact
er can stay awake an additional 1D6 2 days. After that period, she suffers 10S da
mage (unresisted) and must crash as detailed above. Long haul cannot keep a char
acter awake past this point, no matter how many additional doses are administere
d.
Duration: 4 days
Effect: Alleviates need for sleep
Nitro
A combination of potent drugs, including novacoke and several other narcotics an
d stimulants, nitro s effects can easily kill a user. It is favored by troll gangers
. In addition to other effects, nitro temporarily applies pain resistance equal
to Rating 6 of the High Pain Tolerance quality (p. 91). After the drug s effects wea
r off, the subject suffers 9S damage (unresisted).
Nitro users feel infused with energy, suffer a diminished attention span, and ta
lk incessantly (even to themselves).
Duration: 10 x 1D6 minutes
Effect: +2 Strength, +2 Willpower, +2 Perception, High Pain Tolerance 6
Novacoke
A stimulant derived from coca plants, novacoke is a highly addictive social drug
. In addition to other effects, users also gain pain resistance equivalent to Ra
ting 1 of the High Pain Tolerance quality (p. 91). After the drug wears off, Cha
risma is reduced to 1 and Willpower is reduced by half (round down) for an equiv
alent duration.
Duration: (10 Body) hours, minimum of 1 hour
Effect: +1 Reaction, +1 Charisma, +1 Perception, High Pain Tolerance 1
Psyche
This designer drug, allegedly produced by MCT, is especially prized by magicians
and technomancers, as the drug stimulates their brain into hyperactivity. In ad
dition to the effects noted above, Awakened users also only suffer a 1 dice pool mo
difier for each sustained spell (rather than the standard 2). Psyche users are simu
ltaneously hyper-aware and detached, easily absorbed by detail and obsessive abo
ut certain facts or problems.
Duration: (12 Body) hours, minimum of 1 hour
Effect: +1 Intuition, +1 Logic
Zen
A psychedelic hallucinogen, zen is popular among those looking to escape reality
or seeking trance-like states.
Duration: 10 x 1D6 minutes
Effect: 2 Reaction, +1 Willpower, 1 physical action dice pool modifier