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Drugs Drugs 1 / 8 Drugs

Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold
Characters with the TLE-x quality (p. 59) may take AEXD to help them resist seizures
from their condition. If they are required to make a Body + Willpower Test to resist
AEXD Ingestion Immediate 10 x 2D6 minutes Physiological 1 1 +3 dice to resist seizures due to TLE-x No 4 ¥80 CF 179
seizures from the disease at any point while the drug is in effect, they receive +3 to their
dice pool on that test.
Aisa is one of the most popular party drugs on the market. This drug is most often
ingested by licking a “blot” off a piece of paper or plastic. Users experience intense
AISA
giddiness, lassitude, and mild hallucinations. When the drug wears off, the user is
(EAU DE VIVRE, Ingestion Immediate 20 + 2D6 minutes Psychological 5 2 Disorientation No 4 ¥25 CF 179
fatigued, taking 2S (unresisted). Derived from a synthetic form of atropine, aisa can be
TEX-MEX TEA) very dangerous when overdosed. In addition to standard overdose rules, users who take
more than one dose at a time suffer 4S damage per additional dose.

A natural herbal radical of pulp from the manzana cactus in Aztlan. When animal tongue
Essence + 1D6 hours, Grants the critter power of Animal wears off, the user has an unnatural fear of animals for a period of time equal to the
ANIMAL TONGUE Ingestion 3D6 minutes Psychological 3 2 Yes 6R ¥1 500 CF 186
maximum 12 hours Control mixture’s duration. Treat this as if animals–mundane or paranormal–that come near the
character exude the Fear power. Spirits do not count as animals.

This bioengineered form of an Awakened cotton plant is processed for its seeds; the
seeds are ingested to get the effect, which is to act as a mana blocker for a period of
+2 dice pool bonus to resist time. It provides +2 dice to resist the effects of any Manipulation spells, whether they
AYAO’S WILL Ingestion 2 Combat Turns 10 x 1D6 minutes Psychological 5 2 Yes 14F ¥750 CF 184
Manipulation spells are intended harmfully or beneficially. It was originally developed in MCT labs but has
now been replicated by all of the megacorporations, and it is just starting to trickle
down to major sprawls around the world.

A number of pseudomethamphetamine derivatives are sold as betameth. This stimulant


suppresses the appetite and speeds up the user’s metabolism and thought processes,
making it a popular diet drug, especially among adolescents and teenagers. Characters
BETAMETH
(9 – Body) hours, on betameth are energetic and prone to jumpiness. When the effect wears off, the user
(BUZZ, RIGGER’S Inhalation 1 minute Both 9 3 +2 Reaction, +1 Intuition No 5F ¥30 CF 180
minimum of 1 hour crashes and suffers 6S damage (unresisted). Betameth users tend to suffer from
COCKTAIL)
attention-deficit disorders and feel unable to properly focus when not on the drug,
leading to extended binges. Habitual users are often gaunt from malnutrition, which
renders them susceptible to infection, especially of the teeth, gums, and mouth.

An ancient and widespread Asian practice of chewing the nuts and leaves of the betel
tree with lime has led to the synthesis of Wuxing’s highly addictive and legal betel
chewing gum. Betel is a mild stimulant with cavity-fighting properties; users commonly
feel awake and alert when using it. Rather than making an Addiction Test, characters
BETEL
Ingestion Immediate 10 x 1D6 minutes Physiological × 2 +1 Perception Yes 4 ¥5 CF 180 who use betel, even once, gain a Mild addiction to it. A character may never have an
(CORPCANDY, JAW)
addiction worse than Mild to betel. Characters who add dice to toxin resistance tests
(through adept abilities, implants, metatype, magic, etc.) are immune to this effect if
they succeed at the toxin resistance test. Because it is instantly addictive, betel often
serves as a gateway drug to more powerful stimulants.
A tranquilizing narcotic, bliss is an opiate synthesized from poppy plants. It takes its
–1 Reaction, +1 to all thresholds, –1
Inhalation, (6 – Body) hours, name from the sensations its users feel. Players attempting to roleplay a bliss user may
BLISS 1 Combat Turn Both 5 3 to all Limits, High Pain Tolerance 3 (p. No 3F ¥15 CRB 411
Injection minimum 1 hour want to focus on the escapist angle, using the drug to block out the chaotic or
74)
unsatisfying world.
A nootropic prescription that boosts neurotransmitter speed and connectivity, allowing
for greater recall and cooperative leaps of logic and intuition with exceptional clarity.
When the high ends, the overclocking of the brain results in exceptional migraines and a
CEREPRAX
(12 – Body) hours, +2 Intuition, +3 Logic, +2 Mental sluggish intellect. After the drug wears off, you take –2 to all limits, –2 to Logic, and 5S
(BRAIN BOOST, Ingestion 1D6 minutes Both 9 3 No 14F ¥800 CF 180
minimum of 1 hour Limit, Analytical Mind quality (p. 72) damage (unresisted). After use, the gamemaster should secretly roll the user’s Intuition
EGGHEAD)
+ Edge. If the player uses Cereprax again before (8 – hits) hours, they take 1D6 points of
permanent Intuition damage from brain damage (the points of Intuition can later be re-
purchased using Karma).

Cram is an extremely popular stimulant. When this drug wears off, users crash and
Ingestion, (12 – Body) hours, suffer 6 Stun damage (unresisted). Cram users appear hyper-alert, almost to the point of
CRAM 10 minutes Psychological 4 3 +1 Reaction, +1D6 Initiative Dice No 2R ¥10 CRB 411
Inhalation minimum 1 hour paranoia. They react quickly, often without thought, and they’re prone to irrational
outbursts. Other common side effects are jitteriness and fidgeting.

Drugs Drugs 1 / 8 Drugs


Drugs Drugs 2 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold
Crash is an injectable form of the potent vasoactive and stimulant drugs found in a
Allows the subject to make a trauma patch. When given intravenously, crash allows the subject to make a
CRASH Injection Immediate Instantaneous × × × No 3 ¥800 BB 19
Stabilization Test Stabilization Test per the standard rules for trauma patches (p. 338, SR4A, or p. 451,
SR5).
The red orchid is a Southeast Asian Awakened plant whose dual-natured pollen attracts
dual-natured insects. This distinctive red pollen, while not a narcotic itself, amplifies the
narcotic properties of the poppy-derived opiates such as bliss and heroin, resulting in
–3 Reaction, +1 to all thresholds, Pain crimson orchid. In previous years, crimson orchid was the subject of vicious Triad wars
CRIMSON ORCHID (12 – Body) hours,
Injection 1 Combat Turn Both 9 3 Resistance 6, Astral Beacon negative Yes 6F ¥300 CF 184 in the Golden Triangle, but the dust has since settled, leaving Scarlet Bliss in the control
(H-RED, SCARLET BLISS) minimum 1 hour
quality of the Yellow Lotus. Rumors suggest this was achieved with the quiet support of
Wuxing, but there is no solid evidence to confirm it. Users of crimson orchid possess a
distinctive red tint to their auras and gain the Astral Beacon negative quality (see p. 78,
SR5) for the duration of the effect.

Cryo is a cocktail of potent paralytics, analgesics, and sedatives used to dramatically


lower a subjects metabolic rate. When infused using a rapid infuser (p. 22) the drug
induces a state of suspended animation in a fashion similar to slab. This dramatically
slows the accumulation of Progressive and Overflow Damage, allowing more time for
Stabilization and treatment of wounds. Unlike slab, however, cryo has its effects rapidly
Injection
Slows Progressive and Overflow reversed when the infusion is stopped. Character’s receiving a cryo infusion accumulate
CRYO (Rapid Immediate (30 – Body) minutes × × × No 8R ¥1 000 BB 19
Damage, Suspended animation an additional box of Progressive or Overflow Damage every (Body x 4) Combat Turns. A
Infuser)
single dose of cryo lasts approximately 30 minutes, but the duration is shorter for larger
metahumans. During the infusion, the subject is incapacitated and cannot take any
actions. Upon stopping the infusion, the character regains consciousness after (Body)
combat turns. Thereafter he suffers a –4 dice pool modifier to all tests, which is
decreased by 1 every (Body) Combat Turns until reduced to 0.

Deepweed is a narcotic derived by Caribbean houngans from an Awakened form of kelp.


It’s extremely enticing to the Awakened and is sometimes used to dose targets for
possession. Deepweed forces any magically active user to astrally perceive, even if the
Astral perception for Awakened
Ingestion, (6 – Body) hours, user is an adept without the astral perception ability. Once its effects have worn off,
DEEPWEED Immediate Psychological × × characters, +1 Willpower, +1 Mental Yes 8F ¥400 CRB 411
Inhalation minimum 1 hour deepweed users suffer a –1 to all dice pool modifiers and –1 to all limits for the same
limit, –1 Physical limit
duration as the initial effect. There are dangers inherent in forced astral perception,
such as attracting unwanted attention. Role-playing the effects of deepweed may mean
portraying someone who seems not completely “present,” since they aren’t.

A combination of anti-psychotic medications and narcotics designed to cancel the


rampant drug abuse by gangers, dopadrine has become a popular narcotic as well.
Dopadrine prevents characters from going berserk for the duration of the drug; if a user
DOPADRINE Cancels Berserk, –1 die to all physical who is already berserk is dosed with dopadrine, the berserker rage automatically ends,
Contact Immediate 10 x 1D6 minutes Both 3 2 No 8 ¥45 CF 180
(BITTER, WERDEN) actions and the character cannot become berserk again until the duration ends. Dopadrine
heightens the apathy of users, making them feel disconnected from their concerns. This
effect gives them –2 to their Social limit for the duration of the drug. It comes in patch
form to best aid others in dosing a user who has become dangerous.

A favorite party drug, eX is a mild stimulant and aphrodisiac used by revelers to relax,
open up, and become aroused. The drug leaves the user open to suggestion, especially
EX (8 – Body) hours, +1 Charisma, –1 Logic, +1 Perception,
Ingestion 1D6 minutes Psychological 5 2 Yes 3R ¥20 CF 180 toward sexual encounters, and users become more sensitive to changes in light,
(EROS) minimum of 1 hour –1 Willpower
temperature, and pressure. When the effect wears off, the user suffers disorientation
for a like period, along with –2 to their Mental limit for (Body) hours.

As laés and other forms of memory manipulation have experienced a resurgence in


popularity, everyone has been looking for a way to counteract drug-induced memory
loss. Forget-me-not is one such drug designed to help resist such effects. While the drug
(12 – Body) hours,
FORGET-ME-NOT Ingestion 1 Combat Turn Psychological × × Counteracts memory loss No 10F ¥400 CF 180 is active in the user’s system, any dose of laés or similar drug will not affect the user.
minimum 1 hour
Additionally, the user receives a +3 dice pool bonus to resist Alter Memory spells while
the drug is in effect. Remember to check for drug interactions (p. 178) if forget-me-not
is in effect when a potentially memory-altering drug enters a character’s system.

Drugs Drugs 2 / 8 Drugs


Drugs Drugs 3 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold
A “gerispice” pharmaceutical believed by many to help prevent aging, G3 takes its name
from the main ingredients: ginseng, guarana, and ginkgo biloba. G3 contains vitamin
G3 (15 – Body) hours, +1 Body when resisting Fatigue additives and antioxidants that help combat fatigue, making it a popular supplement for
Ingestion 1 hour Psychological 2 1 Yes 2 ¥15 CF 181
(GERILIXIR, VITALITE) minimum 1 hour damage, Longevity athletes, professional mercenaries, and other individuals who face regular strenuous
activity. At the gamemaster’s discretion, characters who take G3 on a daily basis may
suffer the effects of old age somewhat less than others.

Galak is an Awakened drug made from the pollen of an Awakened orchid, and is similar
to, though more potent than, eX. It is a mild stimulant and aphrodisiac used by revelers
(9 – Body) hours, +1 Charisma, –1 Logic, +1 Perception, to relax, open up, and become aroused. The drug leaves the user open to suggestion,
GALAK Ingestion 1D6 minutes Psychological 6 3 Yes 4R ¥45 CF 180
minimum of 3 hour –1 Willpower especially toward sexual encounters, and users become more sensitive to changes in
light, temperature, and pressure. When the effect wears off, the user suffers
disorientation for a like period, along with –2 to their Mental limit for (Body) hours.

This drug suppresses the functions of the brain that govern fear, both innate and
learned. For the duration of the drug’s effect, the character is immune to fear (including
GUTS negative results from Composure Tests) and fear-based powers/attacks. As a drawback,
(12 – Body) hours,
(NOFEAR, BRASS Inhalation Immediate Both 5 3 Immunity to Fear No 8R ¥60 CF 181 however, the character becomes reckless, incautious, and also less inhibited. At the
minimum 1 hour
BALLS) gamemaster’s discretion, he may call for the character to make a Logic + Willpower (3)
Test to avoid doing something that would normally be considered foolish, dangerous, or
socially inappropriate.
A bioengineered drug distilled from the sap of an Awakened maple, Hecate’s blessing
helps a magic-using character channel more mana through their bodies, giving them +1
HECATE’S BLESSING Ingestion Immediate 10 x 1D6 minutes Both 4 2 +1 dice pool bonus for drain rolls Yes 12F ¥500 CF 185 die to their drain rolls for the drug’s duration. The downside is that once the drug wears
off, the user’s magical capability is reduced by –1 for a period of time equal to twice the
original duration.

HemoSynth is an advanced blood replacement product containing genetically designed


plasma proteins with high oxygen-binding capacity. When administered to a character
suffering from Damage Progression or Overflow, HemoSynth temporarily reverses the
accumulation of damage and improves their chances of surviving until they receive
Injection medical treatment. HemoSynth comes in doses called units and requires a rapid infuser
Reverses Progressive and Overflow
HEMOSYNTH (Rapid Immediate Instantaneous × × × No 4 ¥2 000 BB 19 (p. 22). Each unit requires a number of combat turns equal to the subject’s Body
Damage
Infuser) attribute to infuse. Upon completion of the infusion, the subject rolls Body x 2, and each
hit removes one box of accumulated Progressive or Overflow Damage. Damage cannot
be reduced below the base damage that caused Progression or Overflow. Note that the
subject has not been Stabilized and will continue to accumulate damage during and
after the infusion until Stabilization occurs.

A potent alcoholic beverage developed by orks for orks, hurlg is a dark, thick ale the
consistency of soup, swimming with hops and nutmeg. Orks, trolls, and the occasional
dwarf appreciate the blend of 160 to 180 proof alcohols. With the mildly hallucinogenic
HURLG properties of large amounts of nutmeg, hurlg generates a terrific buzz. When this effect
(FOMORIAN (12 – Body) hours, wears off, the user crashes and suffers 9S damage (resisted by Body). Humans and elves
Ingestion 2D6 minutes Both 4 3 –1 Logic, +1 Willpower Yes 2R ¥10 CF 181
USQUEBAUGH, minimum 1 hour don’t normally possess the constitution to hold their hurlg, and suffer severe and
ORKSTAFF’S XXX) painful stomach cramps (treat as disorientation for the duration of the effect) unless
they possess an implant or magic that gives them bonus dice on Toxin Resistance Tests.
Having suhch a bonus allows them to ignore the disorientation . Hurlg has a robust,
nutty flavor. And is inflammable.

A natural herbal radical of petals from the immortal flower in the Mojave Desert. For
every 20 boxes of damage sustained while the user is under the influence, permanently
Essence + 1D6 hours, Grants the critter power of
IMMORTAL FLOWER Ingestion 16 Combat Turns Both 8 3 Yes 14R ¥2 500 CF 186 reduce the character’s Essence by 0.1. A character with cyberware or bioware who takes
maximum 12 hours Regeneration
this drug also suffers 2D6 boxes of Physical damage (unresisted) when the drug wears
off, as the regeneration ability attempts to “repair” the implants.

Drugs Drugs 3 / 8 Drugs


Drugs Drugs 4 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold
Jazz is a stimulant 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 single-
dose inhaler (or “popper”). When jazz wears off, the user crashes and is flooded with
+1 Reaction, +1 Physical limit, +2D6 despondent and miserable emotions, suffering the effects of Disorientation (p. 409) for
JAZZ Inhalation Immediate 10 x 1D6 minutes Both 8 3 No 2R ¥75 CRB 411
Initiative Dice a duration equal to the duration of the initial effect. While cram makes people hyper
and twitchy, jazz makes people jumpy and hyper as caffeinated two-year-olds. Role-
playing a jazz user means turning it up a notch, portraying someone with too much
energy to burn.

Users of this dangerous combat drug automatically go berserk when wounded, in a


manner similar to Bear magicians. At the end of the duration, the user suffers 18S
damage (unresisted). Berserk character must also make an Edge (1) Test; if they fail,
they stay berserk permanently. Remember that the drug cannot raise any attributes
+3 Body, +3 Agility, +4 Strength, +1 above a character’s augmented maximum (+4 over the natural, unaugmented attribute).
K-10
Injection Immediate 5 x 1D6 minutes Both 11 3 Willpower, +5 Initiative Score, High No 16F ¥900 CF 181 All of the initial research subjects of kamikaze grade ten, a.k.a. K-10, died from the
(BLOOD OF KALI)
Pain Tolerance 3, Berserk drug’s side effects or wounds sustained while under the influence. The formula for K-10
was hacked from the lab’s medical database, and the drug itself hit the streets as a
combat drug back in 2071. In the years since, it’s become an infamous source of
obituary-linked headlines, from psychotic gang rampages to civilian massacres in distant
countries by mercenary troops who have “Tasted the Blood.”

Kamikaze is a tailored combat stimulant. When kamikaze wears off, the user crashes and
suffers –1 Reaction, –1 Willpower, and –2 to all Limits for a duration equal to that of the
initial effect. He also suffers 6 Stun damage (unresisted). The repeated use of kamikaze
+1 Body, +1 Agility, +2 Strength, +1
has a destructive effect on the user’s metabolism. Large doses can cause excitement,
Willpower, +2 Physical limit, +2D6
KAMIKAZE Inhalation Immediate 10 x 1D6 minutes Physiological 9 3 No 4R ¥100 CRB 412 tremors, momentary euphoria, and dilated pupils. Excess doses (bordering on overdose
Initiative Dice, High Pain Tolerance 3
level) cause anxiety, hallucinations, and uncontrolled muscular movements. Even higher
(p. 74)
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.
They can be entertaining to watch, as long as you’re not in front of them.

Three units of natural herbal refined grasses from the Great Plains of North America. At
Essence + 1D6 hours, Grants the Concealment and
LITTLE SMOKE Inhalation 2D6 minutes Psychological 6 3 Yes 12F ¥1 800 CF 187 the end of the duration, the user’s Perception and Willpower are reduced to 1 for an
maximum 12 hours Confusion critter powers
equivalent duration.

A combination of synthesized hormones and other brain-regulating chemicals, long haul


stimulates the brain and keeps the user awake, obviating the need for sleep. A character
dosed on long haul can remain awake for four days–without incurring any modifiers
from fatigue or weariness. After this time, however, the user immediately passes out
and sleeps soundly for 8D6 hours. If the character is kept awake during this period, he
LONG HAUL Injection 10 minutes 4 days Psychological 2 1 Alleviates need for sleep No 0 ¥50 CRB 412
suffers from disorientation (p. 409) as he is afflicted with hallucinations and an inability
to concentrate. If a second dose of long haul is taken after the first has worn off, the
character can stay awake an additional 1D6 ÷ 2 days. After that period, he suffers 10
Stun damage (unresisted) and must crash as detailed above. Long haul cannot keep a
character awake past this point, no matter how many additional doses are administered.

Distilled from an Awakened poppy plant, this drug puts the mind in a temporarily
altered state. After the drug’s effects end, any attempt to remember what occurred
while experiencing this altered state requires a Memory Test (p. 152, SR5) with a –2 dice
(14 – Body) hours, Puts the mind in an altered state
MEMORY FOG Ingestion 1 minute Both × × Yes 6R ¥100 CF 181 pool modifier. Likewise, while under the influence of Memory Fog, any attempt to recall
minimum 2 hours where remembering is difficult
anything from times when the user is not under the drug’s influence also requires a
Memory Test with a –2 dice pool modifier. The altered state is the same every time, so
remembering events from previous doses does not incur the –2 dice pool penalty.

Drugs Drugs 4 / 8 Drugs


Drugs Drugs 5 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold
NanoScan is an injectable suspension of the soft nanites routinely used in a nano-
biomonitor. Upon injection the sensor nanites circulate through the subject’s body and
begin transmitting biometric data, which is then collected by a small external receiver
24 hours, or (Nano- rather than an implanted diagnostic processor. The receiver retransmits the data to a
NANOSCAN Injection 3 Combat Turns × × × Injectable nanite biomonitor No 5 ¥500 BB 19
hive Rating) Days subscribed commlink or medlkit. Since it lacks the implanted components of the nano-
biomonitor, the system degrades quickly and becomes ineffective after 24 hours. If the
subject has a pre-existing nano-hive, the system lasts a number of days equal to the
hive’s rating.
Neostigmine is an older drug used to treat toxic exposure to nerve agents and other
chemicals that cause neuromotor dysfunction. When administered to a character
NEOSTIGMINE Injection Immediate 10 x 1D6 minutes × × × Counteracts the effects of Paralysis No 2 ¥100 BB 19 suffering from the effects of Paralysis (p. 409, SR5), double the subject’s Reaction for the
purposes of determining paralysis. Neostigmine also halves the duration of Paralysis
from one hour to thirty minutes.
These eyedrops grant temporary low-light vision. They were developed by studying the
NIGHTWATCH eyes of deep-sea fish and are commonly used by low-budget security on the nightshift,
(ANIMU, BEGGAR’S Contact Immediate 20 x 1D6 minutes Psychological 1 2 Grants low-light vision No 3R ¥25 CF 182 urban scavengers, and nocturnal urban predators. This drug increases the eye’s
GAZE) sensitivity to light; all Glare Environmental modifiers (p. 175, SR5) are one category
worse for the character for as long as the drug is active.
A dangerous combination of potent drugs favored by troll gangers, nitro is a powerful
+2 Strength, +2 Willpower, +2 stimulant that can easily kill a user. After the drug’s effects wear off, the subject suffers
NITRO Inhalation 1 Combat Turn 10 x 1D6 minutes Both 9 3 Perception, +2 Physical limit, High No 2R ¥50 CRB 412 –2 to all limits and takes 9 Stun damage (unresisted) for an equal duration. Nitro users
Pain Tolerance 6 (p. 74) feel infused with energy, suffer a diminished attention span, and talk incessantly (even
to themselves).
Popular with intercity gangs with a tribal motif, NoPaint is a medical-grade, water-
resistant novocain gel that comes in a number of colors. NoPaint is applied to the skin
NOPAINT with a swab or brush. Characters lose tactile perception in areas covered with NoPaint
Contact Immediate 1D6 hours Both 3 1 High Pain Tolerance 3 No 3 ¥15 CF 182
(NUMB, PBG) for the duration of the effect, and must make a First Aid + Logic (2) Test to judge how
badly they are injured while the drug is active. One dose of NoPaint can cover a dwarf,
human, or elf; orks and trolls require two doses for full coverage.

+1 Reaction, +1 Charisma, +1 A stimulant derived from coca plants, novacoke is a highly addictive social drug. After
Inhalation, (10 – Body) hours,
NOVACOKE 1 Combat Turn Both 7 2 Perception, +1 Social Limit, High Pain Yes 2R ¥10 CRB 412 the drug wears off, Charisma and Willpower are both reduced to 1, and all limits are at
Injection minimum of 1 hour
Tolerance 1 (p. 74) –1 for a duration equal to the duration of the initial effect.
Ondansetron is a powerful anti-emetic drug that works rapidly on the central nervous
system to relieve nausea. When administered to a character suffering from the effects
ONDANSETRON Injection Immediate 10 x 1D6 minutes × × × Counteracts the effects of Nausea No 2 ¥50 BB 19 of Nausea (p. 409, SR5), double the subject’s Willpower for the purposes of determining
incapacitation. Ondansetron also halves the duration of Nausea from ten to five
minutes.

Provides vivid dreams in sleep, usually with prophetic insights. Burned like incense, the
vapors are inhaled, providing vivid visions and dreams with prophetic insight. The user is
allowed to use Divination using Logic + Intuition (threshold set by the table on p.125,
Street Grimoire). If the user has the Augury and Sortilege ritual, they may use it to
ONEIRO Paralysis, allows the use of the interpret the Divination as normal. If they do not, the user is Disoriented afterwards for
Inhalation Immediate 3D6 minutes Psychological 6 3 Yes 6F ¥1 250 CF 186
(DREAMSAGE, DELPHI) Divination metamagic while active a duration equal to the time the drug was in effect. Addiction often occurs because of
the tantalization of seeing the future, the feeling there was something important just
about to be revealed, and for mundanes, the chance to touch real magic for a moment.
Long-term users have been known to develop chronic indecision and paranoia, unable
to take action without forewarning of some sort.

From the steamy jungle pharmacopoeia of Latin America comes a central nervous
stimulant with sizzle. At the end of this drug’s duration, users suffer 8S damage
(unresisted). Aside from a few brain-damaged hacker junkies who complain that
OVERDRIVE (10 – Body) hours, +1 Reaction, +1 to all Logic-linked overdrive causes nosebleeds, most users of the so-called “hacker drug” report few side
Inhalation 1 Combat Turn Both 5 3 No 10F ¥800 CF 186
(X-CYTE) minimum 1 hour skills effects other than a pleasant tingling across the forebrain and the sudden crash. Long-
term users have been known to develop narcissistic personality disorder (use Poor Self-
Control: Braggart, p. 158, Run Faster) or paranoid personality disorder (use Paranoia, p.
158, Run Faster).

Drugs Drugs 5 / 8 Drugs


Drugs Drugs 6 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold

The oxygenated fluorocarbon compound known as P4MO is widely used as a blood


substitute. Its use in emergency situations helps to prevent the mismatching of blood
types. Fluorocarbons like P4MO also exceed the capabilities of the blood’s natural
hemoglobin as a vehicle for gaseous exchange. In other words, P4MO dissolves a higher
percentage of oxygen from the lungs into the blood. When introduced into healthy
OXYGENATED
+1 Agility, double the amount of time subjects, P4MO allows them to achieve higher levels of physical performance. P4MO is
FLUOROCARBONS Injection 1D6 hours 1 week Physiological 2 1 No 12R ¥2 000 CF 182
character can hold his breath added to the bloodstream in five-liter treatments along with a dose of carcerands
(BLUE BLOOD, P4MO)
containing a chemical that allows the body to metabolize the oxygenated fluorocarbons,
clearing out of the user’s system by the end of the drug’s duration. If another P4MO
treatment is taken while the first is active, the character will suffer an embolism,
inflicting 15P damage (unresisted). When the P4MO wears off, you take a –1 to Physical
limit and –1 to Body for (Body) days.

A recent bastardization of traditional cocaine cut with leäl, and sometimes with other
substances including raw sugar, ground glass, and powdered caffeine tablets. A
character on pixie dust loses all memory of the past 1D6 minutes after the drug takes
PIXIE DUST +1 Charisma, +1 Perception, High Pain effect; this effectively means they forget they ever took the drug, but the high remains.
Inhalation Immediate 1D6 minutes Both 10 4 Yes 8F ¥800 CF 186
(BLEEDER, NEVERLAND) Tolerance 1, Memory Loss Snorting pixie dust is the painful but preferred method of taking the drug because users
forget the agony almost immediately. Consequently, nosebleeds are a common side
effect of using pixie dust. Recovery from pixie dust addiction is notoriously difficult,
because users cannot remember how often they use it, and overdoses are common.

This designer stimulant is especially prized by magicians and technomancers alike. In


addition to the effects noted above, Awakened users also only suffer a –1 dice pool
(12 – Body) hours,
PSYCHE Ingestion 10 minutes Psychological 6 2 +1 Intuition, +1 Logic, +1 Mental limit No 0 ¥200 CRB 412 modifier for each sustained spell (rather than the standard –2). Psyche users are
minimum of 1 hour
simultaneously hyper-aware and detached, easily absorbed by detail and obsessive
about certain facts or problems.
Push was designed for users seeking a quick, no-frills high. The active chemicals in the
drug are theobromine and cathinone, and they combine to give push users a mild
euphoric state that has been compared to eating large amounts of chocolate or the
PUSH (15 – Body) minutes,
Ingestion 1 minute Both 4 3 Mild euphoric state No 4F ¥25 CF 182 moment after sex. Excessive consumption of push over long periods of time can result in
(NANOHI, RUSH) minimum 1 minute
exacerbated hyperactivity leading to psychosis, as well as possible genetic mutation in
metahumans. Gamemasters may represent these effects on push addicts at the burnout
level by Essence loss and drastic, violent mood swings.

A popular drug with musicians, technicians, and magicians, red mescaline (redmesc for
short) is a profound combination of psychoactive substances ten times more potent
than natural peyote. Many drug users consider a redmesc trip equivalent to a religious
experience, with their awareness heightened to an almost cellular level; coming down
RED MESCALINE +1 Charisma, –2 Reaction, +2
(18 – Body) hours, from a red mescaline high is often accompanied by crushing depression. At the end of
(MANASHROOMS, Ingestion 1 hour Both 5 3 Perception, +1 Willpower, No 4R ¥50 CF 182
minimum 1 hour the duration, the user’s Charisma and Willpower are reduced to 1 for an equivalent
VERTIGO) Disorientation
duration. Red mescaline complements the effects of the street drug psyche, and
combining the two is common. Users do not need to make a Drug Interaction roll (see p.
178) when using redmesc and psyche at the same time. A psyche/redmesc speedball is
commonly called a loco.

Once the pawn has become addicted to the drug, he gains the Immunity (Age) critter
power (p. 397, SR5) and the Essence Loss weakness (p. 401, SR5). Immunity (Age)
remains in effect as long as the pawn receives a regular dose of the drug. What
constitutes “regular” is left to the gamemaster’s discretion, but most vampires won’t
+1 Agility, +1 Intuition, +1 Strength,
give a dose more frequently than once a quarter, due to the great personal expense
Ingestion, +1 Physical Limit,
RENFIELD 7 days 1 Combat Turn Both 8 3 Yes × × HT 128 involved in creating it. Once transformed, the pawn is dependent upon the drug to
Injection Euphoria (8 – Body hours, minimum 1
maintain his Essence; even if he breaks the habit, he’ll still have the Essence Loss
hour), +1D6 Initiative
weakness. Each dose gives him 1D6 points of Essence; he can carry up to twice his
natural Essence, just like a vampire. Pawns addicted to renfield have a sixth sense when
near the infected who gave it to them, much like from a group bond ritual (Essence in
meters).

Drugs Drugs 6 / 8 Drugs


Drugs Drugs 7 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold

A potent mix of synthetic steroids, pseudolipids, sugars, and amphetamines that cause
short-term muscle growth and an energy boost, ripper is used as quick way for many to
“bulk up.” At the end of the duration, the user takes 2 boxes of Stun damage
(unresisted) due to fatigue; some of the muscle growth, however, remains. Regular use
(at least three times a day for three to six weeks) of ripper reduces the Karma cost for
RIPPER Contact,
Immediate 10 x 1D6 minutes Both 5 3 +1 Strength, –1 Willpower No 6F ¥60 CF 182 improving the Strength attribute by 1. Muscles developed with ripper often leave users
(J-H, ROIDPATCH) Injection
disproportioned. Side effects of prolonged use may include sterility, baldness, lack of
sexual desire, development of secondary sexual characteristics of the opposite sex (such
as breast growth in males), and cancer of the testes or ovaries. Ripper is most often sold
in dermal patches or disposable syringes, though heavy users have taken to wearing
portable chemical injectors for a constant dose.

A natural herbal radical of pulp from a North American weeping tree. At the end of the
Essence + 1D6 hours, Grants the critter power of Immunity
ROCK LIZARD BLOOD Ingestion 30 minutes Physiological 6 3 Yes 10F ¥1 700 CF 187 duration, the character suffers 2P damage (unresisted) and –4 dice for all tests to resist
maximum 12 hours against Diseases and Toxins
diseases and toxins for an equivalent duration.
A natural herbal radical of pollen from the red orchid of Southeast Asia. This compound
forces the user, even a mundane, to astrally project. This grants all users, including
mundanes, access to the metaplanes if they are in the company of a spirit guide or
Essence + 1D6 hours,
SHADE Inhalation Immediate Psychological 7 3 Astral projection Yes 6R ¥1 000 CF 187 initiate. At the end of the duration, the user suffers 10 boxes of Stun damage
maximum 12 hours
(unresisted). Characters must return to their bodies before the duration ends or they
die. Shade allows Awakened users to retain their astral form longer than normal, adding
the duration of the drug to their normal astral time.

This legal drug first gained popularity in the early days of the Native American Nations
and is traditionally made from an ancient formula including tobacco leaves, cannabis
resin, and willow bark. Modern snuff typically forgoes the expensive natural ingredients
SNUFF
Ingestion, by directly combining the active chemical compounds involved: THC, nicotine, and
(AZTECH CHEW, 1 minute 10 x 1D6 minutes Both 2 2 +1 Reaction, Pain Resistance 1 Can be 1R ¥10 CF 183
Inhalation salicin. Snuff users claim the drug has a calming effect. Once the effect wears off, users
INDIAN TOBACCO) experience –1 Intuition for a time period equivalent to twice the original duration. At the
gamemaster’s discretion, long-term snuff users may be more susceptible to Fatigue
damage and cancer.

This drug temporarily counteracts the buzz of alcohol or drugs. For the its duration, the
drug removes negative penalties to Charisma, Intuition, Reaction, and/or Willpower, up
to a maximum of 6 dice worth of penalties between those attributes. If the total
penalties are greater than 6, the drug’s benefits are applied evenly across all attributes
that have suffered a negative penalty, and any leftover benefits can be applied as
desired to other applicable attributes that still have penalties. Once the drug wears off,
SOBER TIME Contact 1 Combat Turn 10 x 1D6 minutes Both × × Removes penalties caused by drugs No 6F ¥125 CF 183
all negative penalties return at twice the effect for the penalty’s whole original duration,
even if part of that penalty’s duration had already passed. This only is true for attributes
that had their penalty reduced by the drug. Sober time only negates penalties already in
effect. Any penalties incurred after sober time is taken will be suffered as normal. If any
attribute is reduced below 1 when the negative penalties return, the character will be
rendered immobile and fall into a trance until the effect wears off.

Counteracts the effects of the Reduces the remaining Power of the rocuronium toxin by –2 every Combat Turn after
SUGAMMADEX Injection Immediate 10 x 1D6 minutes × × × No 6 ¥100 BB 20
rocuronium toxin injection.
A paralytic neurotoxin secreted by an Awakened Latin American tree frog, trance is
often erroneously sold as an opiate. Popular with hackers, magicians, and other
TRANCE professions that don’t require excessive movement, trance causes paralysis and a
(6 – Body) hours, +1 Intuition, +2 to all Logic-linked
(TOADSTONE, Inhalation 1 Combat Turn Both 6 3 Yes 10F ¥1 100 CF 186 speeding up of the higher brain functions. At the end of the duration, users remain
minimum 1 hour skills, Paralysis (see below)
ZUVEMBIE POWDER) paralyzed (see Paralysis, p. 409, SR5) for an equivalent duration. This paralysis only
affects voluntary muscle groups; breathing and other autonomous functions are not
affected.
A synthetic hallucinogen derived from North European mushroom species, woad is the
cheapest legal combat drug on the market. Users automatically go berserk when
WOAD wounded, in a manner similar to Bear magicians (p. 321, SR5), but you also gain +2 to
Ingestion 1 Combat Turn 5 x 1D6 minutes Both 5 2 +2 to Agility, Berserk No 3R ¥15 CF 184
(BOZOKU, FRENITICO) your Agility while the berserk rage lasts. Side effects include frothing at the mouth,
fever, and a desire to bite. When the drug wears off, users suffer –2 to all Social tests for
the original duration x 10.
Drugs Drugs 7 / 8 Drugs
Drugs Drugs 8 / 8 Drugs
Addiction Addiction
Name Vector Speed Duration Addiction Type Effect Natural? Avail Cost Source Details
Rating Threhold
The user receives +2 dice on all A natural mineral radical of powdered fossils from the Australian Outback. While the
Ingestion, Essence + 1D6 hours, Conjuring skill group tests and adds drug helps summon spirits of man, it’s not so good for other conjuring activities. Once
WUDU’AKU 2D6 minutes Psychological 4 1 Yes 12F ¥2 350 CF 187
Inhalation maximum 12 hours +2 to her effective Charisma when the drug is ingested, users suffer –2 dice to Conjuring skill group tests and –2 Charisma
dealing with spirits of man when summoning any other type of spirit for twenty-four hours afterward.

–2 Reaction, +1 Willpower, –1 A psychedelic hallucinogen, zen is popular among those looking to escape reality or
ZEN Inhalation 5 minutes 10 x 1D6 minutes Psychological 3 1 No 4R ¥5 CRB 412
physical action dice pool modifier seeking trance-like states.

Zero is the street name for a number of different immunosuppressant drugs used to
help the body adjust to new cyberware or reduce the effects of allergic reactions. Street
docs commonly use small quantities of the drug to suppress the body’s immune system
for a period of time, reducing the chances that the body will reject implanted ’ware.
Allergy and Addiction reduction, Habitual drug users use zero to lower their tolerance to other drugs. When this drug is
ZERO
Ingestion, (20 – Body) hours, promotion of cyberware adaptation, used in a clinical setting under the supervision of a trained doctor, the user does not
(CYBERTRAM, DOCTOR 1 hour Physiological 1 3 No 8R ¥150 CF 184
Injection minimum 1 hour –2 to Disease and Toxin Resistance take the penalties from mixing drugs (see p. 178). For the duration of effect, zero users
BOB’S ALLERGY ELIXIR) Tests are no longer subject to penalties from allergies, though they still suffer damage for
Severe allergies (see p. 78, SR5). Furthermore, users can treat any Addictions they may
have as if they are one level lower than they actually are for the duration of the effect.
At the gamemaster’s discretion, characters who undergo surgery for implants may be
dosed with zero.

With exotic metahuman remains, powdered puffer fish, marine toad, and hyla tree frog
combined in an alchemical mixture, this refinement of an ancient traditional voodoo
Contact, Essence + 1D6 hours,
ZOMBIE DUST 2 Combat Turns Psychological 2 3 Prepares target for possession Yes 12F ¥1 500 CF 187 formula causes a target to be instantly prepared for possession. While this can offer a
Injection maximum 12 hours
rapid conversion for a friendly ally, it can also be used aggressively against unwilling
targets. Note they still get their Intuition + Willpower Test to resist possession.

A fear of heights can be a major inconvenience when scaling the outside of an office
skyscraper. A fear of enclosed spaces is a pain when you are hiding in someone’s trunk,
ZONE
waiting for them to unknowingly drive you to the location of a secret research lab. For
(SELECTIVE SEROTONIN (12 – Body) hours,
Ingestion 1 hour Both × × Can ignore Mild to Moderate Phobias No × × CF 184 these occasions and more, you have SSRIS. This drug has the positive effect of calming
RE-UPTAKE minimum 1 hour
phobias (see Phobia quality, p. 157, Run Faster), and it also makes users restless and
INHIBITORS, OR SSRIS) light sensitive. Users receive a Mild Allergy to light while the drug is in effect (p. 78, SR5)
and –1 to Perception tests. Any applicable Glare penalties are increased by 1.

Drugs Drugs 8 / 8 Drugs


Toxins Toxins 1 / 3 Toxins
Name Vector Speed Duration Power Penetration Effect Natural? Avail Cost Source Details

Aconite is a poison derived from a common plant with blue flowers that resembles the hood of a monk.
The poison is an alkaloid that paralyzes the nervous system and slows the heartbeat, possibly causing
ACONITE cardiac arrest. It was recently discovered that aconite can force creatures who have changed their form
Ingestion, Physical Damage, Nausea, reverting
(WOLFSBANE, 1 Combat Turn × 5 0 Yes 11F ¥200 HT 193 through magic back into their native form. This is presumed to be the origin of the legend of wolfsbane
Injection to natural form
MONKSHOOD) being effective against werewolves. Any metahuman or critter not in their natural form must make a
Willpower + Magic (Power of the toxin after the Toxin Resistance Test) Test or revert to their natural
form forcibly.
Distilled from the plant known as deadly nightshade or belladonna, it contains a poisonous alkaloid
similar to aconite. The plant can be recognized by its purple tubular flowers and black berries. While
ATROPINE Injection Immediate × 5 0 Physical Damage, Disorientation Yes 10F ¥150 HT 193 most poisoners use the concentrated form, the berries are sometimes slipped into pies and pastries.
The poison’s effects include dry mouth, dilated pupils, a rapid heartbeat, hallucinations, confusion, and
possibly seizures.
Awakened injected with blight lose their connection to the manasphere for [12 – (Body or Magic,
whichever is higher) hours, minimum 1 hour]. During this period, the target loses the ability to perform
any task associated with magic. When combined with DMSO, blight gains a contact vector. When an
[12 – (Body or Magic,
Awakened character is exposed to this combination of DMSO and blight, they must make a Drain
whichever is higher)
BLIGHT Injection Immediate 12 0 Lose magic abilities No 8F ¥250 BTB 157 Resistance test in place of a Toxin Resistance test vs. the power of the toxin. Damage taken is treated as
hours, minimum 1
Stun Drain. Any spirits exposed to this combination cannot apply immunity to normal weapons to the
hour]
damage dealt by these weapons. Dual-natured creatures injected with this drug are affected similarly in
that they also lose connection to the manasphere. They suffer a –4 dice pool penalty to all actions while
under the effects of blight.
CALDWELL LILY (6 – Body) hours, Caldwell lily extract can be applied to a local area. This area becomes numb immediately, allowing the
Contact 1 Combat Turn 4 0 Stun Damage Yes 10R ¥600 SS 188
EXTRACT minimum 1 hour individual to undergo minor medical attention with limited pain.
CALDWELL LILY (6 – Body) hours,
Ingestion 1 Combat Turn 4 0 Stun Damage Yes 10R ¥600 SS 188 Caldwell lily extract can be ingested for a hallucinogenic effect.
EXTRACT minimum 1 hour
CALDWELL LILY (6 – Body) hours, If injected, the Caldwell lily extract can numb the entire body. It can take more than one normal dose of
Injection 1 Combat Turn 8 0 Stun Damage Yes 10R ¥600 SS 188
EXTRACT minimum 1 hour the extract to render a target unconscious.
Contact,
CALDWELL LILY (6 – Body) hours, Caldwell lily extract has multiple uses. The concentrated version can normally knock a target out with a
Ingestion, 1 Combat Turn 14 0 Stun Damage Yes 12R ¥1 000 SS 188
EXTRACT (concentr) minimum 1 hour single dose.
Injection

CHLORAL HYDRATE Ingestion 2 Combat Turns (14 – Body) hours 12 0 Stun Damage No 6R ¥50 SS 188
Chloral hydrate is an oral drug that has been used to help treat insomnia. When added to alcohol or
CHLORAL HYDRATE mixed with other medications (sleep medication, pain medications), the sedative effect is enhanced.
Ingestion 2 Combat Turns (18 – Body) hours 15 0 Stun Damage No 6R ¥50 SS 188
(with alcohol)
Chloroform has been around for centuries and has been used as an anesthetic. Prior to the introduction
of narcoject, chloroform was the most commonly portrayed extraction drug in trideo and simsense
CHLOROFORM Inhalation 1 Combat Turn (10 – Body) hours 7 0 Stun Damage No 4R ¥75 SS 188
movies. Chloroform was discontinued as anesthetic due to potential health complications. Chloroform
performs poorly against trolls and orks, and dwarfs have a natural immunity to it.

CS gas is an irritant that affects the eyes, skin, and mucus membranes, causing them to burn and water.
Contact, It also stimulates a physiological panic response: increased heart rate, shortness of breath, and so forth.
CS/TEAR GAS 1 Combat Turn × 8 0 Stun Damage, Disorientation, Nausea No 4R ¥20 CRB 409
Inhalation Washing thoroughly with soap and water can remove CS from the victim’s skin, thus ending the
duration of the nausea prematurely. CS gas becomes inert after 2 minutes of contact with the air.

Dimethyl sulfoxide is a utility chemical with a number of applications, though its most common use is
as a carrier that forces the skin to absorb delivered chemicals. DMSO is soluble in acetone, alcohol,
DMSO Contact × × 0 0 Utility chemical No 5R ¥50 SS 188 ether, and water; upon contact with the skin the DMSO, along with whatever other compound is
dissolved in solution with it, is instantly absorbed into the body. Any compound mixed with a dose of
DMSO is deployable via the Contact vector.
The venom of the Dog Asp is a powerful cytotoxin causing cellular necrosis. If you get hit by this, you
DOG ASP VENOM Injection 1 minute × 10 0 Physical Damage Yes 12F ¥350 HT 193 better hope it is somewhere you can get replaced with cyberware, because if it’s flesh, it’s dying and
will need to be removed.

Toxins Toxins 1 / 3 Toxins


Toxins Toxins 2 / 3 Toxins
Name Vector Speed Duration Power Penetration Effect Natural? Avail Cost Source Details
Dread is a cocktail of psychedelic and panic-inducing drugs including CCK-5, beta carboline, and
psilocybin. Subjects exposed to the toxin are overcome by a wave of drug-induced fear characterized by
an overwhelming urge to flee from the perceived source (similar to the critter power Fear). If he fails
the standard Toxin Resistance Test, a character affected with dread must make a Composure Test with
DREAD Injection 1 Combat Turn × 8 -1 Disorientation, Panic No 12R ¥1 000 BB 20
a threshold equal to the remaining Power of the toxin. If unsuccessful the character cowers in fear and
is unable to act that turn except to flee. The character must repeat the above Composure Test at the
start of each turn, with the standard cumulative –2 dice pool modifier per attempt, in order to take any
action.
The Awakened green mamba, native to sub-Saharan Africa spits this venom at its prey, blinding them.
The victim of this toxin takes Physical damage and a visual Perception penalty equal to the Power of the
Physical Damage, Blindness (See
EKYELEBENIE VENOM Contact 1 Combat Turn × 8 0 Yes 16F ¥575 HT 193 toxin after the Toxin Resistance Test. If the vision penalty is between –1 and –5 (including those values),
description)
the duration is 10 minutes. If the vision penalty is –6 or higher, the victim is blinded for twenty-four
hours.
This particularly nasty agent, derived from nightshade, is a neuromuscular blocking agent that paralyzes
1 hour (for paralysis),
its target. It takes effect immediately, causing dizziness, pupil dilation, speech loss, delirium, and
GAMMA- 1 hour following that CRB 410
Injection Immediate 12 0 Paralysis, Truth Serum Yes 14F ¥200 paralysis. The full effects last for about an hour. Once the primary effects wear off, the remaining
SCOPOLAMINE for the “truth serum” SS 188
residue in the victim’s system acts as a “truth serum” (reduces the target’s Willpower by 3 (to a
effect
minimum of 1)) for another hour.

Laés was created by the government of Tír Tairngire from the Awakened laésal fruit, thought to grow
only in their government-controlled orchard. Upon taking a dose of laés, the character must resist 12S
damage or fall unconscious for the drug’s duration, with her memories of the last (12 – Body, minimum
Ingestion,
LAÉS CF 185 1) hours erased retroactively from the mind, starting from the moment the Awakened drug was
Inhalation, 1 Combat Turn 20 x 1D6 minutes 12 0 Stun Damage, Memory Loss Yes 12F ¥750
(LAÉSAL WINE) SS 188 administered and working backward. Laés changes the chemical structure of the memories themselves,
Injection
rendering them impossible to recover with technology or magic. Laés can be ingested, injected, or even
rolled into specially prepared cigarettes to poison unwitting smokers. Laésal wine is a type of brandy
made from the fruit of the laésal tree—its effects are the same as those of laés.

Leäl is a less potent—and expensive—version of laés, and a popular date-rape drug among the Seattle
club scene. Leäl causes drowsiness rather than unconsciousness, and the user who experiences at least
Ingestion, one point of Stun damage only loses the last (120 – Body, minimum 100) minutes of memories, starting
CF 185
LEÄL Inhalation, 1 Combat Turn 5 x 1D6 minutes 10 0 Stun Damage, Memory Loss Yes 10F ¥400 from the moment the Awakened drug was administered and working backward. Leäl changes the
SS 188
Injection chemical structure of the memories themselves, rendering them impossible to recover with technology
or magic. Leäl can be ingested, injected, or even rolled into specially prepared cigarettes to poison
unwitting smokers.
This toxin is milked from the large metasapient snakes found across Amazonia, Southeast Asia, and the
Indian subcontinent. Much in the same way that poor college students often sell their blood (or other
See Power x Power x body parts), some naga sell their venom as a less-than-legal means of acquiring the nuyen to better
NAGA VENOM Injection Immediate × 0 Physical Damage Yes HT 193
description 3F 100¥ explore metahuman society. While the venom is not itself magical, the potency of a naga’s venom is
determined by their magical potency (Power equals the naga’s Magic), so some gifted individuals are
able to charge a premium price.
CRB 410
NARCOJECT Injection Immediate × 15 0 Stun Damage No 8R ¥50 A common tranquilizer, narcoject is typically used with dart guns. It has no side effects.
SS 189
Used as a riot control agent, this gas causes nausea and a crippling need to vomit. Nausea gas becomes
NAUSEA GAS Inhalation 3 Combat Turns × 9 0 Disorientation, Nausea No 6R ¥25 CRB 410
inert after two minutes of contact with the air.
Neuro-Stun VIII is colorless and odorless. It’s the industry standard knockout gas for emergency
Contact,
NEURO-STUN VIII 1 Combat Turn × 15 0 Stun Damage, Disorientation No 12R ¥60 CRB 410 containment situations and comes in various concentrations. It becomes inert after ten minutes of
Inhalation
contact with air.
Neuro-Stun IX is colorless and odorless. It’s the industry standard knockout gas for emergency
Contact,
NEURO-STUN IX 1 Combat Turn × 15 0 Stun Damage, Disorientation No 13R ¥60 CRB 410 containment situations and comes in various concentrations. It becomes inert after one minute of
Inhalation
contact with air.
Neuro-Stun X is colorless and odorless. It’s the industry standard knockout gas for emergency
Contact,
NEURO-STUN X 1 Combat Turn × 15 -2 Stun Damage, Disorientation No 14R ¥100 CRB 410 containment situations and comes in various concentrations. It becomes inert after one minute of
Inhalation
contact with air.
This slow-acting and deadly venom is the primary means the Nova Scorpion uses to kill its prey. They
NOVA SCORPION
Injection 1 hour × 12 -2 Physical Damage Yes 14F ¥600 HT 193 prefer to strike and withdraw, returning to claim their prey later. Many assassins follow their lead.
VENOM
Though powerful, the anti-venin for this toxin is relatively common.

Toxins Toxins 2 / 3 Toxins


Toxins Toxins 3 / 3 Toxins
Name Vector Speed Duration Power Penetration Effect Natural? Avail Cost Source Details

Pepper punch is an irritant combining CS and oreocapsicum, the active ingredient in hot peppers, along
with other chemicals. It is typically deployed as a liquid spray for personal defense and deterrence; this
Contact, agent is often tagged with RFID tags or special dyes to identify victims later. Someone dosed with
PEPPER PUNCH 1 Combat Turn × 11 0 Stun Damage, Nausea No 0 ¥5 CRB 410
Inhalation pepper punch feels an intense burning on any affected skin; this affect is even more pronounced if it
gets in the eyes, nose, or mouth. Victims sprayed in the eyes have trouble seeing, and breathing
becomes difficult.
Picrotoxin is a powerful poison made from the fruit of the climbing plant Anamirta cocculus. Victims
unlucky enough to ingest the toxin are wracked with powerful convulsions, which lead to incapacitation
if unresisted, meaning the victim cannot act until the toxin’s Power is reduced to 0. Once the Power is
PICROTOXIN Ingestion 1 Combat Turn × 8 0 Physical Damage, Agony Yes 8R ¥250 BB 20
reduced to 0, the victim needs two Combat Turns to shake off the effects, so they still cannot act. The
following Combat Turn the victim can act, though with a –3 penalty to all actions. This penalty is
reduced by 1 each Combat Turn until it his 0.

An Awakened version of slab places the user in a state of near hibernation where breathing and heart
rate are lowered to almost imperceptible levels. A Perception + Intuition (6) Test or a Medicine + Logic
(4) Test is required to determine the character is still alive without proper medical equipment (a medkit
(10 – Body) hours,
REAPER Injection 2 Combat Turns 16 0 Suspended animation No 8R ¥250 CF 183 is insufficient). Utilizing mana-rich mytotoxins, also causes the aura to appear dormant and effectively
minimum 1 hour
dead, giving a –8 dice pool penalty to anyone attempting to assense the aura. At the end of the
duration, the user receives a –4 modifier to Reaction for a number of hours equal to half the equivalent
duration of the drug (rounded down). Side effects include shakes, chills, and excessive appetite.

Retro is a catchall term that refers to a crudely synthesized mixture of antiquated neurotoxic agents like
cyclosarin, phosgene, or VX. While these aren’t as effective as newer agents, they are cheap and
RETRO Inhalation 1 Combat Turn × 6 0 Physical Damage, Agony, Paralysis No 10F ¥500 BB 20 relatively easy to produce. This has lead to a resurgence in their use among various low-budget
militaries, insurgents, and even some violent gangs. If unresisted, retro causes paralysis, spine-
wrenching convulsions, and ultimately death by asphyxiation.
Often referred to as “Rock”. It is a powerful paralytic agent with a rapid onset. It has few side effects
ROCURONIUM Injection 1 Combat Turn × 10 0 Paralysis No 6R ¥50 BB 20
and can be quickly reversed using a specialized drug called Sugammadex.
This is a colorless and odorless gas, developed specifically to bypass chemical protection measures. In
Contact, Physical Damage, Disorientation,
SEVEN-7 1 Combat Turn × 12 -2 No 20F ¥1 000 CRB 410 addition to Physical damage, Seven-7 causes cramping, nausea and double vision in victims. Seven-7
Inhalation Nausea
oxidizes and becomes inert after ten minutes of exposure to air.
Originally designed as a surgical aid, slab places the user in a state of near hibernation where breathing
and heart rate are lowered to almost imperceptible levels. A Perception + Intuition (6) Test or a
SLAB
(10 – Body) hours, CF 183 Medicine + Logic (4) Test is required to determine the character is still alive without proper medical
(COEUR D’HIVER, Injection 2 Combat Turns 16 0 Suspended animation No 8R ¥250
minimum 1 hour SS 189 equipment (a medkit is insufficient). At the end of the duration, the user receives a –4 modifier to
GHULPILLE)
Reaction for a number of hours equal to half the duration of the drug (rounded down). Side effects
include shakes, chills, and excessive appetite.

Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional
application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter
(12 – Body) hours, how long it has been since the last application. This new interrogation drug mixes several different
SOOTHSAYER Contact 1 minute 8 0 Stun damage, resisted with Body only Yes 12F ¥150 CF 184
minimum 1 hour plants, including the gympie gympie (Dendrocnide moroides). This gel uses the tiny hairs of the gympie
gympie plant to inject the drug through the skin, causing excruciating pain that makes the subject more
susceptible to interrogation. So yeah, “interrogation drug” is a handy euphemism in this case.

Once extracted from the deadly (but delicious) fugu or blowfish, tetrodotoxin is a potent neurotoxin,
Physical Damage, Paralysis (See which is now produced through bacterial synthesis. This toxin prevents the signals for muscle
TETRODOTOXIN Injection 1 Combat Turn × 7 0 Yes 18F ¥1 000 HT 193
description) contractions from firing, causing paralysis. Symptoms include numbness, a rapid irregular heartbeat,
and paralysis of the diaphragm, cessation of breath. If the Power of an attack after the Toxin Resistance
Test exceeds the target’s Reaction, the target is paralyzed for 1 hour; however if the Power of an attack
after the Toxin Resistance Test exceeds the target’s reaction by more than 3, they lose the ability to
Physical Damage, Paralysis (See breathe and begin Suffocating (p. 137, SR5). Even if the target is not paralyzed, they suffer a –2 dice
TETRODOTOXIN Ingestion 10 minutes × 7 0 Yes 18F ¥1 000 HT 193
pool modifier for the next hour. Sugammadex is an effective counter-agent against tetrodotoxin
description)
although there is only sufficient time to administer it If the toxin is ingested.

Reduce the target’s Willpower by 3 (to a minimum of 1) for the remainder of the toxin’s effect. The TTX
and Datura come from awakened species of puffer fish and moonflowers that react to magic. In this
ZUBEMBIE POWDER Contact Immediate × 12 0 Paralysis, Zombie Preparation Yes × × HT 131
case the drug makes the body more susceptible to magic (do not add the subjects Essence or Magic
attribute in resisting mana-based spells).

Toxins Toxins 3 / 3 Toxins