I kept combat drugs as they are. Non-combat drugs I changed mildly. You'll notice the tolerance/addiction numbers mean I make a test (will or body) after the tolerance/addiction number of uses per six months. Most drugs (novacoke being the exception) cannot addict you after a single use. The second aspect is I simply said overuse does not require a body/magic check. Most of the drug rules will vary depending upon the individual drug (and GM's call). In other words, drug use does not imply immediate addiction followed by painful death. I say how long it takes for an addiction roll to come up. If you want to know how addiction to a particular drug works, feel free to research the real life version. In regards to anything odd (like stacking kamikaze and MBW) common sense rules all.
Non-Combat drugs:
I use this term loosely to cover any drug you might use on yourself instead of on someone else. This primarily includes medicinal, recreational and enhancement drugs. In 2050 drug makers have refined their products to make them both more addictive and less lethal. To do otherwise risks losing business. As such, most of these drugs are "safer" but more addicting than their modern counterparts. Unfortunately, these drugs are just as deadly in the long run, they'll just drain the bank account longer.
Drugs have several important ratings:
The addiction rating - this determines how addictive the drug is. There are two "types" of addiction ratings, physical (P) and mental (M) for the two different types of addictions. Mental addiction is resister by willpower, Physical by body. A drug may have two addiction ratings, making it both physically and mentally addicting.
Tolerance - This is how easily you develop a tolerance for the drug in question (which can be very useful for those poisons you can build a tolerance to, by the by). With regular use (usually after an addiction), I'll begin making this with the addiction test. Some chemicals will have their tolerance go down by 1 every test until you discontinue use for some time. Some won't. This is a case by case basis, so feel free to ask. Building up tolerance means that the effects of the drug are diminished and you either need to bump up the dose or find a stronger drug in approximately the same category.
Speed of Addiction - This determines how many uses in 6 months are required before you make an addiction check.
There are some other factors (acceptable time between fixes and the like) which will be played out, but I see no reason to document them all here.
Results of Addiction - This varies from drug to drug, and ultimately isn't always even known. Some drugs are intentionally made to be free of any serious side effects, assuming "moderate" use. Many drugs carry a measly -1 to resistance against diseases (alcohol and cigarettes) and/or a +1-3 to Athletic TNs (depending on the length and strength of the addiction). Street drugs are generally not so kind, however, and are more likely to allow the user to build up a tolerance, forcing them to find a "better" fix. This generally includes a gradual decrease in physical and mental attributes (repairable only by expending karma again) and eventually a loss of physical health boxes (repairable only through prolonged drug treatment).
Interactions with magic: There are an assortment of drugs designed specifically to positively reinforce magical abilities. They may be used for dream quests or other magical sojourns. Most of these are now carefully manufactured and controlled, just like any other prescription medication (although buying the "natural alternative" is often possible and even preferable for shamans and the like). Unfortunately, like all drugs, even these, through prolonged use, may have a negative impact on the balance of the user's spirit. After an amount of time depending on the drug, the user rolls a Magic Loss check as though he had suffered a deadly wound. If the check fails, the user loses 1 magic point permanently. They amount of use required varies from drug to drug, but a ballpark figure is around 2-3 * Speed of Addiction. This includes Physical Adept powers.
Drugs and cyber: Drugs cause unusual physiological effects which cyberware generally is not made to handle. With weaker drugs, the effects generally are minimal except when used directly on the cyberware (tobacco used with a cyberlung, for instance). However, combat drugs especially may cause unusual side effects. A user popping Kamikaze when he already has Wired Reflexes 3 may cause his body to move "faster" than his mind, sending him into convulsions. Alternatively, when the same user pops Jazz, the effects of the drug (including the intended effects) are almost completely unoticable, as though he hadn't used it at all. The general rule is if a drug increases a statistic already increased through cyberware, an unusual drug interaction is significantly more likely. Generally the result is a decreased potency of the drug, but it can result in significantly more strength than intended, rocketing it to dangerous levels.
Drug to drug interactions: Mixing drugs with other drugs is a dangerous game to play. Increasing a single dose will give you half again the potency of the first (round down), but doubles the crash effects. This is especially dangerous when tolerance has already reduced the effects of the drug. When a drug is overused, depending on the drug, other negative effects may come into play. It's difficult to overdose on marijuana, although it'll put the user out for a while. Overdosing on novacoke is dangerously easy, however.
Mixing a drug with a drug with similar effects (example: heroine and alcohol) greatly reduces the risk of accidental overdose. Mixing a drug with an opposing drug (heroine and cocaine) can have unpredictable effects and again is deadly oftentimes enough to make it dangerous. Mixing drugs is generally not recommended, although a medical practitioner may be able to recommend appropriate mixes safely.
Jazz 8/4 days $40 SI 3
Addiction: 3m
Vector: Inhalation
Speed: Immediate
Duration: 10 * 1d6 minutes
Effects: 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 wired and chromed street samurai. Designated as an "energizer", jazz significantly boosts the user's reflexes and reactions for a short period.
Usually taken from a signle-dose inhaler (or "popper"), jazz increases the user's Quickness by 2, Initiative by +1d6.
When Jazz wears off, the user crashes and is flooded with despondent and miserable emotions. The user must resist 8L stun damage and apply a +1 modifier to all tests involving concentration and a -1 penalty to quickness for 10 * 1d6 minutes.
Marijuana .5/1 hrs $10 SI .5
AKA: grass, weed, hashish, dubich, ganja
Addiction: 3m
Tolerance: 3
Speed of Addiction: 20
Speed: 2d6/1d6 minutes
Vector: Inhalation/Ingestion
Duration: 4d6 minutes/1d3 hours
Effects: Quickness -2, Intelligence -1, Charisma -1, Willpower -1, Reaction -2, lethargy, euphoria, block-all(2)
Crash Effects: Charisma -1, Reaction -1, Willpower -1, hunger, sensory sensitivity, Stimulant(1)
Permanent Effects: Artistic skills +1 once per month of use [Charisma(6), +1 maximum total increase], Charisma +1 once per month use [Willpower(6), +1 maximum total increase]
Kamikaze 5/4 days $50 SI 5
Addiction: 4p
Tolerance: 4
Speed of Addiction: 8
Vector: Inhalation
Duration: 10 * 1d6 minutes
Effects: Kamikaze is a tailored amphetamine combat drug. In moderate doses, kamikaze can give users an edge, somewhat equalizing the odds when unaugmented (either biologically or cybernetically) individuals face augmented opponents in combat. As use continues and addiction grows, the individual requires larger doses and adverse side effects begin to manifest. Large doses can cause excitement, tremors, momentary euphoria and dilated pupils. Excess doses (bordering on overdose) cause anxiety, hallucinations and uncontrolled muscular movements.
Used as a battle stimulant, kamikaze adds +1 Body, +1 Quickness, +2 Strength, +1 Willpower and +1d6 initiative. It also provides pain resistance equivalent to 4 levels of the adept power.
When kamikaze wears off, the user crashes and suffers -1 quickness and -1 willpower for 10*1d6 minutes. They must resist 6M stun.
Repeated use has a destructive effect on the user's metabolism. On top of the likelihood of addiction. On top of the likelihood of addiction, every four applications in six months, there is a serious chance of cyberware or bioware malfunction (GM has secret mechanics, don't worry).
Novacoke 4/1 hr. $10 SI 2
AKA: coke, nose-candy, exec, C17H21NO4, snow
Addiction: 7p
Tolerance 3
Speed of Addiction: 1
Speed: Immediate
Vector: Inhalation
Duration: 1d3 hours
Effects: Quickness +1, Intelligence +1, Charisma -2, Body -2, aggressiveness, risk-taking, block-all(3)
Crash Effects: Depression, hyperactivity, M stun wound
Permanent Effects: Charisma -1 [Willpower(6)]
Addiction Effects: Body -1 per 3 months [Willpower(6)], Willpower and Intelligence -1 per 3 months [Willpower(4) for each. Resets after 6 months of no use.
FoolKiller 8/3hrs. $35 SI 2
AKA: ripper, charge, egg in a pan, joker, Herc
Addiction: 5p
Speed of Addiction: 5
Tolerance: 2
Speed: Immediate
Vector: Inhalation
Duration: 1d6 days
Effects: Charisma and Willpower +3, Body +2, Intelligence and Quickness -1, feeling of invulnerability, unshakable confidence, zealotry, aggressiveness, as activated pain editor
Crash Effects: Body -1, Willpower +1 for 1d6 days [Willpower(6)], Quickness -2 for 1d6 days [a Body(6) save will cut to -1], Intelligence -1 for 1d6 days
Permanent Effects: -1 physical box per dose [Body(4)], Body -2(vs. pathogens and poisons) [Body(5)]
Addiction Effects: -1 physical box per week [Body(5)], -1 physical box per month [Body(5)]
Phencyclidine 8/14 hrs $25 SI 2
AKA: PCP, dust, angel dust, stage, theatre, JWB
Addiction: 5m
Tolerance: 4
Speed of Addiction: 4
Speed: 2 minutes
Vector: Injection
Duration: 1-4 days
Effects: Body, Strength, Willpower +3, Quickness -3, Intelligence -4(cognitive), Willpower -3, Charisma -2, withdrawal from reality, intense hallucinations, as stimulant patch (5), as block-all(5)
Crash Effects: Withdrawal from reality, lethargy, concentration-based activities -2, serious stun wound
Permanent Effects: -1 physical box [Body(5)], Willpower -1 [Willpower(5)]
Addiction Effects: Intelligence, Charisma, Reaction -1 per 2 months use [Body(

for each]
Better Than Life 2/1 hr $60/$3,000 SI 2
AKA: BTL, Beetle
Addiction: 7m
Tolerance: -
Speed of Addiction: 2 (roll addiction test vs. 3m on first use)
Speed: Immediate
Vector: Electronic
Duration: Single use chip - 30 minutes. Continuous use chip - until it burns out
Effects: BTLs are basic simsense recordings except that failsafes against high emotional output have been turned off. While basic simsense is a full VR, sometimes interactive recording, recording the internal monologue and emotions of the main character. Because the biofeedback hasn't been capped, or at times has been intentionally magnified, these chips are literally "better than life". Happiness is happier, fear more terrifying, danger more dangerous (excepting of course that you can always turn it off). Niche BTLs can push this to the edge, with snuff BTLs being surprisingly popular.
When your life is worthless (or you just feel like it is), BTLs are very tempting. It's not uncommon, especially in the barrens, to find BTL dens where people play out their electronic fantasies in relative safety. Most of the dangerous side effects result from the addiction causing the user to neglect himself. BTL users usually eventually die due to malnutrition or because they unknowingly put themselves in physical danger, not because of anything the "drug" itself does.
(This is still open to edits and is only the first draft. PLEASE put up comments. I'll be looking over this and changing it slightly myself over time. Unfortunately, I'm distracted right now and so I can either put up the 1st draft or sit on it for another half a week

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