QUOTE (Mongoose @ Oct 7 2010, 05:13 PM)

With street drugs, there's no certainty that the ingredients are cheaper than the final product. Try making your own heroine from scratch some time- finding enough opium (in the USA) to do it will be hard. Same for cocaine vs coca leaves.
That said, amphetamines can be synthesized, and (especially with the law enforcment balkinization resulting from extra-territoriality) chances are good that feed stocks could be acquired through gray and black market sources. Hell, the corps probably hand out various "smart drug" amphetamines like candy to corp employees and their student children. Start with those, work some molecular magic....
So yah, for amphetamine derived drugs, maybe 1/10 the cost makes sense. ou'll need some good contacts, or to con / rob a lot of drugstore / mail order / hospital pharmacies, etc. A good hacker would be a HUGE asset there.
Honestly though, this is the sort of thing "Negative Quality: Day Job (underground cram chemist)" exists for.
Thanks for all the help, guys... I'll be checking it out in Arsenal, etc.
Well, considering we are a street gang, this seemed a good way to go (and a cheap way to source our combat drugs!)
I'll have to check out that negative quality... not 100% sure it would make sense in our context, but if the GM allows it....
I am fully planning on buying a shop (since we are capped at 115K

, it will be really tough to get a facility. That can be a goal for the future. I am expecting to have the proper contacts (such as my source for supplies).
So, with my Logic 4, Chemistry 4 (+2 Drugs), it will likely take me 4 hours to make 10 doses of Cram. I am a little surprised that Cram is the highest difficulty, when it seems to be less effective in many ways as Jazz or Kamikaze, but perhaps the long duration is the cause?
Also, I didn't see a place in SE4A where it described how long it took for drugs to take effect... I am probably just missing it, or is it somewhere else?