Drug Lab


In the Beginning, man created drugs. And for a while, they were good.

That is, until they wore off….


“Ocelot”

When creating a drug, you must ask some questions :

1.) What does the drug do? What benefits does the drug grant the user? Why would anyone want to take such a drug?
2.) What sorts of negative side effects are there? Do these effects occur after taking the drug, or when it wears off?
3.) How strong is the drug? Is it powerful or mild? How easy is it to overdose on this drug?
4.) How long do the effects last?
5.) Is the drug illegal, or can you buy it at any drug or liquor store?
6.) What form does the drug come in? Do you swallow it, snort it, or shoot it?

With these optional rules, you can create new and interesting chemicals to cripple your characters with. The following rules replace the quick-and-dirty Ultra-Tech Drugs rules on B425 and are a conversion for the Gurps ruleset of Ocelot’s Drug Lab for the CP2020 rules.

At each step, answering these questions will mean spending Design Points from a starting pool depending on how hi-tech the drug is. The Design Points total also helps determine the cost of the drug on the street.


Drug Design

To design a drug, start by choosing the Drug’s Effect(s). Take more levels of the ‘effect’ if you want it to do more ‘stuff’. Next, choose any Features and Side Effects that you want your drug to have, as well as its Strength, Onset time, and Duration. Side effects have negative DP and can be used to keep your drug inside the total you selected. Some types of drugs (e.g. poisons) can be purchased for the side effects; if so then the side effects of the poison become the effects and the effects become the side effects, and you should flip the DPs around – effective poisons still cost more money than less effective ones.

Note that if you stack Drug Effects of different types each additional “stack” costs one more DP than the last. There is no extra cost for stacking layers of the same effect. The same holds true for Side Effects (not Features) – but the increase only takes effect after the first two side effects, so that if you already have two side-effects, a third side-effect that’d normally cost -2 DP would now cost -1, and a -1 DP side effect would cost no DP. Again, for poisons switch Side Effects and Drug Effects around for these purposes.

Once all the numbers have been assimilated, you have the drug’s DP total. This is used to find the drug’s base price.

Finally, choose what form the drug comes in and whether or not it is illegal (the GM has the final say on the latter). The drug’s form and legality will affect its final street cost.


Drug Effects

Antibiotic 1 DP.

These drugs prevent infection, or stop an existing one. These drugs must be taken for a total duration of one week to be effective. This provides a HT bonus to recover from both bacterial diseases and infection for the duration. The amount of the bonus depends upon the number of layers: +3 for one, +5 for two, or +8 for three. No more than three layers may be taken.
Overdose: Severe nausea and diarrhea (Irritant condition, B428) for the drug’s duration.
Anticoagulant 1 DP.

Anticoagulants thin the blood and prevent it from clotting. Used to treat strokes, heart attacks or coagulant overdoses, this provides a HT bonus to recover from appropriate conditions. The amount of the bonus depends upon the number of layers: +3 for one, +5 for two, or +8 for three. No more than three layers may be taken.
Overdose: Hemophilia (B428) for the drug’s duration.
Antidote 2 DP.

Antidotes target a specific toxic substance and elminate it from the body’s system. This provides a HT bonus to recover from the toxin. The amount of the bonus depends upon the number of layers: +3 for one, +5 for two, or +8 for three. These drugs are tailored to reduce the effects of one specific substance, which must be specified. Up to three layers can be stacked.
Overdose: Most antidotes are almost poisons in their own right, and anyone overdosing on them will suffer the effects of minor poisoning. Treat as the drugs Strength/2 in dice of damage.
Aphrodisiac 1 DP.

These drugs increase a person’s sex drive and libido. The user will be physically uncomfortable as if in Moderate Pain (Irritating Condition B428) unless involved in a sexual situation, and in the case of some stronger drugs using two effect layers this may not even help unless the user is continually stimulated. The user experiences Ecstacy (B428) and anyone offering pleasure gets +3 per layer to any influence roll. Up to two layers can be stacked.
Overdose: Heart Attack (B429).
Attribute Increase 1 or 2 DP.

This increases an attribute for the drug’s duration. This costs 2 DP per +1 to IQ, DX, or Basic Speed; 1 DP per +1 to ST or HT; 1 DP per +2 to Will and Per; or 1 DP per +3 to HP or FP. A maximum of four DP may be spent on any one attribute.
Overdose: For ST, DX, IQ, and HT, lose a point in that attribute permanently. For Will and Per, treat as Hallucinating (Incapacitating Condition, B428) for the duration. For HP and FP, treat as Retching (Incapacitating Condition, B428) for the duration.
Coagulant 2 DP.

These drugs cause blood to clot and prevent blood loss. A single layer of this effect will halt bleeding in 1d+4 seconds.
Overdose: An overdose of coagulants can cause blood to clot inside a healthy body, causing death by Heart Attack (B429).
Contraceptive 1 DP.

Temporarily gives the user the Sterile feature (B165). Some contraceptives are designed to be contained in a slow-release implant under the skin. These should be treated as injections for pricing purposes. Most contraceptives have Longer Duration added as a Drug Feature.
Overdose: Sterile becomes permanent.
Depressant 1 DP.

Depressants slow you down. They reduce tension, stress, and help you relax. They give the user Fearlessness 5 (B55), Fearlessness 10 or Unfazeable (B95) depending on the number of layers taken. They also cause Laziness (B142) and Drunk (Irritating Condition, B428). A maximum of three layers can be taken.
Overdose: Coma (Mortal Condition B429)
Euphoric 1 DP.

These drugs make you feel really, really good. They give a “rush” of Euphoria (Irritating Condition, B428) that lasts for as long as the drug’s duration. Only one layer can be taken.
Overdose: Overdosing on a euphoric generally makes you very sick. Treat as Retching (Incapacitating Condition, B428).
Hallucinogen 1 DP.

These drugs make the user see things that aren’t there. While under the influence, or “tripping,” the user is prone to see anything his frying imagination can cook up. Such hallucinating (Incapacitating Condition, B429) depend on the mood of the subject (as well as the GM!), but aren’t usually terrible unless the drug itself is bad. Only one layer can be taken.
Overdose: If overdosed on, assume that the hallucinogenic “trip” goes completely bad. User must roll on the Fright Check Table, modified by the drug’s Strength.
Hypnotic 2 DP.

Hypnotic drugs make many users speak and talk less guardedly about things they might otherwise have trouble speaking about. Due to this side-effect, hypnotics are routinely used as “truth serums” by corporate, military, and government agencies. Each layer gives +3 to any Influence rolls on the user, who will also become Drowsy (Irritating Condition, B428). A maximum of two layers may be taken.
Overdose: Hypnotics, if taken in large doses, cause a deep anesthesia involving Unconsciousness (Incapacitating Condition, B428) from which the user cannot be awakened for the drugs duration. The user also loses 1d FP.
Endurance Enhancer 1 DP.

These drugs include most stimulants. While under the influence of these types of drugs, the user has increased energy and stamina. Each layer of effect restores 1d FP. The user also becomes Overconfident (B148 ) and Doesn’t Sleep (B50) for the drug’s duration. A maximum of two layers of effect may be taken.
Overdose: Heart Attack.
Increased Healing Rate 2 DP.

These wonder-drugs speed up the body’s natural healing process. One layer gives Regeneration (Slow) for the drug’s duration, while a second layer gives Very Rapid Healing. A third layer gives both Very Rapid Healing and Regeneration (Slow). Only three layers can be taken.
Overdose: If healing drugs are taken to the point of overdose, assume that the user enters a severe state of shock as the body attempts to heal nonexistent wounds and injuries. Treat as a Seizure (B429) followed by a Heart Attack 1d minutes seconds later.
Pain Negation 1 DP.

Pain killers, plain and simple. They give +1 per level of effect to HT or Will saves against the effects of pain, including stunning and knockdown. A maximum of three levels can be taken.
Overdose: Coma.
Psychological Mitigator Variable.

Acts as a Mitigator to a pre-specified mental Disadvantage while the drug is being taken. The cost is 1 DP per -5 points of Disdavantage and a maximum of four levels can be taken. Can be used to model the effects of many different drugs used in psychiatric treatment.
Overdose: Like Hypnotics, if taken in large doses these drugs cause a deep anesthesia involving Unconsciousness (Incapacitating Condition, B428) from which the user cannot be awakened for the drugs duration. The user also loses 1d FP.
Radiation Healing 2 DP.

These drugs encapsulate and remove radioactive particles from the system. Each layer of this effect gives Regeneration (Radiation Only) of 1/hour and will remove all radioactive particles from the system in 1d6 hours. Up to two layers can be stacked.
Overdose: Severe nausea and diarrhea (Irritant condition, B428) for the drug’s duration.
Soporific 1 DP.

Soporifics put you to sleep. Otherwise known as sleeping pills or tranquilizers. If you fail your modified HT roll to be affected by the drug, you slip into deep sleep (Unconsciousness) for the drug’s duration. Even if you make the save, you will be Drowsy (with modified saves again) and if you fall asleep you will remain so for the rest of the drug’s duration. Only a single layer of effect can be taken.
Overdose: Coma.
Stun Reducer 2 DP.

Like pain killers, but these are usually taken before one is actually wounded. They allow the user to gain a +3 bonus to his knockdown/stunning, unconsciousness and death saves per layer of effect. People under the influence of powerful stun- reducing drugs have been known to walk through a shower of high caliber bullets as if pebbles were being rained upon them. Of course, most of them died later on. Up to three layers of effect can be taken.
Overdose: An overdose of stun reducing drugs will cause the user to become extremely hostile and enter a psychotic rage. Treat as automatically Berserk (B124).


Drug Features

Drug Strength Variable.

A drug’s effect roll is modified by that drug’s Strength. The default drug Strength is 3, giving a HT-2 roll to resist; this Strength can be reduced or increased as follows:
Strength HT Roll Modifier DP
0 +1 -3
1 +0 -2
2 -1 -1
3 -2 +0
4 -3 +1
5 -4 +2
6 -5 +3
Onset Time Variable.

After taking a drug, it usually takes some time before its effects manifest. The default Onset is 20 minutes for ingestible drugs or 20 seconds for other delivery forms. This costs 0 DP. The onset time can be reduced or increased as follows:
Ingestibles Other DP
1 Minute Instant +2
5 Minutes 5 Seconds +1
20 Minutes 20 Seconds +0
1 Hour 1 Minute -1
5 Hours 5 Minutes -2
24 Hours 20 Minutes -3
1 Week 24 Hours -4
Duration Variable.

The default Duration of a drug’s effects is 2 hours. This costs 0 DP. The duration can be reduced or increased as follows:
Duration DP
1 Minute -3
5 Minutes -2
30 Minutes -1
2 Hours 0
8 Hours +1
24 Hours +2
4 Days +3
Lessened Withdrawal Symptoms 1 DP.

Only usable for addictive drugs. Withdrawal symptoms are half as bad as they would normally be. A drug with the “Severe Withdrawal Symptoms” side effect cannot contain this feature.
Timed Duration 1 DP.

The person administering the drug, on a successful Pharmacy roll, can choose any exact Duration up to the maximum Duration chosen above. If the skill roll fails, then the drug effects apply for the whole duration as listed, if it is a critical fail, then the user is treated as automatically overdosing by one dose.
Pharmacagenomic 3 DP.

These are chemical drugs that have been tailored to suit specific patients. By keying the drug to an individual’s DNA, a pharmacist can modify a drug on an individual basis so that it is effective and produces minimal or no side effects. When doing the effect roll, roll the dice three times and take the result closest to 10. Should the drug be taken by another it will have no effect at all.


Side Effects

Side effects are the bad things that drugs do to you. They come in two varieties – Untimed and Timed.

Untimed side effects are the big, bad ones. They happen as soon as the drug is imbibed, and cause permanent damage to the user of the drug. Each Untimed effect can only be used in a drug’s creation once.

There are two types of Timed side effects : Immediate and Delayed. Immediate side effects manifest as soon as the drug takes effect, while Delayed side effects occur after the drug wears off (ie, “hangover”). When choosing a Timed side effect for a drug, you must specify if the effect you are adding to your cocktail is either Immediate or Delayed. Note that the same side effect can be taken twice, one for an Immediate effect and one for a Delayed one. Immediate effects last until the drug wears off. Delayed effects kick in as soon as the drug wears off, and last as long as the drug’s previously rolled duration.

Note the incremental cost of taking more than one side effect as explained above under Design Point Limits.

The list of side effects follows.

Untimed Side Effects

Addiction Tolerance -1 DP.

People who are addicted to the drug gain a tolerance to its effects. While still hooked on the drug, halve the number of doses of the drug taken for purposes of determing its Strength, rounding down. (See here.)
Carcinogenic -1 DP.

The drug causes rapidly advancing cancer in laboratory tests, and the Surgeon General recommends that you stick a loaded gun in your mouth as opposed to taking the substance. Every time you take the drug, the GM should secretly make an additional effect roll. On a critical failure on this roll, the character gains the Terminally Ill (1 year to live) Disadvantage (B158)
Cardiac Arrest -2 DP.

This particularly deadly side effect indicates that the drug puts massive strain on the user’s heart, risking a severe heart attack. On a critical failure on the effect roll, the character suffers a Heart Attack.
Coma -2 DP.

By using this drug, characters risk falling into a deep coma. On a critical failure on the effect roll, the character falls into a Coma.
Genetic Damage -1 DP.

Drugs with this side effect screw with a person’s genes. In practical terms, this can result in severe birth defects or even unviable offspring among the user’s progeny. On any failure of the effect roll, the character gains Sterile (Unviable Offspring), on a critical failure the character gains Minor Handicap (Progeny have harmful birth defects). In some Nomad and Glitterati clades, these might also entail Social Stigma (Minority Group) or even (Disowned, Outcast).
Nerve Damage -3 DP.

This side effect is reserved for those really nasty drugs that only idiots and guinea pigs take. On each failure of the effect roll, the character gains a higher level of Neurological Damage (B144) and finally Quadriplegic (B150).
Nightmares -1 DP.

This drug causes terrible nightmares in users. Each time the drug is used, compare the effect roll to Will. If this is a failure, you suffer Nightmares the next time you sleep (B144). Habitual users of such drugs often use them in conjunction with stimulants since they know that monsters are waiting for them behind their closed eyelids.
Permanent Sense Loss -2 DP.

The drug causes the user to lose a sense (touch, smell, hearing, taste, or sight) permanently. On a critical failure on the effect roll, the character loses a random sense due to nerve damage. Senses can be regained using cyberware or a Major surgery involving neural regeneration using stem cell therapy.
Physiological Addiction -2 DP.

A drug with this side effect causes the user to physically require the drug in order to function. On any failure on the effect roll, the user becomes Addicted (B122) and if he tries to quit the drug suffers the effects of Withdrawal from Physiological Dependency (B440).
Permanent (Attribute) Loss -2 or -3 DP.

On a critical failure on the effect roll, the user permanently loses one point of a pre-specified Attribute. This side-effect costs -2 DP for a secondary attribute loss and -3 DP if the loss is from a primary attribute.
Psychological Addiction -1 DP.

A drug with this side effect causes the user to believe they require the drug in order to function. Each time the drug is used, compare the effect roll to Will. On any failure, the user becomes Addicted (B122) and if he tries to quit the drug suffers the effects of Withdrawal from Psychological Dependency (B440).
Severe Withdrawal -1 DP.

Only usable for addictive drugs. Withdrawal checks are made at a modified roll of Attribute- Drug Strength. Withdrawal symptoms are twice as bad as they would normally be – i.e. 2hp of damage or -2 points in Disadvantages per failure. A drug with the “Lessened Withdrawal Symptoms” feature cannot contain this side effect.
Highly Addictive -1 DP.

Only usable for addictive drugs. The drug is even more addictive than normal. For addiction purposes only, the user’s HT or Will is given a -4 penalty on the effect roll.

Timed Side Effects

Altered Appearance -1 DP.

The drug causes a pre-specified alteration in a user’s appearance such that they gain the Distinctive Features (B165) quirk due to horrible acne, blotchy skin, bloodshot red-raw eyes, drooling, eczema, foaming at the mouth or suchlike.
Appetite Suppressant -1 DP.

On a failure on the effect roll, the user feels the effects of Reduced Consumption 1 without actually having that Advantage. The user will feel like they have less of an appetite but still physically need to eat just as much. Users of drugs with this side effect will tend to be very skinny and in extreme cases suffer from malnutrition.
Bad Breath -1 DP.

This side effect indicates that halitosis develops and no amount of brushing or breath-freshener will help. This is a quirk-level Bad Smell (B124) and gives a -2 reaction modifier for anyone close enough to smell the user’s breath (about 1 foot).
Bad Temper -1 DP.

This side effect indicates that the user develops the Bad Temper (B124) disadvantage for the duration – but if he’s an Edgerunner how would anyone tell the difference?
Cowardice -1 DP.

This side effect indicates that the user develops the Cowardice (B129) disadvantage for the duration, with a Fright Check of -2.
Delusion -1 or -2 DP.

This side effect indicates that the user develops the Delusion (B129) disadvantage for the duration, the cost depending on whether the delusions are Minor or Major.
Depression -2 DP.

This side effect indicates that the user develops the Chronic Depression (B126) disadvantage for the duration at CR12.
Difficult Bowels -1 DP.

This side effect indicates that the user develops either chronic diarrhea or compacted constipation, which must be pre-specified when the side-effect is selected. The affected character receives a -1 modifier to all actions involving physical exertion, including Initiative rolls for the duration.
Difficult Respiration -1 DP.

Anyone experiencing the effect of difficult respiration is suffering from either shortness of breath, asthma-like symptoms, a tightening of the diaphragm muscles, or a combination of the three. On a failure on the effect roll, they have a -2 penalty to any rolls involving physical exertion (GM’s discretion) and on a critical failure they are Choking (Incapacitating Condition, B428) and will require immediate medical intervention.
Dizziness -1 DP.

The drug causes severe dizziness. The character suffering this effect will have trouble walking in a straight line or, for that matter, standing. The user suffers a -2 penalty to DX and IQ for the duration.
Drowsiness -1 DP.

The user becomes Drowsy (Irritating Condition, B428) for the duration.
Easily Bruised -1 DP.

Even small bumps and thumps leave large bruises on the user, who takes an extra point of crushing damage from any wound inflicted on them for the duration.
Hair Loss -1 DP.

The drug causes hair loss in both men and women. Eighty or ninety percent of the user’s head hair falls out effortlessly in large clumps. Most users of the drug are left with a mangy-looking scalp and small patches of unhealthy- looking hair here and there. The character is left with a Distinctive Feature or perhaps even a lowered Appearance (GM’s discretion) until it grows back.
Hallucinations -1 DP.

Apart from it being a side-effect, this works exactly like the Hallucinogen drug effect above.
Headaches -2 DP.

The drug causes blinding headaches. The character cannot focus on anything for long periods of time, and has trouble seeing. Loud noises and bright lights will make this side effect worse. Treat the user as suffering from Chronic Pain (Severe) (B126) for the duration.
Heartburn -1 DP.

The drug causes an excess production of stomach acids. Treat the user as suffering from Chronic Pain (Mild) (B126) for the duration.
Increased Pain Sensitivity -1 DP.

The drug causes the user to suffer from the Low Pain Threshold (B142) disadvantage for the duration.
Insomnia -1 DP.

The drug causes the user to suffer from the Insomniac (Severe) (B140) disadvantage for the duration.
Internal Bleeding -2 DP.

The drug causes the user’s guts to hemorrhage and bleed, and blood may show up in the users stools, urine, and/or vomit. For every two ours of duration or fraction thereof, the victim of this side effect takes 1d toxic damage.
Irrational Fear -1 DP.

Anyone suffering this side effect will develop a sudden intense fear of a random object, thing, or circumstance, determined by the Game Master. The user suffers a Phobia (B149) at CR12 for the duration of the side-effect.
Kidney/Liver Failure -1 DP.

On a failure on the effect roll, the player takes 1 HP of toxic damage for every two hours of duration or part thereof and may look yellow and jaundiced, a Distinctive Feature. On a critical failure, the user’s kidneys and/or liver have stopped functioning. Unless proper medical attention is sought, the character will die within twenty-four hours due to poisons running unchecked through his bloodstream.
Lack of Attention -1 DP.

The user develops Short Attention Span (B153) at CR12 for the side-effect’s duration.
Memory Loss -1 DP.

The user develops Amnesia (Partial) (B123) in respect to all events during the side-effect’s duration. This is usually an Immediate Effect rather than a Delayed one.
Nausea -1 DP.

Treat the user as Nauseated (Irritating Condition) (B428) for the side-effect’s duration.
Numb -2 DP.

The user possesses the Numb (B146) disadvantage for the side-effect’s duration.
Paralysis -2 DP.

The user possesses the Quadriplegic (B146) disadvantage for the side-effect’s duration.
Paranoia -1 DP.

The user possesses the Paranoia (B148) disadvantage for the side-effect’s duration.
Psychotic Rage -2 DP.

Treat the user as being automatically Berserk (B124) for the side-effect’s duration.
Reduced (Attribute) -1 or -2 DP.

The user has a pre-specified attribute reduced by -1 for for the side-effect’s duration. This side-effect costs -1 DP for a secondary attribute loss and -2 DP if the loss is from a primary attribute.
Sensory Reduction -1 or -2 DP.

The drug causes the user to lose a -3 from a pre-specified sense (touch, smell, hearing, taste, or sight) for the side-effect’s duration.
Sexual Dysfunction -1 DP.

The drug causes the user to either experience extreme sexual arousal or none, as specified at the drug’s creation. If the former, the physical signs of arousal are obvious and the user is at -3 for any seduction attempts. If the latter, they couldn’t perform even if they wanted to and they will have a -3 reaction to any seduction attempts, which will automatically fail. Either way, on a critical failure on the effect roll, the condition becomes permanent but the user also becomes Sterile.
The Munchies -1 DP.

The drug causes the user to exhibit Compulsive Behavior (Eating) (B128) at CR6 for the side-effect’s duration.


Drug Form

The delivery form the drug usually comes in modifies the base Cost as determined by the Type x DP formula above, as follows:

Drug Form Cost Multiplier Notes
Ingested, Pill or Gel x0.5 1
Ingested, Liquid x0.5 1
Inhaled x1 2
Injected, Intravenous x1 3
Injected, Intramuscular x2
Blood Agent x2 4
Contact or Derm x3 5

1 Slower Onset time.
2 Requires either a vaporizer ($100, neg weight) or the patient’s cooperation to administer (for snorting). Alternatively, smoked like a cigarette, but bystanders are affected by the drug as well at the drug’s listed Strength-3.
3 Requires a Physician roll to administer properly; failure means the drug was injected into the musculature rather than a vein, resulting in no effect.
4 Administered either directly to an open wound or under the tongue, to be absorbed by the mucous membrane
5 Diffuses straight through the skin, no special preperation required


Drug Legality

Finally, how legal the drug is affects the street price – calculate the final price as follows, using the drug cost from the step above :

Legality Class Cost Multiplier
1 x3
2 x2
3 x1
4 x0.5

Drug Price

A drug’s final street price per dose follows the following formula:

Price = Base Price * D * L

Where D is the multiplier from the drug’s delivery method and L multiplier from the drug’s Legality Class. The drug’s Base Price is based upon its Design Point total, as follows:

DP Cost
15 $2,000
14 $1,000
13 $500
12 $200
11 $150
10 $100
9 $70
8 $50
7 $30
6 $15
5 $10
4 $7
3 $3
2 $2
1 $1
0 $0.50
-1 $0.35
-2 $0.25
-3 $0.20
-4 $0.15
-5 $0.10

You will now have a final street cost per dose for your drug. If this is less than $1 then list how many doses can be bought for $1, rounding down. At the GM’s discretion, some drugs may be so common that their price is far lower than given by the method above, and this should be noted in the item description.

Listings for drugs created with this Drug Lab can be found on the Dealer’s Catalogue page.

Drug Lab

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