đź’Š Drugs & Addiction
“Drugs are dangerous and messing with them will probably mess up your Character for the long term.” — Cyberpunk RED Core Rulebook
In Night City, street drugs are everywhere — vendits, fixers, that guy in the alley who definitely isn’t a cop. They offer real mechanical benefits (stat boosts, pain suppression, enhanced focus), but every high has a price. Fail one roll and you’re addicted, burning eddies just to feel normal.
🎲 How Drugs Work
Step 1: Taking Drugs
Taking a drug requires an Action and an Airhypo (50eb, reusable injector). You can dose yourself or a willing target.
Hostile administration: Make a Melee Attack with an Airhypo. On a hit, the drug takes effect instead of dealing damage.
Step 2: Primary Effect
The drug’s benefit activates immediately and lasts for the listed Duration. Taking a second dose before the primary wears off extends the duration by the full amount (no stacking of effects).
Step 3: Secondary Effect (Addiction Roll)
When the primary effect ends, you must roll:
WILL + Resist Torture/Drugs + 1d10 vs. Drug's Secondary DV
- Beat the DV: You’re fine. The drug wears off cleanly.
- Fail the DV: You’re now addicted. The drug’s Secondary Effect kicks in — usually a stat penalty that persists until you either take more of the drug or get clean.
Addiction Is a Trap
Most drugs give you +1 to +2 to a stat while active, but -2 to that same stat when addicted and sober. So you take more to feel normal, which means another addiction roll when it wears off… which you now fail more easily because your stats are worse.
đź“‹ Drug Reference Table
Stat-Boosting Drugs
| Drug | Price | Duration | Primary Effect | Addiction DV | Addiction Penalty |
|---|---|---|---|---|---|
| Synthcoke | 20eb | 4 hours | +1 REF + paranoia | DV15 | -2 REF when sober |
| Boost | 50eb | 24 hours | +2 INT | DV17 | -2 INT when sober |
| Prime Time | 50eb | 24 hours | +2 COOL, +2 WILL | DV17 | -2 COOL when sober |
| Six Gun | 100eb | 1 hour | +2 REF (combat monster) | DV17 | -2 REF when sober |
Combat / Pain Drugs
| Drug | Price | Duration | Primary Effect | Addiction DV | Addiction Penalty |
|---|---|---|---|---|---|
| Black Lace | 50eb | 24 hours | Ignore Seriously Wounded, 2d6 temp HL | DV17 | -2 REF, permanent HL |
| Berserker | 100eb | 1 hour | +2 BODY, ignore pain | DV17 | -2 COOL when sober |
| Emerald City | 50eb | 4 hours | Ignore Seriously Wounded | DV15 | -2 WILL when sober |
| Timewarp | 100eb | 1 round | +3 Initiative for 1 turn | DV15 | -2 REF when sober |
Recreational / Utility Drugs
| Drug | Price | Duration | Primary Effect | Addiction DV | Addiction Penalty |
|---|---|---|---|---|---|
| Smash | 10eb | 4 hours | Euphoria, feeling great | DV15 | -2 to social/creative Skills |
| Blue Glass | 20eb | 4 hours | Vivid hallucinations (“flashing out”) | DV15 | ”Flash out” during tasks (lose Actions) |
| Basewatch | 50eb | 4 hours | +2 Perception/Tracking | DV15 | -2 COOL in social situations |
Special Drugs
| Drug | Price | Effect | Notes |
|---|---|---|---|
| Piranha Smash | 10eb | Euphoria + extreme aggression | Cheap gangbanger drug. Withdrawal = violent rage |
| Immunoblockers | 100eb | Suppresses immune response | Required for some implants. DV21 addiction |
Best Drugs for Edgerunners
- Going loud? Six Gun (+2 REF) or Berserker (+2 BODY) — but the DV17 addiction risk is steep.
- Need to think? Boost (+2 INT) for hacking, investigation, or planning. 24-hour duration is forgiving.
- Budget option? Synthcoke is cheap and common, but +1 REF isn’t worth the -2 REF addiction spiral.
- Never take: Black Lace costs permanent Humanity Loss on a failed roll. Cyberpsychosis in a syringe.
🔓 Getting Clean: Curing Addiction
Once addicted, you have three options:
Option 1: Addiction Therapy (Most Common)
| Cost | DV | Time | Who Rolls | Effect |
|---|---|---|---|---|
| 1,000eb | 15 | 1 week | Therapist | Addiction cured. Stat penalties removed. |
On failure, try again after another week (pay again). See Recovery: Therapy.
Option 2: Rapidetox (Emergency)
A Medtech with the Pharmaceuticals sub-ability can administer Rapidetox, which immediately purges the drug’s primary effects. This stops the primary effect early but does not cure addiction — you still need therapy for that.
Option 3: Cold Turkey
The CRB doesn’t have explicit “cold turkey” rules. As written, addiction is permanent until treated by a therapist. The GM may allow extended roleplaying of withdrawal for narrative purposes, but mechanically, therapy is the cure.
Addiction Stacks
You can be addicted to multiple drugs simultaneously. Each addiction applies its penalty independently. An edgerunner addicted to both Synthcoke (-2 REF) and Boost (-2 INT) is walking around with REF -2 and INT -2 unless actively dosed on both.
âť“ Quick Answers
Can I take two different drugs at once?
Yes. Primary effects stack. But when each wears off, you roll separately for addiction. Two rolls, two chances to get hooked.
Does taking more doses make addiction worse?
Mechanically, no. You’re either addicted or not. But each time the drug wears off, you roll again — if already addicted, another failure doesn’t add a “double addiction.”
Can I use drugs on an unwilling target?
Yes. Make a Melee Attack with an Airhypo. On a hit, the drug takes effect instead of dealing damage.
Do drugs interact with cyberware?
Not directly by CRB rules. Major exceptions: Black Lace causes Humanity Loss, and Immunoblockers are needed for some implants.
Where do I buy drugs?
Street dealers (10-50eb/dose), Night Markets, or fixers for the expensive stuff. See đź›’ Where to Buy Things.
đź”— Related Topics
- Humanity — Therapy and addiction cure costs
- Medtech — Rapidetox and pharmaceutical abilities
- Drugs — Resisting forced drug administration
- Healing — Recovery between gigs
(Source: Cyberpunk RED Core Rulebook, pp. 227-228)