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

DrugPriceDurationPrimary EffectAddiction DVAddiction Penalty
Synthcoke20eb4 hours+1 REF + paranoiaDV15-2 REF when sober
Boost50eb24 hours+2 INTDV17-2 INT when sober
Prime Time50eb24 hours+2 COOL, +2 WILLDV17-2 COOL when sober
Six Gun100eb1 hour+2 REF (combat monster)DV17-2 REF when sober

Combat / Pain Drugs

DrugPriceDurationPrimary EffectAddiction DVAddiction Penalty
Black Lace50eb24 hoursIgnore Seriously Wounded, 2d6 temp HLDV17-2 REF, permanent HL
Berserker100eb1 hour+2 BODY, ignore painDV17-2 COOL when sober
Emerald City50eb4 hoursIgnore Seriously WoundedDV15-2 WILL when sober
Timewarp100eb1 round+3 Initiative for 1 turnDV15-2 REF when sober

Recreational / Utility Drugs

DrugPriceDurationPrimary EffectAddiction DVAddiction Penalty
Smash10eb4 hoursEuphoria, feeling greatDV15-2 to social/creative Skills
Blue Glass20eb4 hoursVivid hallucinations (“flashing out”)DV15”Flash out” during tasks (lose Actions)
Basewatch50eb4 hours+2 Perception/TrackingDV15-2 COOL in social situations

Special Drugs

DrugPriceEffectNotes
Piranha Smash10ebEuphoria + extreme aggressionCheap gangbanger drug. Withdrawal = violent rage
Immunoblockers100ebSuppresses immune responseRequired 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)

CostDVTimeWho RollsEffect
1,000eb151 weekTherapistAddiction 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


  • 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)