ABCDEFGHIJKL
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NameVectorSpeedDurationAddiction TypeEffectsCrashAddiction RatingAddiction ThresholdAvailabilityCostSource
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AEXDIngestionImmediate10*2d6 minutesPhysiological +3 dice to resist TLE-x SeizuresN/A11480CF 179
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AisaIngestionImmediate20*2d6 minutesPsychologicalDisorientation, Hallucinations2S, 4S for every dose past the first52425CF 179
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Animal TongueIngestion3d6 MinutesEssence+1d6 Hours, Maximum 12PsychologicalCritter Power: Animal ControlFear of animals for time equal to the drug's duration. Treat all animals as having the Fear power.326R1500CF 186
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Ayao's WillIngestion2 Combat Turns10*1d6 MinutesPsychological +2 Dice to resist manipulation spellsN/A5214F750CF 184
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Berserker BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological +1 Strength, +1 Body, -1 Logic, -1 Willpower. Full Offense in combat.N/A628F200CF 193
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BetamethInhalation1 minute9-Body HoursBoth +2 Reaction, +1 Intuition6S935F30CF 180
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BetelIngestionImmediate10*1d6 minutesPhysiological +1 PerceptionAddiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild.245CF 180
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BlissInhalation, Injection1 Combat Turn(6-BOD) hoursBoth–1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3N/A533F15SR5 411
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Bodyguard BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological +1 Body, -1 Logic, Protecting the Principal doesn't use edge when used on the designated target.N/A628F200CF 193
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CerepraxIngestion1d6 Minutes12-Body HoursBoth +2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality-2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage.9314F800CF 180
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Chill BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological +1 Charisma, +1 Intuition, -1 Logic, -1 WillpowerN/A624F50CF 193
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CramIngestion, Inhalation10 Minutes(12-BOD) hoursPsychological +1 Reaction, +1D6 Initiative Dice6 Stun Damage432R10SR5 411
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CrashInjectionImmediateN/AN/AAllows a dying person to make an immediate stabilization test, using Body instead of First Aid or MedicineN/A--3800B&B 19
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Crimson OrchidInjection1 Combat Turn12-Body HoursBoth-3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral BeaconN/A936F300CF 184
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CryoRapid InfuserImmediate(30-Body) minutesN/ASubject only receives an additional box of progressive or overflow damage every (Body*4) combat turns.Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0.--8R1000B&B 19
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DeepweedIngestion, InhalationImmediate(6-BOD) hoursPhysiological +1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive -1 to all dicepool modifiers, -1 all limits--8F400SR5 411
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DopadrineContactImmediate10*1d6 MinutesBothCancels Berserk, -1 Dice to Physical ActionsN/A32845CF 180
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Downer BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological -1 Reaction, +1 IntuitionN/A624F50CF 192
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eXIngestion1d6 Minutes8-Body HoursPsychological +1 Charisma, -1 Logic, +1 Perception, -1 Willpower-2 Mental Limit for Body Hours523R20CF 180
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Forget-Me-NotIngestion1 Combat Turn12-Body HoursPsychologicalImmunity to Laes, or similar drugs. +3 Dice to resist Alter Memory SpellsN/A--10F400CF 180
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G3Ingestion1 Hour15-Body HoursPhysiological +1 Body when resisting Fatigue Damage, "Longevity" (Not Mechanical)N/A21215CF 181
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GalakIngestion1d6 Minutes9-Body Hours, Minimum 3Psychological +1 Charisma, -1 Logic, +1 Perception, -1 Willpower-2 Mental Limit for Body Hours634R45CF 180
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GutsInhalationImmediate12-Body HoursBothImmunity to FearRecklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion.538R60CF 181
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Hecate's BlessingIngestionImmediate10*1d6 MinutesBoth +1 Drain Resist Dice -1 Magic for twice the duration4212F500CF 185
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HemosynthRapid Infuser(Body) combat turns(Body) combat turnsN/ASubject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow.Subject continues to accumulate damage during and after the infusion, until stabilization occurs.--42000B&B 19
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HurlgIngestion2d6 Minutes12-Body HoursBoth-1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests9S, resisted by Body432R10CF 181
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Hyper BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological +1 Reaction, +1 Agility, -1 Intuition, -1 CharismaN/A624F50CF 192
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Immortal FlowerIngestion16 Combat RoundsEssence+1d6 Hours, Maximum 12BothRegenerationLose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware.8314R2500CF 186
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Infiltrator BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological +2 Agility, +1 Strength, -2 Charisma, Gymnastics 2, Locksmith 2, Palming 1, Willpower(3) test to resist stealing unattended valuable items, Willpower(2) test to stop during a job, if the user's Charisma is dropped below 1, they go unconscious and gain the Uncouth quality until the program is stopped.N/A628F200CF 193
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JazzInhalationImmediate10*1d6 minutesBoth +1 Reaction, +1 Physical Limit, +2d6 Initiative DiceDisorientation832R75SR5 411
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K-10InjectionImmediate5*1d6 MinutesBoth +3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk.11316F900CF 181
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KamikazeInhalationImmediate10*1d6 minutesPhysiological +1 Body, +1 Agility, +2 Strength, +1 Willpower,
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance
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–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage934R100SR5 412
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LaésIngestion, Inhalation, Injection1 Combat Turn20*1d6 MinutesN/A12S, 12-Body Hours of Memories erased.N/A--12F750CF 185
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LeälIngestion1 Combat Turn5*1d6 MinutesN/A12S, 120-Body(minimum 100) minutes of memories erasedN/A--10F400CF 185
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Little SmokeInhalation2d6 MinutesEssence+1d6 Hours, Maximum 12PsychologicalCritter Power: Concealment and ConfusionPerception and Willpower reduced to 1 for an equivalent duration6312F1800CF 187
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Long HaulInjection10 Minutes4 daysPsychologicalAlleviates the need for sleep. A second dose extends the period for 1d6/2 days.Dose 1: Pass out for 8d6 hours.
Dose 2: 10 Stun, as above.
21-50SR5 412
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Memory FogIngestion1 minute14-Body Hours, minimum 2Both-2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2.N/A--6R100CF 181
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NanoscanInjectionImmediate24 hours, or (Nano-hive Rating) DaysN/AActs as a biomonitor, transmits data to a subscribed commlink or medkitN/A--5500B&B 19
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NeostigmineInjectionImmediate10*1d6 minutesN/ADouble the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis.N/A--2100B&B 19
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NightwatchContactImmediate20*1d6 MinutesPyschologicalLow-Light Vision, Glare increased by one category.N/A123R25CF 182
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NitroInhalation1 Combat Turn10*1d6 minutesBoth +2 Strength, +2 Willpower, +2 Perception, +2
Physical limit, High Pain Tolerance 6
-2 to all limits, 9 Stun932R50SR5 412
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NoPaintContactImmediate1d6 hoursBothHigh Pain Tolerance 3
Special: Two doses needed for Orks and Trolls
N/A31315CF 182
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NovacokeInhalation, Injection1 Combat Turn(10-Body) hoursBoth +1 Reaction, +1 Charisma, +1 Perception, +1
Social Limit, High Pain Tolerance 1
Charisma and Willpower reduced to 1, -1 to all limits722R10SR5 412
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OndansetronInjectionImmediate10*1d6 minutesN/ADouble the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea.N/A--250B&B 19
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OneiroInhalationImmediate3d6 MinutesPsychologicalParalysis, Divination MetamagicDisoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual.636F1250CF 186
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OverdriveInhalation1 Combat Turn10-Body HoursBoth +1 Reaction, +1 to all Logic-linked SkillsLong term use can cause the user to get Poor-Self Control: Braggart or Paranoia5310F800CF 186
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Oxygenated FluorocarbonsTransfusion1d6 Hours1 weekPhysiological +1 Agility, double the time to hold breath.-1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted2112R2000CF 182
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Pacifier BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological -1 Reaction, -1 Intuition, -1 Willpower, -1 CharismaN/A628F200CF 193
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Pixie DustInhalationImmediate1d6 MinutesBoth +1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug.N/A1048F800CF 186
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PsycheIngestion10 Minutes(12-BOD) hoursPsychological +1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2)N/A62-200SR5 412
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Psyche Chips (illegal)DNIImmediate48 HoursPsychologicalNo negative penalties from negative mental qualities up to Severe, -1 Reaction.If the user gets addicted, and stops using the chips, the negative quality goes up one step.636F500CF 187
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Psyche Chips (legal)DNIImmediate48 HoursPsychologicalNo negative penalties from negative mental qualities up to Moderate, -1 Reaction.If the user gets addicted, and stops using the chips, the negative quality goes up one step.324R350CF 187
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PushIngestion1 Minute15-Body minutesBothGet HighN/A434F25CF 182
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ReaperInjection2 Combat Turns10-Body HoursN/ASame as Slab, -8 Dice to assense subject's aura-4 Reaction for half the duration--8R250
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Red MescalineIngestion1 Hour18-Body HoursBoth +1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with PsycheCharisma and Willpower reduced to 1 for 18-Body Hours534R50CF 182
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RipperInjection, ContactImmediate10*1d6 MinutesBoth +1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1.N/A536F60CF 182
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Rock Lizard BloodIngestion30 MinutesEssence+1d6 Hours, maximum 12 hoursPhysicalCritter Power: Immunity against Diseases and Toxins2P, -4 dice for all resist disease and toxin tests for an equivalent duration6310R1700CF 187
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ShadeInhalationImmediateEssence+1d6 Hours, maximum 12 hoursPsychologicalForces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes.10S, user dies if they don't return to their bodies before the duration ends.736R1000CF 187
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SlabInjection2 Combat Turns10-Body HoursN/ASuspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment. -4 Reaction for half the duration.--8R250CF 183
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SnuffIngestion, Inhalation1 Minute10*1d6 MinutesBoth +1 Reaction, Pain Resistance 1-1 Intuition for twice the duration221R10CF 183
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Sober TimeContact1 Combat Turn10*1d6 MinutesBothNegates pnealties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice >6. Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off.--6F125CF 183
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SoothsayerContact, Injection1 minute(12 - Body) Hours, minimum 1 hournone8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application.N/A--12F150CF 184
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TranceInhalation1 Combat Turn(6 - Body) hours, minimum 1 hourBoth +1 Intuition, +2 to all Logic-linked skills, ParalysisParalysis continues for an equal duration6310F1100CF 186
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Upper BTLDNIImmediate10*1d6 Minutes, unless modified(Hardware+Logic(10, 1 Hour) extended test), in which case can be looped as long as desired.Psychological +1 Reaction, -1 IntuitionN/A624F50CF 192
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WoadIngestion1 Combat Turn5 x 1d6 minutesBoth +2 Agility and Berzerk (when wounded)-2 to all Social Tests for Duration x 10523R15CF 184
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Wudu'akuIngestion, Injection2d6 minutesEssence +1d6 Hours, Maximum 12 hoursN/AThe user receives +2 dice on all Conjuring skill
group tests and adds +2 to her effective Charisma when
dealing with spirits of man.
N/A4112F2350CF 187
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ZenInhalation5 Minutes10*1d6 minutesPsychological–2 Reaction, +1 Willpower, –1 physical action dice pool modifierN/A314R5SR5 412
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ZeroIngestion, Injection1 hour(20 - Body) Hours, Minimum 1PhysiologicalAllergy and Addiction reduction, promotion
of cyberware adaptation, –2 to Disease Resistance Tests
and Toxin Resistance Tests
N/A138R150CF 184
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Zombie DustContact, Injection2 Combat TurnsEssence +1d6 Hours, Maximum 12 hoursPhysiologicalcauses a target to be instantly prepared for possession.
While this can offer a rapid conversion for a friendly
ally, it can also be used aggressively against unwilling
targets. Note they still get their Intuition + Willpower
Test to resist possession.
N/A2312F1500CF 187
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ZoneIngestion1 Hour12-Body HoursBothIgnore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1N/A----CF 184