While some things change with time, other things stay the same, and drug use is one of the latter. There is still a booming market for pharmaceutical or recreational drugs fueling massive industries both legitimate and illegal. Drugs are used for medicine, enhanced abilities, and for fun. Due to the many advances in pharmaceuticals and their delivery, many modern drugs now have a much greater effect than the traditionally used drugs. Drugs are usually administered through hypospray but needles, patches, pills, and smoking are still all ways to take drugs. The drugs listed below are merely a sample of the multitude of designer pharmaceuticals available and should be used as guidelines by the GM and the players to create the mechanics for other drugs. Despite the proliferation of new designer drugs, traditionally used drugs still permeate much of society as they are generally cheaper, less severe, or more available. ##### Drugs Table Drug|Cost|Effect Summary -|-|- [[Antipoison]]|シ100|You become immune to poison, disadvantage on attack rolls and ability checks until short rest [[Genefunk Reference/Goods and Services/Drugs/Angel\|Angel]]|シ100|Stabilize dying person, regain 2 hp/turn for 1 hour, 1 level of exhaustion after [[Genefunk Reference/Goods and Services/Drugs/Buddha\|Buddha]]|シ100|+2 Wis and Cha, DC 10 Wis saving throw to take a violent action [[Genefunk Reference/Goods and Services/Drugs/Carnal\|Carnal]]|シ100|Advantage on Perception and Insight checks for 2 hours, 1 level of exhaustion after [[Conventional Drugs]]|Varies|Varies [[Euvigil]]|シ100|You gain advantage on concentration checks [[Hype]]|シ100|+2 Dex for 30 minutes, 1 level of exhaustion after [[Genefunk Reference/Goods and Services/Drugs/Mars\|Mars]]|シ300|+2 Dex and Str for 30 minutes, 1 level of exhaustion after [[Genefunk Reference/Goods and Services/Drugs/Nanodoc\|Nanodoc]]|シ100|Regain 2d6 hp [[Genefunk Reference/Goods and Services/Drugs/Nootro\|Nootro]]|シ100|+2 Int, Wis, and Cha for 1 hour, 1 level of exhaustion after [[Genefunk Reference/Goods and Services/Drugs/Perk\|Perk]]|シ300|Remove one level of exhaustion [[Genefunk Reference/Goods and Services/Drugs/Shark\|Shark]]|シ500|+2 Cha for 30 minutes, and you don’t have to roll for addiction [[Genefunk Reference/Goods and Services/Drugs/Superman\|Superman]]|シ50|If 0 hp, DC 15 Con saving throw, on success drop to 1 hp instead,1 level of exhaustion after [[Genefunk Reference/Goods and Services/Drugs/Wrath\|Wrath]]|シ50|+4 Str, -2 Int and Wis for 30 minutes, 2 levels of exhaustion after # Drug Mechanics The following rules apply to using drugs: - Their effects do not stack. For example, if you are on both mars and hype, you only get a +2 bonus to Dexterity, not a +4. - You can’t increase your ability scores beyond their maximum. For example, if you have a 20 Strength score, and your ability score maximum is 20, you gain no benefit from drugs that increase your Strength score. - Addiction. Each time you take a drug, roll 1d20. On a 1, you become addicted. You need to take this drug at least once each day, or you suffer disadvantage on all ability checks and attack rolls until you take the drug again. In order to break this addiction, you must refrain from taking the drug for one week, and succeed on a DC 15 Wisdom save. You can make a new Wisdom save for each week you go without taking the drug again.