Home > Gear List > Toxins, Drugs and BTLs
Sample Toxins
The following are just a few of the chemical weapons
that shadowrunners might encounter. Gamemasters
should note that wind and other environmental conditions
may disperse gaseous toxins when used outdoors.
CS/Tear Gas
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: 0
Power: 8
Effect: Disorientation, Nausea, Stun Damage
CS gas is an irritant that affects the eyes, skin, and
mucus membranes, causing them to burn and water.
It also stimulates a physiological panic response: increased
heart rate, shortness of breath, and so forth.
Washing thoroughly with soap and water can remove
CS from the victim’s skin, thus ending the duration of
the nausea prematurely. CS gas becomes inert after 2
minutes of contact with the air.
Gamma-Scopolamine
Vector: Injection
Speed: Immediate
Penetration: 0
Power: 12
Effect: Paralysis, Truth Serum (see description)
This particularly nasty agent, derived from nightshade,
is a neuromuscular blocking agent that paralyzes
its target. It takes effect immediately, causing dizziness,
pupil dilation, speech loss, delirium, and paralysis. The
full effects last for about an hour. Once the primary effects
wear off, the remaining residue in the victim’s system
acts as a “truth serum” for another hour. Reduce the
target’s Willpower by 3 (to a minimum of 1) for the remainder
of the toxin’s effect.
Narcoject
Vector: Injection
Speed: Immediate
Penetration: 0
Power: 15
Effect: Stun Damage
A common tranquilizer, narcoject is typically used
with dart guns. It has no side effects.
Nausea Gas
Vector: Inhalation
Speed: 3 Combat Turns
Penetration: 0
Power: 9
Effect: Disorientation, Nausea
Used as a riot control agent, this gas causes nausea
and a crippling need to vomit. Nausea gas becomes inert
after two minutes of contact with the air.
Neuro-Stun
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: 0 (Neuro-Stun VIII and IX), –2 (Neuro-
Stun X)
Power: 15
Effect: Disorientation, Stun Damage
Neuro-Stun is colorless and odorless. It’s the industry
standard knockout gas for emergency containment situations
and comes in various concentrations. Neuro-Stun
VIII becomes inert after ten minutes of contact with air;
Neuro-Stun IX and X become inert after one minute.
Pepper Punch
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: 0
Power: 11
Effect: Nausea, Stun Damage
Pepper punch is an irritant combining CS and oreocapsicum,
the active ingredient in hot peppers, along
with other chemicals. It is typically deployed as a liquid
spray for personal defense and deterrence; this agent is
often tagged with RFID tags or special dyes to identify
victims later. Someone dosed with pepper punch feels
an intense burning on any affected skin; this affect is
even more pronounced if it gets in the eyes, nose, or
mouth. Victims sprayed in the eyes have trouble seeing,
and breathing becomes difficult.
Seven-7
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Penetration: –2
Power: 12
Effect: Physical Damage, Disorientation, Nausea
This is another colorless and odorless gas, developed
specifically to bypass chemical protection measures. In
addition to Physical damage, Seven-7 causes cramping,
nausea and double vision in victims. Seven-7 oxidizes
and becomes inert after ten minutes of exposure to air.
Drugs
Bliss
Vector: Inhalation, Injection
Speed: 1 Combat Turn
Duration: (6—Body) hours, minimum 1 hour
Addiction Type: Both
Effect: –1 Reaction, +1 to all thresholds, –1 to all Limits,
High Pain Tolerance 3 (p. 74)
A tranquilizing narcotic, bliss is an opiate synthesized
from poppy plants. It takes its name from the sensations
its users feel.
Players attempting to roleplay a bliss user may want
to focus on the escapist angle, using the drug to block
out the chaotic or unsatisfying world.
Cram
Vector: Ingestion, Inhalation
Speed: 10 minutes
Duration: (12—Body) hours, minimum 1 hour
Addiction Type: Psychological
Effect: +1 Reaction, +1D6 Initiative Dice
Cram is an extremely popular stimulant. When this
drug wears off, users crash and suffer 6 Stun damage
(unresisted).
Cram users appear hyper-alert, almost to the point of
paranoia. They react quickly, often without thought, and
they’re prone to irrational outbursts. Other common side
effects are jitteriness and fidgeting.
Deepweed
Vector: Ingestion, Inhalation
Speed: Immediate
Duration: (6—Body) hours, minimum 1 hour
Addiction Type: Physiological
Effects: +1 Willpower, +1 Mental limit, –1 Physical
limit, forces Awakened characters to astrally perceive
Deepweed is a narcotic derived by Caribbean houngans
from an Awakened form of kelp. It’s extremely enticing
to the Awakened and is sometimes used to dose
targets for possession. Deepweed forces any magically
active user to astrally perceive, even if the user is an adept
without the astral perception ability. Once its effects
have worn off, deepweed users suffer a –1 to all dice
pool modifiers and –1 to all limits for the same duration
as the initial effect.
There are dangers inherent in forced astral perception,
such as attracting unwanted attention. Role-playing
the effects of deepweed may mean portraying someone
who seems not completely “present,” since they aren’t.
Jazz
Vector: Inhalation
Speed: Immediate
Duration: 10 x 1D6 minutes.
Addiction Type: Both
Effect: +1 Reaction, +1 Physical limit, +2D6 Initiative
Dice
Jazz is a stimulant designed to better the odds for
run-of-the-mill law-enforcement officers who run up
against augmented street samurai. It’s usually taken
from a single-dose inhaler (or “popper”).
When jazz wears off, the user crashes and is flooded
with despondent and miserable emotions, suffering the
effects of Disorientation (p. 409) for a duration equal to
the duration of the initial effect.
While cram makes people hyper and twitchy, jazz
makes people jumpy and hyper as caffeinated two-yearolds.
Role-playing a jazz user means turning it up a notch,
portraying someone with too much energy to burn.
Kamikaze
Vector: Inhalation
Speed: Immediate
Duration: 10 x 1D6 minutes
Addiction Type: Physiological
Effect: +1 Body, +1 Agility, +2 Strength, +1 Willpower,
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance
3 (p. 74)
Kamikaze is a tailored combat stimulant. When kamikaze
wears off, the user crashes and suffers –1 Reaction,
–1 Willpower, and –2 to all Limits for a duration equal to
that of the initial effect. He also suffers 6 Stun damage
(unresisted).
The repeated use of kamikaze has a destructive effect
on the user’s metabolism. Large doses can cause
excitement, tremors, momentary euphoria, and dilated
pupils. Excess doses (bordering on overdose level)
cause anxiety, hallucinations, and uncontrolled muscular
movements. Even higher dosages lead to death. Kamikaze
users are near-crazed, filled with a feeling of imperviousness
and invincibility, exhibiting almost no regard
for their own well-being. They can be entertaining to
watch, as long as you’re not in front of them.
Long Haul
Vector: Injection
Speed: 10 minutes
Duration: 4 days
Addiction Type: Psychological
Effect: Alleviates need for sleep
A combination of synthesized hormones and other
brain-regulating chemicals, long haul stimulates the
brain and keeps the user awake, obviating the need for
sleep. A character dosed on long haul can remain awake
for four days—without incurring any modifiers from fatigue
or weariness. After this time, however, the user immediately
passes out and sleeps soundly for 8D6 hours.
If the character is kept awake during this period, he suffers
from disorientation (p. 409) as he is afflicted with
hallucinations and an inability to concentrate.
If a second dose of long haul is taken after the first
has worn off, the character can stay awake an additional
1D6 ÷ 2 days. After that period, he suffers 10 Stun
damage (unresisted) and must crash as detailed above.
Long haul cannot keep a character awake past this point,
no matter how many additional doses are administered.
Nitro
Vector: Inhalation
Speed: 1 Combat Turn
Duration: 10 x 1D6 minutes
Addiction Type: Both
Effect: +2 Strength, +2 Willpower, +2 Perception, +2
Physical limit, High Pain Tolerance 6 (p. 74)
A dangerous combination of potent drugs favored
by troll gangers, nitro is a powerful stimulant that can
easily kill a user. After the drug’s effects wear off, the
subject suffers –2 to all limits and takes 9 Stun damage
(unresisted) for an equal duration.
Nitro users feel infused with energy, suffer a diminished
attention span, and talk incessantly (even to themselves).
Novacoke
Vector: Inhalation, Injection
Speed: 1 Combat Turn
Duration: (10—Body) hours, minimum of 1 hour
Addiction Type: Both
Effect: +1 Reaction, +1 Charisma, +1 Perception, +1
Social Limit, High Pain Tolerance 1 (p. 74)
A stimulant derived from coca plants, novacoke is a
highly addictive social drug. After the drug wears off,
Charisma and Willpower are both reduced to 1, and all
limits are at –1 for a duration equal to the duration of the
initial effect.
Psyche
Vector: Ingestion
Speed: 10 minutes
Duration: (12—Body) hours, minimum of 1 hour
Addiction Type: Psychological
Effect: +1 Intuition, +1 Logic, +1 Mental limit
This designer stimulant is especially prized by magicians
and technomancers alike. In addition to the effects
noted above, Awakened users also only suffer a –1
dice pool modifier for each sustained spell (rather than
the standard –2). Psyche users are simultaneously hyper-
aware and detached, easily absorbed by detail and
obsessive about certain facts or problems.
Zen
Vector: Inhalation
Speed: 5 minutes
Duration: 10 x 1D6 minutes
Addiction Type: Psychological
Effect: –2 Reaction, +1 Willpower, –1 physical action
dice pool modifier
A psychedelic hallucinogen, zen is popular among
those looking to escape reality or seeking trance-like
states.
BTL Chips
Better-Than-Life chips are still enormously popular in
spite of omnipresent wireless technology. Some dealers
prefer a hands-on approach with their customers,
and many BTL users are poor or just set in their ways.
There are two playback formats. Dreamdeck chips require
an old-fashioned simsense deck or module that has
been modified with hot-sim to accommodate the higher-
intensity BTL signal. The other format is the direct-input
chip, which contains all the needed electronics to play it
back when slotted into a skilljack or datajack. Both formats
are designed to auto-erase themselves after a single use,
so that the customer has to keep coming back for more.
This one-shot, self-erasing feature can be bypassed with a
Hardware + Logic (10, 1 hour) Extended Test.
Dreamchips are standard simsense recordings modified
to produce BTL output. These might be studio-produced
sims that are doctored up, or street recordings
that offer a personal, intense glimpse into someone’s
life. Popular themes are heroic fantasies, recorded
crimes, and pornography, with hardcore violence and
snuff chips serving the most jaded appetites.
Moodchips focus on the emotive track and intense
emotional sensations. Themes run the gamut from euphoria
to sexual urges to terror and hate. After the chip’s
program has run its course, the user crashes, usually feeling
the opposite emotion of the BTL for an hour or two.
Moodchips are the most common BTLs on the street. The
RAS override feature is frequently disabled so that users
can move around freely under the influence of the chip.
Personafix chips, also called p-fixes, are the strangest
and most dangerous BTLs. A combination of simsense
and skillsoft technology modifies the basic personality
of the user, installing the mnemonic routines
of certain behavior patterns. While under the chip’s influence,
the user becomes a different person. Popular
chips are based off of historical figures or pop culture
icons. “Workers” in bunraku (“puppet”) sex parlors are
fitted with personafix BTLs, sometimes combined with
data filter cyberware to protect a client’s anonymity. The
RAS override feature is frequently disabled so that users
can move around freely under the influence of the chip.
Tripchips are like moodchips, primarily producing
sensory output, flooding the user with interesting and
unusual sensations. These can be simple effects, or they
can be advanced sensations such as simulating being
underwater. The latest craze is deliberately induced synaesthesia
with jacked-up sensory levels and the RAS
override disabled, allowing users to experience their
surroundings in an entirely new way.