Every drug in the city: which faction tier can get it, how to roleplay it, and what it sells for. Higher tiers are harder, more profitable and more dangerous.
Street value is the price between players. NPC and script prices are set separately.
The roleplay listed for each drug is required: if your character uses it, you act it out. Faction drop is what a faction gets in each weekly drop, shared across the whole faction.
Tier 1 · Local Mandem
Factions at Level 1 and above
The bread and butter of street-level dealing. Low risk, low reward, high volume. These keep small crews afloat while they build toward something bigger.
Cannabis
Weed, tree, bud, green
Street value
£20–£40 per bag£180–£300 per ounce
Police priority
Low
Faction drop
15–25 bags
Roleplay
Visibly relaxed, with slower reactions, red eyes, and a tendency to ramble or laugh at inappropriate moments. Mild paranoia in hostile situations.
In game
Slight speed reduction. Stress and addiction build slightly slower.
Cannabis (high grade)
Loud, exotic, cookie, gelato, Cali pack
Street value
£40–£80 per bag£250–£400 per ounce
Police priority
Low
Faction drop
8–15 bags
Roleplay
A stronger version of standard weed. Heavily relaxed, and may become irrational or paranoid. Slurred speech and slow reactions are appropriate.
In game
Moderate speed reduction. Minor health regeneration over time.
Nitrous oxide
NOS, balloons, loons, whip
Street value
£20–£50 per balloon
Police priority
Low
Faction drop
20–40 balloons
Roleplay
A short burst of euphoria, giggling, and light-headedness. Very short duration. Often used at parties and social gatherings.
In game
Short movement boost. Distorted audio. Blurred screen for a brief moment.
Spice
Mamba, black mamba
Street value
£5–£15 per bag
Police priority
Medium
Faction drop
20–40 bags
Roleplay
Highly unpredictable. The character may freeze, convulse, become aggressive, or go completely catatonic. No two uses are the same. Common on poorer estates.
In game
A random effect on each use: speed boost, full freeze, or screen blackout.
Risks
High addiction. Erratic and dangerous behaviour. Chance to collapse.
Easy to get and sold everywhere, so competition between dealers is fierce at this level.
Tier 2 · Up-and-Comers
Factions at Level 2 and above
More money, more risk. These attract more attention from police and rival factions.
MDMA / ecstasy
Mandy, MD, pingers, beans, molly, pills, E
Street value
£15–£40 per pill£50–£100 per gram (powder)
Police priority
Medium
Faction drop
10–20 units
Roleplay
Euphoric, overly friendly, energetic, very talkative and empathetic. May hug strangers or act irrationally affectionate. Poor awareness of threats.
In game
Stamina boost. Slight armour regeneration over time. Slight blur and glow.
Ketamine
Ket, special K, K, horse tranq
Street value
£25–£60 per gram
Police priority
Medium
Faction drop
5–10 grams
Roleplay
Dissociated, slow, confused, stumbling. Heavy users may enter a K-hole, becoming completely unresponsive and staring. Not suitable for driving or combat.
In game
Heavy movement speed reduction. Visual distortion. Random chance to ragdoll. Minor damage resistance.
Risks
Risk of a K-hole: the character becomes completely unresponsive.
Speed and stamina boost. Slight recoil reduction. A crash when it wears off.
Risks
Heart attack risk if overused. High addiction. Severe crash.
Crack cocaine
Crack, rocks, white, stone, pebbles, gravel
Street value
£20–£50 per rock£150–£300 per 10 rocks
Police priority
Very high
Faction drop
6–12 rocks
Roleplay
Intense, short-lived euphoria followed by a visible and desperate comedown. Erratic, aggressive and desperate. The character may beg, steal, or act wildly irrationally.
In game
Large speed and strength burst for a short time, then a heavy crash with reduced movement speed.
Risks
Rapid and extreme addiction. Severe crash after the effect ends.
LSD
Acid, tabs, trips, Lucy, dots, blotters
Street value
£5–£20 per tab£80–£200 per strip of 10
Police priority
Medium
Faction drop
8–16 tabs
Roleplay
Vivid hallucinations, distorted perception of reality, and extreme emotional swings: euphoric one moment, terrified the next. Long duration. Not suitable for combat.
In game
Heavy visual distortion and hallucinations. Altered colours. Long duration. Random shifts in emotional state.
Risks
Psychological distress at high doses. Long comedown.
Prescription pills
Percs (15s and 30s), oxy, bars, xans, zannies, beans
Street value
£10–£30 per pill, by type£150–£300 per strip of 10
Police priority
High
Faction drop
8–16 pills
Roleplay
Drowsy, slurred speech, poor balance. On Perc 15s especially, characters should appear heavily sedated and struggle to keep focus or hold a conversation.
In game
Damage reduction. Stamina drain. Screen flicker at high doses. Blackout risk.
Risks
High addiction. Overdose risk at high doses. Blackouts.
Harder to source and they need proper organisation to distribute. Expect more police scrutiny and rival interest.
Tier 4 · City Certified
Factions at Level 4 and above
High-value, high-risk substances that carry serious weight. Dealing these puts your faction at the top of the food chain, and makes you a target.
Heroin
Brown, gear, smack, H, junk, horse
Street value
£30–£80 per bag£300–£600 per gram (pure)
Police priority
Very high
Faction drop
4–8 bags
Roleplay
Heavily sedated, nodding off, barely coherent. Extremely slow speech and movement. Addiction RP is required for repeat use, and withdrawal RP after extended use.
In game
Pain suppression: less damage taken, but very slow movement. Screen darkens at the edges. Heavy crash after.
Risks
Extreme addiction. High overdose risk. Severe withdrawal.
Amphetamine / speed
Speed, billy, whizz, paste, amp
Street value
£10–£30 per gram
Police priority
High
Faction drop
6–12 grams
Roleplay
Hyperactive, irritable, restless, talkative. Prone to erratic decisions and aggression. May stay awake for long stretches.
In game
Speed and stamina boost, lasting longer than cocaine. Minor health drain over time.
Risks
High addiction. Health drain over time. Crash.
These need significant connections to obtain and real infrastructure to distribute. Not for small operations.
Tier 5 · Syndicate
Level 5 factions only, under Faction Management oversight
The most dangerous substances on the streets. Moving these carries the highest possible risk to your character's life, your faction's standing, and the city's stability.
Methamphetamine
Meth, crystal, ice, glass, Tina, shard
Street value
£100–£250 per bag
Police priority
Extreme
Faction drop
3–6 bags
Roleplay
Massive energy, extreme aggression, paranoia, and hallucinations at high doses. May act erratically, become confrontational without cause, or have psychotic episodes with heavy use.
In game
Massive stamina boost. Faster reload. Increased movement speed. Hallucinations with heavy use.
Risks
Extreme addiction. Hallucinations. Aggression. Health deteriorates over time.
Fentanyl
Fent, boots, China white, widow maker
Street value
£20–£50 per doseVery small quantities only
Police priority
Extreme
Faction drop
2–4 doses
Roleplay
Extremely potent. Any use carries a genuine risk of overdose, which must be roleplayed fully. The character becomes nearly unresponsive with laboured breathing. EMS must be called for an overdose.
In game
Maximum pain suppression. Extremely slow movement. High chance of entering the death script without EMS.
Risks
Extreme overdose risk. Near-certain death script without EMS. The highest addiction rate on the server.
Counterfeit pills
Fakes, pressies, pressed pills
Street value
Varies: sold at real pill prices to fool buyers
Police priority
High
Faction drop
FM's decision
Roleplay
Sold as real prescription pills but fake or laced. The buyer does not know what they are taking. Ideal for storylines involving poisonings and scams.
In game
Random effects on each use. Chance of overdose. Chance of no effect at all.
Risks
Unpredictable outcomes. High overdose risk. Can cause permanent character consequences if abused.
Extremely limited: Faction Management controls how much enters the city. Misuse, mishandling, or reckless distribution will result in immediate FM intervention.
Who can make what
Some drugs can be produced in game through the drug script. Production is locked behind faction tiers so the most dangerous and profitable substances stay with factions that have earned it through proper roleplay and progression.
Tier
Can produce
Notes
Probation
Nothing
Cannot produce or process any substances.
Level 1
Weed
Can grow and package standard cannabis only.
Level 2
Weed, crack
Can grow weed and cook crack. No powder cocaine yet.
Level 3
Weed, crack, cocaine (packing only)
Can pack and cut cocaine but cannot produce it from scratch. Raw product must be sourced through RP.
Level 4
Weed, crack, cocaine (full production), LSD
Full cocaine production unlocked. Can also press and produce LSD.
Level 5
All of the above, plus heroin and meth
Full access to all production. Heroin and meth labs need FM awareness before they operate. Counterfeit pills need a pill press.
Manufacturing is a privilege, not a right. FM may revoke production access at any time if a faction abuses the system, distributes beyond its permitted quantity, or operates without proper roleplay.
Drug RP rules
Using drugs
If your character uses a drug, its roleplay must be acted out for a realistic time. You cannot take a hit and walk straight into a shootout acting completely unaffected.
Short-lasting (crack, NOS, cocaine): at least 10 to 15 minutes.
Medium (MDMA, speed, lean, Xanax): at least 30 minutes.
Long-lasting (heroin, LSD, ketamine): at least 1 hour, or until EMS intervenes.
Fentanyl overdose RP is mandatory if a character uses too much. EMS must be contacted immediately.
Withdrawal RP is expected for characters established as regular users of addictive substances such as heroin, crack, fentanyl, or meth.
Spice and counterfeit pills have unpredictable effects; you do not choose the outcome. Whatever triggers must be acted out fully.
Selling drugs
All sales between players must be roleplayed properly. No silent transactions: conversation, negotiation, and handoff RP are required.
Prices must stay within the street values on this page. Extreme price gouging or dumping without in-character reason is poor economy RP.
Selling drugs in a green zone is strictly prohibited.
Selling Tier 3 or above in busy public areas without proper concealment RP is unrealistic and will be treated as poor RP.
Faction-issued drugs may only be sold by members of that faction, unless a deal or trade has been properly roleplayed and logged.
Selling to undercover police is a legitimate RP scenario; you take the risk.
Buying drugs
Civilians and other players may buy from factions through in-character interaction only. No OOC deal-making.
Buying as a civilian means taking the realistic risk that comes with it: being robbed, arrested, or sold a bad product are all valid outcomes.
Buying drugs and immediately using them in a combat situation without roleplaying the effect is fail RP.
Making drugs
You may only produce what your faction's tier allows. Producing above your tier means a faction strike and confiscation of the product.
All production must be roleplayed properly. No silent manufacturing; the full process must be acted through.
Production locations must be realistic and private. Running a drug lab in a public area or green zone is strictly prohibited.
FM may spot-check faction drug logs at any time. Unlogged product will be treated as unauthorised.
Tier 5 heroin and meth labs must be reported to FM before starting. Operating without FM awareness means a faction strike.
Drug-related character kills
Overdosing on Tier 4 or Tier 5 drugs without EMS intervention is a valid reason for a character kill, subject to admin review.
Being killed over a drug debt is a valid CK reason if the debt is properly documented and the escalation has been built through RP.
Selling a bad or cut product that harms a buyer is a valid path toward serious conflict, and potentially a CK.
General
Using drugs in front of police without proper concealment or reason is reckless RP.
You cannot use a drug and then drop its effects for convenience. The effect lasts as long as the times above.
FM and staff may adjust drug availability, pricing, or effects at any time.
Know what you're selling. Know what you're taking. The streets don't forgive mistakes.
One price per line, up to 4 lines. Clear a box to put the original price back.