
Check out the Arcverse's first novel

Faelvur, the dark elven god of fire


Check out the Arcverse's first novel

Role Play Games for Beginners
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Welcome to the Arcverse
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Your gateway to tabletop roleplaying games — whether you’re starting with Dungeons & Dragons or exploring new systems and genres.
We offer expert RPG advice for beginners, Game Master tools, and worldbuilding guides to help you create and run unforgettable adventures. Whether you play fantasy, sci-fi, cyberpunk, horror, superheroes, or post-apocalyptic settings, the Arcverse is your home for creativity, storytelling, and game-ready inspiration.
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Synthcoke: Party Drug of the Dark Future
Synthcoke is the ubiquitous party drug of the dark future, a synthetic replacement for cocaine that has woven itself into the very fabric of Night City's social life.[1][2] From the highest corporate towers to the grimiest gutter bars, the quick, euphoric rush of Synthcoke is a common sight. In a world defined by the razor's edge, this fine white powder offers a temporary boost, sharpening reflexes and instilling a fleeting sense of supreme confidence in its user.[1] For many, it’s a social lubricant, a way to unwind after a high-stakes gig, or the necessary fuel to power through a night of intense negotiations and back-alley dealings.[3]
But the glittering high of Synthcoke casts a long and dangerous shadow. The drug is notoriously addictive, with street lore claiming that the first taste is often enough to hook a new user.[3] The initial burst of energy and coolness quickly gives way to a harsh comedown, characterized by paranoia, fatigue, and severe mood swings.[4] This psychological dependency drives the cycle of use, pushing users to chase that first perfect high while their lives unravel. For edgerunners, a Synthcoke habit can be a death sentence, a vulnerability to be exploited by rivals, or a fatal distraction at a critical moment.
Synthcoke, sometimes known by the brand name Snapcoke, emerged as the second-generation synthetic substitute for natural cocaine, engineered for mass production and distribution in the sprawling megalopolis of Night City.[1] While its chemical composition is a closely guarded secret among underground chemists and corporate labs, its effects are widely known. The primary allure is a rapid-onset stimulant high that boosts the user's COOL or REF, making them feel invincible, charming, and quicker on the draw.[1] This immediate enhancement makes it a popular choice for partygoers, criminals, and even some edgerunners looking for a slight edge before a firefight. The duration of this peak experience is fleeting, often lasting only a handful of minutes, which encourages frequent re-dosing to maintain the feeling.
The true cost of Synthcoke lies in its devastating side effects and high potential for psychological addiction. Chronic use leads to debilitating paranoia, erratic mood swings, and a deep-seated fatigue that can only be temporarily abated by another dose. In the world of Cyberpunk RED, the drug's addictive properties are legendary, with some GMs interpreting the lore to mean addiction can take hold after a single use. This makes it a powerful tool of control for gangs and fixers, who can manipulate addicted individuals with the promise of their next fix.
The quality of Synthcoke varies dramatically across the city. Corporate executives and high-society elites indulge in pure, lab-grade versions that offer a cleaner high with slightly mitigated short-term side effects. In contrast, the Synthcoke sold on the street is often of a much lower grade, cut with any number of toxic bulking agents by gangs looking to maximize profit. These impurities can lead to more severe side effects, including tremors, psychotic episodes, and long-term neurological damage. In the criminal underworld, sharing Synthcoke is more than just a recreational activity; it's a social contract. Offering a line to a potential associate is a way to build rapport and signal that you operate outside the law. Conversely, refusing such an offer can be seen as a sign of distrust, marking you as a "square" or, even worse, a potential undercover lawman. This social pressure ensures that Synthcoke remains a constant presence in the shadowy corners of Night City.
Adventure Hook
A fixer named Torque approaches the crew with what seems like a straightforward extraction job. His client, a rising star executive at orbital air, needs his younger brother pulled out of a dead-end situation. The brother, a talented musician, has fallen in with a new posse and is deep into a Synthcoke habit. The client is worried the kid will either overdose or get himself killed. The job is to grab the brother from a private club in the Upper Marina and deliver him to a corporate-run rehab facility.
When the crew arrives, they find the club pulsing with energy and awash with a new, designer brand of Synthcoke being handed out for free. The target is easy to find, but he's paranoid and erratic, claiming the new drug "makes him see things." Getting him out of the club without a scene will be difficult. The real trouble starts after the extraction. The "rehab facility" is actually a clandestine corporate black site. The new Synthcoke is an experimental intelligence-enhancing drug with a nasty side effect: it temporarily imprints the user's memories onto a unique chemical signature in the drug. The corporation that developed it is now "harvesting" the brother to extract valuable intel he inadvertently recorded about their rivals. The crew must decide whether to take the blood money or fight their way out of a corporate black site to save a junkie who holds secrets he doesn't even know he has.







