What about fallout-like drugs in decker?
Drug Increase in skill:
Spark - Attack
DeepSky - defence
Paranoia - stealth
Fastbrain - analysis
Simula - programing
Alumis - chip design
each drug will increase skill by one if used, but will
cause
addiction so you have to pay 100 credits monthly per
drug and 10credits per use/day (100 cr is just dose
keeping "you above water" )
if you get double dose skill goes up by two points, but
you will risk overdosing and loosing lot of health (say ...
50%)
more than three doses per day will men death
if you choose not to pay 100 montly your skill for that
drug will be decreased by two points for whole following
month (to simulate abstinence syndrom) and each day
you will loose 1% of healt
curing addiction will cost 10 000 cr
why am i adding this? drugs are part of cyberpunk and
there should be some way to be able to raise
temporarily your skills