3) A street Sam/Adept popping either of the above to be even more hyper in combat (Is there a maximum number of combat passes for this? Like, Wired reflexes 3 and Jazz equals 5 IP, right? )? Should there be a difference between the character being augmented or adept? Because I can see that an adept might be "defiling her body" with that, whereas the street sams body IS already... well, defiled.
*snip*
Also, is there a cyberware or such in Augmentation that allows the character to have an emergency supply of a drug that can be pumped into her body with a mental command from inside herself? Kinda like the Adrenaline pump bioware, but with drugs?
First, the simple part: the cyberware you're thinking of is an "
Autoinjector". It can be implanted or worn as an armor mod armor.
Secondly, if I'm remembering correctly, drugs don't stack with Wired Reflexes
at all by RAW, but 4 IPs vs 5 IPs is such a minor point it's no big deal if you want to let it fly. In any case, the limit for physical passes is "generally" 4, though they let you go up to 5 under certain special situations.
Also, I'd say that the
Street Sam would have an easier time kicking...
if he decides he wants to quit. Lower essence means less emotion and less emotional attachment to the feelings the drugs generate. The Adept, however, should be far more likely to
want to quit, given his ideas about physical purity. For combat boosters, though, I'd say in either case the difficulty in quitting would be directly proportionate to how hard they're getting their asses spanked by the enemy. It's easy to not juice when there's no real need to juice.
In the end, however,
"your table, your call," trumps Rules As Written for what goes and what doesn't. Go with what feels right to you.