Friday, November 15, 2013

Addictions of the Flame Princess

I really like LotFP's presentation of diseases, as it provides a simple statblock that easily differentiates between diseases, but makes it easy to handle them on the fly. Since drugs tend to be extraordinarily popular among my players (for some reason they are considerably less excited by diseases) I decided to try to apply the same approach for drugs. (EDIT: I just remembered that I got the threefold addiction model from Telecanter's Receding Rules. That blog's awesome.) I universalized the rules for dependency and withdrawal, which admittedly makes some drugs considerably more dangerous than their real-life models, but that's why you Just Say No.

The saves are specific to my homebrew - Might maps to Fortitude, or to Poison, while Will maps to Paralyzation.

Drugs are basically poisons with enough positive effects that some people want to ingest them. Like poisons, drugs take 2d6 rounds, modified by CON, to take effect. Drugs have two effects: Dose and Overdose. Dose effects are cumulative – but each time you take an extra Dose, you have to throw a Might save or suffer an Overdose. Dose effects last for the listed Duration, but Overdose effects are permanent. Recovery is how long you must abstain from the drug in order to try and quit it – at the end of each recovery period, you may reduce your addiction level by passing a Will save.
Additionally, each time you take a drug, you must pass a Might save or start becoming addicted to the drug, The first failure makes you Habituated, forcing you to take that drug once a week or suffer withdrawal. The second failure is Addiction, and you have to take the drug once a day. The third failure is Dependency, where withdrawal kicks in an hour after the drug wears off - though on the plus side, you can’t get any worse.
During withdrawal, you require double the normal amount of food and water, and must sleep 12 hours per night. If Addicted or Dependent, you also wake up each morning with a random ability score reduced – by -1 if Addicted, by half if Dependent. Also, since drugs are BAD, no drug-related Might saves can increase your Might score.

ALCOHOL (1)
Duration: 1 hour
Dose: +½ CHA & CON, -½  DEX
Overdose: Lose memory, -1 WIS & CON
Recovery: 2 months
PIPEWEED (5)
Duration: 2 hours
Dose: +½ WIS, -½ Wile
Overdose: -1 INT, -1 CHA
Recovery: 1 month
OPIUM (15)
Duration: 2 hours
Dose: +1d6 HP, 1 stone exhaustion
Overdose: Suffocation
Recovery: 2 months
PEYOTE (30)
Duration: 6 hours
Dose: Hallucinations, +1 INT
Overdose: -1 Might & Will
Recovery: 1 week
SOMA (7)
Duration: 1 day
Dose: +1 DEX, - ½ CHA
Overdose: double water needs
Recovery: 2 weeks
KHAT (2)
Duration: 2 hours
Dose: +1 CHA, constipation
Overdose: -1 CON, diminished sex drive
Recovery: 1 week


Other drugs may be discovered in the game world or can be modeled as combinations of the above – for example, Bhang (15) is soma and pipeweed, Mezcal (30) is alcohol and peyote, and Absinthe (10) is alcohol and pipeweed.

The parenthetical to the right of each drug’s name is its cost in coins. Spending each type of coin obtains different quality drugs – ‘vanilla,’ average quality versions are priced in silvers, and high-purity drugs must be bought with gold, while spending coppers will net you ‘street-grade’ versions. High-purity versions apply a +2 bonus to save vs. overdose, but a -2 penalty when saving vs. addiction. Street-grade drugs aren’t always what they’re claimed to be – roll on the following table.


Street Drugs (1d6)
1
Snake oil – it’s worthless!
2
What did they put in this thing? Might save vs. immediate overdose!
3
Recycled – drug works fine, but its infected with a random disease (ignore if alcoholic)
4
Something similar – acts as normal, but doesn’t count as a dose for addiction or withdrawal
5
Not quite right – hung over with -1 to a random ability score
6
The real deal! No ill effects.
 

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