Advertisement
IRFxNightFire

-DIESEL- drugs (old)

Mar 1st, 2016
140
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.61 KB | None | 0 0
  1. Drugs
  2. Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier. Drinks consumed in excess of this total cause the character to become sickened for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.
  3. Drugs are alchemical items that grant effects to those who make use of them. What sets them apart from similar items is that a drug's effects manifest as both a short term (usually beneficial) effect and an amount of ability damage. In addition, those who take drugs also risk addiction, a type of disease of varying severity depending on the type of drug used.
  4. When a character takes a drug, he immediately gains the effects, an amount of ability damage, and must make a Fortitude save to resist becoming addicted to that drug (see Addiction). The damaging effects of drugs stay active as long as the character is high, but go away afterwards, unlike other forms of ability damage. While the initial effect represents the physical or mind altering effects of the drug, the drain represents both its side effects and the amount of time a dose remains active in a character's body. For drugs, the While taking multiple doses of a drug at once rarely has any benefit, taking additional doses as the effects wear off renew those effects but increase the ability damage and potential for addiction.
  5. Drugs can be manufactured using Craft (alchemy). The DC to make a drug is equal to its addiction DC. Rolling a natural 1 on a Craft skill check while making a drug exposes the crafter to the drug.
  6. Addiction
  7. Anytime a character takes a drug he must make a saving throw, noted in the drug's description, to resist becoming addicted. If a character makes the save, he is not addicted and the effects of the drug persist as normal. If he fails the save, he contracts the noted form of addiction (see below). Should a character take multiple doses of the same drug in a short period of time addiction becomes more difficult to resist. The DC of a drug's saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease.
  8. Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction.
  9. Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease's effects are mitigated. As soon as the drug's benefits expire, the disease's effects return.
  10. MINOR ADDICTION
  11. Type disease, variable; Save variable
  12. Onset 1 day; Frequency 1/day
  13. Effect –2 penalty to Con; Cure 2 consecutive saves
  14. MODERATE ADDICTION
  15. Type disease, variable; Save variable
  16. Onset 1 day; Frequency 1/day
  17. Effect –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves
  18. SEVERE ADDICTION
  19. Type disease, variable; Save variable
  20. Onset 1 day; Frequency 1/day
  21. Effect –2 penalty to Dex, Con, Str, and Wis; target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves
  22. Curing Addiction
  23. As addictions are diseases, they can be cured as such, through therapy, long-term withdrawal, or by succeeding at Fortitude saves over time. Unlike with other diseases, an addicted character can only make a Fortitude save to overcome his addiction after a day of not taking the drug he is addicted to. The DC of this Fortitude save is equal to the highest addiction DC his drug use has reached (not necessarily the DC that addicted him if he has continued to make use of the drug while addicted). This DC decreases by –2 for every day the character does not make use of the drug, to a minimum of the drug's base addiction DC. Depending on the severity of the character's addiction, it might take two or three consecutive successful Fortitude saves to overcome the disease. Should a character take a dose of the drug he's addicted to, he immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.
  24. Sample Drugs
  25. Numerous types of drugs exist, both in the real world and fantasy worlds. Presented here are several samples with a variety of effects. All drugs have the following features.
  26. Type: This notes how the drug is introduced into the system. These types equate to the types most common to poisons: contact, ingestion, inhalation, injury.
  27. Addiction: This is the severity of the addiction disease the drug causes, followed by the base DC of the save a character must succeed at to resist an addiction and potentially overcome an addiction. This DC can increase through multiple uses of the drug.
  28. Price: The common price of 1 dose of this drug.
  29. Effect: The duration and effect of the drug.
  30. Damage: The amount and type of ability damage caused.
  31. Also, this template for my purposes.
  32.  
  33. Type:
  34. Addiction:
  35. Price:
  36. Effect:
  37. Damage:
  38.  
  39.  
  40. Heroin
  41. Type: Injection, inhalation, smoking
  42. Addiction: Severe, Fort DC 20
  43. Price: For 1/10 gram: $10 for Black Tar (cheapest, but most dangerous), $15 for Brown, $25 for White (purest)
  44. Effect: 1d4 hours; +1d8 temp. hit points, +2 bonus on fort saves, fatigue
  45. Damage: 1d4 Con damage and 1d4 Wis damage
  46.  
  47. Powder Cocaine
  48. Type: Inhalation
  49. Addiction: Moderate, Fort DC 15
  50. Price: Typically around $20 per gram; prices increase as you near the downtown area
  51. Effect: 5d10 minutes; +1d4 temp. dexterity, +1d4 temp. strength bonus. Willpower saves are temporarily negated; must rely on raw rolls
  52. Damage: 1d2 Con damage and 1d6 Int damage
  53.  
  54. Crack Cocaine
  55. Type: Smoking
  56. Addiction: Severe; Fort DC 18
  57. Price: Typically anywhere from $10-$20 a rock; can be as high as $50 in some areas
  58. Effect: 1d10 minutes; +1d8 temp. dexterity, +1d6 temp strength. Willpower bonuses are negated and now take a -1 while high
  59. Damage: 1d6 Con damage and 1d4 Int damage
  60.  
  61. Methamphetamine
  62. Type: Smoking
  63. Addiction: Severe; Fort DC 18
  64. Price: $10 for 1/8 gram; $20 for 1/4 gram. As always, prices vary depending on location.
  65. Effect: 1d12+2 hours; +1d8 temp. dexterity, +1d4 temp. strength.
  66. Damage: 1d8 Con damage, 1d4 Wis damage
  67.  
  68. Cannabis
  69. Type: Various; mostly includes smoking and ingestion through edibles, though.
  70. Addiction: Minor; DC 10 Fort save
  71. Price: Varies strongly. See the Strain Chart for prices and strengths, but the amount of one dose is 1 gram.
  72. Effect: 1d2 hours; 1d4 temp Wis bonus, 1d4 temp Int bonus
  73. Damage: 1d4 Dex damage, 1d4 Cha damage
  74.  
  75. Unless states otherwise in the Modifiers, Indica strains take another -1 to Dex when consuming them, while Sativa takes an extra -1 to Cha. Hybrids do no extra ability damage unless stated.
  76.  
  77.  
  78.  
  79.  
  80. Strain Chart
  81. Name
  82. Type (I/S/H)
  83. Average Price (1 gram)
  84. Modifiers
  85. Reggie
  86. Hybrid
  87. $5
  88. Usually doesn’t get you high. Roll 1d10; on 6 or higher, you actually get high.
  89. Cheese
  90. Hybrid
  91. $10
  92. Smells dank as fuck. Anyone else trying to identify the smell of weed smoke with this strain gets a +2 to identifying it.
  93. Sour Diesel
  94. Sativa
  95. $15
  96. Extremely potent. The Fort save for this becomes DC 12 instead of 10. If addicted by this, characters will prefer to only smoke this.
  97. Supreme Diesel
  98. Sativa
  99. $20
  100. -
  101. Royal Diesel
  102. Sativa
  103. $25
  104. -
  105. OG Kush
  106. Hybrid
  107. $14
  108. Carries Indica traits.
  109. Girl Scout Cookies
  110. Hybrid
  111. $16
  112. Carries Sativa traits.
  113. Skywalker
  114. Indica
  115. $18.50
  116. -
  117. Khalifa Kush
  118. Indica
  119. $30
  120. In addition to Indica’s normal effects, this one gives you a -2 to Stealth checks, due to your incessant Wiz laugh.
  121. G13
  122. Indica
  123. $15.50
  124. -
  125. Romulan
  126. Indica
  127. $16
  128. -
  129. Blue Dream
  130. Hybrid
  131. $16
  132. A euphoric strain. Can boost the user’s temporary Wis by another +1d4 temp points.
  133. Grape Ape
  134. Indica
  135. $15
  136. -
  137. Durban Poison
  138. Sativa
  139. $12.50
  140. -
  141. Purple Kush
  142. Indica
  143. $16
  144. -
  145. Bubba Kush
  146. Indica
  147. $15.50
  148. -
  149. Dabs
  150. Sativa
  151. $60.00
  152. Gives 1d8 Int bonus, and bonus 1d8 Wis. Also lasts x3 as longer depending on hit.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement