Drugs

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Kannon
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Joined: Sun Sep 25, 2022 12:15 pm

Drugs

Post by Kannon » Sat Jun 17, 2023 3:36 pm

Every time you do drugs, roll Resilience concurrently with the first roll using the drug's effect. The Difficulty of it starts at easy, increases by 1 per every dose, and is upgraded with every Dark Pip generated on the first roll, or per Force die committed to that roll. A Despair or Three Threats on that Resilience roll makes you addicted if you haven't been, overdosed if you have been addicted. If you generate a Despair and 3 Threat, or Two Despair, or 6 Threat, you die. Addiction adds additional 1 Dark Pip to any drug use, regardless of doses. Overdosing has various outcomes. Addictions are tracked separately for each drug for the purpose of overdosing, but the +1 Dark Pip applies regardless if the drug you take is new.

Types:

Semuta
Must be smoked, ingested or IV-administered, requires a time slot of relative inactivity (initiating no rolls except for Resilience roll in reaction to the drug and Force Powers rolls listed below) in a relaxing environment and the presence of calm, artful music provided by another. All strain, and wounds equal to Intellect+Willpower are healed regardless of other healing efforts. The effects of one critical injury of severity 2 or less can be ignored for the next day. For Sense and Foresee rolls this generates 1 Dark Pip, plus 1 per additional dose.

Sapho
Must be imbibed, leaves a largely irremovable stain on the lips, especially after multiple use. Once a day, it grants a Force Die to all Intellect-based and Battle Meditation rolls for the next 2 timeslots, plus one slot per every additional dose.

Elacca
Must be ingested or IV-administered. It turns the skin colour orange. For the next time slot, the character auto-passes all Fear rolls and gets a Force Die to all Brawl or Melee attack rolls per dose. They cannot use any kind of modification of their soak or defence other than from Brawn+Armor. They suffer a setback per dose on all rolls for the next day.

Ailar
Must be smoked or ingested. For the next time slot it adds 1 Dark Pip per dose to Presence and Cunning rolls that can be changed into a success or advantage, or to Influence or Farsight Force Powers. Polluted Ailar doubles the negative effect of every Dark Pip.

Melange
Must be ingested, imbibed, or breathed in. Once a day, it grants one Light and one Dark Pip per dose to the rolls for the timeslot, or one Force Die to any Force mechanic available to the character - to roll or commit. In rare cases the GM can allow a temporary access to the Basic Force Power otherwise unavailable to the character. Next doses can be used to either multiply the effect or to extend the effect by another timeslot.
The Maker | Blessed Her Coming and Going

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