SLA drug rules
At Marks request, and clear up a few bits…….
The rules get a little confusing so I’m making a judgement call, and we’ll go from there.
There are 3 types of drugs soft, combat durational, combat instantaneous.
Soft drugs have mostly plot like effects rather than system effects. They exist to provide normal medicinal materials. You can’t normally develop an addiction to these drugs, although there may be exceptions. For example a character who smokes occasional cigarettes, and then suffers a nervous breakdown as per the stress rules, might become addicted to cigarettes rather than pick up a mental disorder.
Combat drugs (durational) are what you guys have been taking. Everytime you take a drug of this type and the duration expires you must make an addiction roll against your phys. There is a penalty to this roll based on the amount of doses you have taken.
Combat drugs (instantaneous) For theses drugs you only roll for addiction after a certain amount of doses within the previous 30 days. Although Drum technically has a duration, it will be included in this category.
Addiction: Once you are addicted to a drug you must follow its rules, and use the drug as often as dictated, or suffer detox. Some drugs require a certain amount of doses daily, some require continuous use.
Detox: If you fail to meet your addiction requirements, you suffer these penalties. If you wish to avoid detox penalties, you can take Flush. Detox lasts for as long as you are still addicted, but are not meeting addiction requirements. You break addiction with Flush or Ebb Heal.
Taking drugs: In any phase you may only take 1 drug type, the exceptions are the kickstarts which may stack. Many drugs have a delay before they are implemented. Kickstart can only heal wounds and hits taken before it was injected, you cannot try to beat the delay by anticpting damage for the next round.
Drugs are bad for you, especially Darknight drugs, which have the nasty detox effect of getting you shot by cloak division
Guest
April 4th, 2004 at 6:24 pm
Do the beniefts of drugs increase on the number of dosages or is there some limiting factor?
From a character generator I stole these stats for a selection of drugs:
Streak
Type: Medical
Addiction: -1 PHYS/4
Skill: +2 KNOW and CON for 1 hr
Cost: 20c
Pineal Stim
Type: Combat
Addiction: -1 PHYS/2
Skill: Double duration of Ebb Enhancements
Cost: 2
Blaze UV
Type: Combat
Addiction: -1 PHYS per 20
Skill: +2 phases. No PHYS or COOL rolls. Damage cut by 50%. Last 10 min
Cost: 10c
Ultra Violence
Type: Combat
Addiction: -1 PHYS/1
Skill: +2 phases. No PHYS or COOL rolls. Damage cut by 50%. Lasts 12 hrs
Cost: 15c
Rush
Type: Combat
Addiction: -1 PHYS/4
Skill: +1 phases. No PHYS rolls. Damage cut by 25%. Lasts 6 hrs
Cost: 15c
Is there any disadvantages while taking these drugs (for example affecting ebb usage)?
I’m particularly interested in Streak (for CONC+2) and Blaze UV, Ultra Violence and Rush (for extra phases) for my character Deathly Silence.
Guest
April 4th, 2004 at 6:44 pm
Drug effects don’t stack, except Kickstart (not including the cool bonus which is a once off) If 2 or more drugs give similar effects then you take the single highest one.
certain drugs would induce stress, which would penalise conc rolls. Also I looked at the math behind conc rolls and phys rolls. Its the exact same probability to roll under a stat as it is to add the stat to a roll and get over 20, I’m sticking with rolloing under because there’s lets maths involved.
Yes streak would be of use to Deathly Silence, but iw would be pretty bad if he got addicted and suffered detox.
Guest
April 4th, 2004 at 8:19 pm
More questions…
Can Ebb Healing 14 (Body System Purification) be cast on the caster?
Also some of the stats for the drugs I got are in the form -X PHYS/Y? Does this mean that its -X modifier for the PHYS addiction roll but where does the Y fit into it?
Which of Blaze UV, Ultra-Violence and Rush imposes a difficulty on CONC?
[aside] Probalities… I would have thought that for an average roll on two d10 is 10 so rolling for 11 is easier with any sort of + modifier. Trying to roll under a value less than 10 is much harder? … just out of interest.
Guest
April 5th, 2004 at 1:53 pm
Far as i remember you have the -X right. The -Y is the number of doses you have to have taken in the past 30 days to require an addiction roll.
Guest
April 5th, 2004 at 2:40 pm
x is the penalty, y is the number of doses you must have taken in the last 30 days to suffer that penalty.
The target number for a stat roll was never 11, it was over 21 (i realise I wrote 20 in my first reply), adding your stat to the roll, which works out the same as rolling under the stat. For example conc 7, rolling under (or equal) you’re looking for 2, 3, 4, 5, 6, 7, rolling over 20 with the stat as a modifier you’re looking for 15, 16, 17, 18, 19, 20 or the roll (to give you 22, 23, 24, 25, 26, 27). Same probability.
Guest
April 5th, 2004 at 5:16 pm
I didn’t realise that the default difficulty for rolling against Attributes was 21. I had assumed it was the same for Skills i.e. 11. ‘Tis a very big difference between base diff 11 and base diff 21.
I also came across this drug:
Drum
Rating: 4
Addiction Factor: 15
Effects: regain full FLUX, +1 COOL for 2 hrs.
Duration: n/a
Detox: -1 CONC
Dosage: 1/day
I dont’ know if it’s a standard drug but hell it might be useful after a battle…
Guest
April 5th, 2004 at 5:28 pm
Drum is from the basic book, it works by leting you regain flux with less sleep. Hence why Feral Mortis took that nap at the beginning of the last session. He’s addicted to the stuff.