Alchemy: Vile Drugs
The last thing from Book of Vile Darkness for D&D 3.0 I want to touch for now is its drugs section. Just like there is a lack of fantasy diseases in GURPS, there is also a lack of fantasy drugs, so this is a good chance to convert some to fill the emptiness. As usual, all rules for Addiction (p. B122) and Drugs (p. B440) apply, including multiple doses, overdose, and withdrawal. Have to say that the drugs ended up being costly even when you reduce the usual HT-4 roll to resist to HT. I'd allow reducing daily consumption to weekly consumption in this case.
FORMS
Ingested Drug
-100%
This drug must be swallowed or mixed with food
or drink. Once in hand, it takes a Ready maneuver to open the vial, another to
drink. One dose of ingested drug affects one man-sized creature instantly. A
dose of ingested drug weighs 0.5 lb., has SM-6 and Bulk -3. This is a Mini
item.
Statistics: Blood Agent, -40%; Melee Attack,
Reach C, Cannot Parry, -35%; Nuisance Effect, Addiction and Overdose, -15%; Takes
Extra Time 1, -10%.
Inhaled Drug
-110%
This drug must be smoked. It takes 1 minute to
properly smoke a dose of an inhaled drug. One dose of ingested drug affects one
man-sized creature instantly. A dose of ingested drug weighs 0.5 lb., has SM-6
and Bulk -3. This is a Mini item.
Statistics: Blood Agent, -40%; Immediate
Preparation Required, 1 minute, -30%; Melee Attack, Reach C, Cannot Parry,
-35%; Nuisance Effect, Addiction and Overdose, -15%.
DRUGS
Agony (Liquid Pain)
This thick, reddish liquid is the distilled
essence of pain, captured using special items. It is highly sought after by
outsiders. Ingesting character must make an HT roll to resist the effects. If
he fails, he is physically stunned. He can roll HT to recover every turn. After
that, he has a -2 penalty to DX for margin of failure minutes. When this
penalty wears off, he begins experiencing ecstasy (p. B428) for the same amount
of time (minimum 10 minutes).
Type: Depressant.
Dependency: Psychological.
Disadvantage Cost: -40 (very expensive,
incapacitating, totally addictive, illegal).
Form: Ingested Drug.
Cost: $90 (singular); $35 (5-batched).
Recipe: $9; 1 day; defaults to Poisons-1.
Statistics: Affliction 1 (HT; Aftermath,
Ecstasy, -50%; Attribute Penalty, -2 DX, +20%; Backlash, Stunning, Resistible,
-5%; Extended Duration, 30x, +60%; Ingested Drug, -100%) [3].
Baccaran
This pasty substance is dried and kept as a powder
or sometimes left as a paste. Ingesting character must make an HT roll to
resist the effects. If he fails, he gets a -4 penalty to ST for margin of
failure minutes, then a +1 bonus to IQ for the same number of minutes. After
that, he begins experiencing hallucinations (p. B428) for the same amount of
time (minimum 10 minutes).
Type: Hallucinogen.
Dependency: Psychological.
Disadvantage Cost: -30 (very expensive, hallucinogenic,
illegal).
Form: Ingested Drug.
Cost: $420 (singular); $150 (5-batched).
Recipe: $42; 1 day; defaults to Poisons-2.
Statistics: Affliction 1 (HT; Advantage, IQ+1,
+200%; Aftermath, Hallucinating, -50%; Aftermath, Variant, -4 ST, Resistible, -10%;
Ingested Drug, -100%) [14].
Devilweed
Leaves from the wyssin plant are dried and rolled
into a tobacco-like substance and smoked. Devilweed is legal in most places,
but its consumption is frowned upon by many. Smoking character must make an HT
roll to resist the effects. If he fails, 20 minutes later he gets a -2 penalty
to IQ, +1 bonus to ST, and the Absent-Mindedness (p. B122) and Fearfulness 3
(p. B136) disadvantages for 30 minutes per point of margin of failure, as he
begins to act skittish.
Type: Stimulant.
Dependency: Physiological.
Disadvantage Cost: -15 (very expensive, legal).
Form: Inhaled Drug.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Poisons-1.
Statistics: Affliction 1 (HT; Advantage, ST+1
(Temporary Disadvantage, -2 IQ, Absent-Mindedness, Fearfulness 3, -41%), +60%;
Extended Duration, 30x, +60%; Inhaled Drug, -110%; Onset, 20 minutes, -10%) [10].
Luhix
Powdered stalks of plants that grow only in the
Abyss, luhix is normally sprinkled onto a bleeding, self-inflicted wound. Then
the wound is sealed either with magical healing or tightly wound bandages. It
can also be ingested normally, but the addicts claim that the sprinkling feels
more pleasant. Ingesting character must make an HT roll to resist the effects.
If he fails, he gets a -1 penalty to ST, DX, IQ, and HT for margin of failure
minutes, then a +1 bonus to ST, DX, IQ, and HT for the same number of minutes.
When 20 minutes pass, he gains the High Pain Threshold (p. B59) advantage for
30 minutes per point of margin of failure and then experiences euphoria (p.
B428) for the same amount of time.
Type: Depressant.
Dependency: Physiological.
Disadvantage Cost: -30 (very expensive, totally
addictive, illegal).
Form: Ingested Drug.
Cost: $2,250 (singular); $810
(5-batched).
Recipe: $225; 29 days; defaults to
Poisons-8.
Statistics: Affliction 1 (HT; Advantage, High
Pain Threshold, +100%; Advantage, ST+1, DX+1, IQ+1, HT+1, +600%; Aftermath,
Variant, -1 ST, -1 DX, -1 IQ, -1 HT, -15%; Aftermath, Euphoria, +15%; Extended
Duration on High Pain Threshold, 30x, +60%; Ingested Drug, -100%; Onset on High
Pain Threshold, 20 minutes, -10%) [75].
Mordayn Vapor (Dreammist)
Made of roughly ground leaves of a rare herb
found in deep forests, mordayn is so potent that it is taken by steeping a
small amount in hot water, and then inhaling the vapors of the resultant tea.
Raw mordayn powder and mordayn-tainted water are deadly poison; taking the
powder directly or drinking the water produces an immediate overdose. Dreammist
is renowned for the beautiful visions it induces and the deadly peril of its
sinister embrace. Inhaling character must make an HT roll to resist the
effects. If he fails, he immediately begins to hallucinate (p. B428) for 30
minutes per point of margin of failure. After that he is wracked by the
realization that the real life is not as great and vibrant as the
hallucinations, gaining Chronic Depression (9) (p. B126) and a -1 penalty to IQ
and HT for the same amount of time.
Type: Hallucinogen.
Dependency: Psychological.
Disadvantage Cost: -35 (very expensive, hallucinogenic,
highly addictive, illegal).
Form: Inhaled Drug.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 2 days; defaults to
Poisons-2.
Statistics: Affliction 1 (HT; Attribute
Penalty, -1 IQ and -1 HT, +15%; Disadvantage, Chronic Depression (9), +25%;
Extended Duration, 30x, +60%; Hallucinating, +50%; Nuisance Effect, Imbibing
Overdose, -20%; Inhaled Drug, -110%) [12].
Mushroom Powder
Taken from a rare blue mushroom, this powder
must be inhaled. It is popular among arcane spellcasters. Ingesting character
must make an HT roll to resist the effects. If he fails, he gets a +1 bonus to
IQ and the Single-Minded (p. B85) advantage for margin of failure minutes. After
that, he gets a -2 penalty to ST and a -1 penalty to IQ for the same amount of
time (minimum 10 minutes).
Type: Stimulant.
Dependency: Physiological.
Disadvantage Cost: -15 (very expensive, legal).
Form: Inhaled Drug.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 3 days; defaults to Poisons-3.
Statistics: Affliction 1 (HT; Advantage,
Single-Minded, +50%; Advantage, IQ+1, +200%; Aftermath, -2 ST, -1 IQ, -10%; Inhaled
Drug, -110%) [23].
Redflower Leaves
These crushed leaves of a tiny red bog flower
are known for their ability to improve hand-to-eye coordination. Ingesting
character must make an HT roll to resist the effects. If he fails, he is
physically stunned. He can roll HT to recover every turn. After that, he has a +1
bonus to DX for margin of failure minutes. After that, he gains the Bad Temper
(12) (p. B124) and Chronic Depression (9) (p. B126) disadvantages for the same
amount of time (minimum 10 minutes).
Type: Stimulant.
Dependency: Physiological.
Disadvantage Cost: -20 (very expensive, illegal).
Form: Ingested Drug.
Cost: $540 (singular); $195 (5-batched).
Recipe: $54; 2 days; defaults to Poisons-2.
Statistics: Affliction 1 (HT; Advantage, DX+1,
+200%; Aftermath, Bad Temper (12), Chronic Depression (9), -17%; Backlash,
Stunning, Resistible, -5%; Ingested Drug, -100%) [18].
Sannish
A bluish liquid distilled from wolves’ milk and
a powdered desert plant, this concoction is very popular. Addicts are easily
found by the permanent blue stains on their lips. Ingesting character must make
an HT roll to resist the effects. If he fails, he gets a -1 penalty to IQ for
margin of failure minutes. When 20 minutes pass, he gains the High Pain
Threshold (p. B59) advantage and then experiences euphoria (p. B428) for the
same amount of time.
Type: Depressant.
Dependency: Physiological.
Disadvantage Cost: -15 (very expensive, legal).
Form: Ingested Drug.
Cost: $390 (singular); $140 (5-batched).
Recipe: $39; 1 day; defaults to Poisons-2.
Statistics: Affliction 1 (HT; Advantage, High
Pain Threshold, +100%; Aftermath, Variant, -1 IQ, -10%; Aftermath, Euphoria, -15%;
Extended Duration on High Pain Threshold, 30x, +60%; Ingested Drug, -100%;
Onset on High Pain Threshold, 20 minutes, -10%) [13].
Terran Brandy
A potent alcohol, this magical drink is favored
by heartless spellcasters of all types. This green liquid is distilled from the
essence of dying fey. Ingesting character must make an HT roll to resist the
effects. If he fails, he gets a -2 penalty to HT and ST for margin of failure
minutes. When 20 minutes pass, he gains a +1 bonus to IQ and gains the
Overconfidence (12) (p. B148) disadvantage for 30 minutes per point of margin
of failure.
Type: Stimulant.
Dependency: Psychological.
Disadvantage Cost: -20 (very expensive, illegal).
Form: Ingested Drug.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 3 days; defaults to Poisons-3.
Statistics: Affliction 1 (HT; Advantage, IQ+1
(Temporary Disadvantage, Overconfidence (12), -5%), +190%; Aftermath, Variant,
-2 ST, -2 HT, -10%; Extended Duration, 30x, +60%; Ingested Drug, -100%; Onset,
20 minutes, -10%) [23].
Vodare
An extremely bitter brown powder, vodare is usually
mixed with honeyed water or sweet wine to dilute the taste. It is made from the
crushed petals of a flower that grows only on the graves of those who dedicated
their lives to the worship of Rallaster (an evil deity of madness and murder
described in the Book of Vile Darkness,
page 11). Ingesting character must make an HT roll to resist the effects. If he
fails, he gains the Overconfidence (9) (p. B148) disadvantage and the
Fearlessness 3 (p. B55) advantage for margin of failure minutes. After that, he
gains the Bad Temper (12) (p. B124) and Chronic Depression (9) (p. B126)
disadvantages for the same amount of time (minimum 10 minutes).
Type: Stimulant.
Dependency: Psychological.
Disadvantage Cost: -25 (very expensive, highly
addictive, illegal).
Form: Ingested Drug.
Cost: $150 (singular); $55 (5-batched).
Recipe: $15; 1 day; defaults to Poisons-1.
Statistics: Affliction 1 (HT; Advantage,
Fearlessness 3 (Temporary Disadvantage, Overconfidence (9), -10%), +60%; Aftermath,
Bad Temper (12), Chronic Depression (9), -17%; Ingested Drug, -100%) [5].
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