Wednesday, 9 May 2018

Alchemy: Vile Drugs

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
-50%
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%; Triggered Delay, Ingested, +50%.

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 20 minutes pass, he begins experiencing ecstasy (p. B428) for 30 minutes per point of margin of failure.
Type: Depressant.
Dependency: Psychological.
Disadvantage Cost: -40 (very expensive, incapacitating, totally addictive, illegal).
Form: Ingested Drug.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 4 days; defaults to Poisons-3.
Statistics: Affliction 1 (HT; Attribute Penalty, -2 DX, +20%; Ecstasy, +100%; Extended Duration on Ecstasy, 30x, +60%; Ingested Drug, -50%; Onset on Ecstasy, 20 minutes, -10%; Stunning, +10%) [23].

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 is gets a -4 penalty to ST for margin of failure minutes, then a +1 bonus to IQ for the same number of minutes. When 20 minutes pass, he begins experiencing hallucinations (p. B428) for 30 minutes per point of margin of failure.
Type: Hallucinogen.
Dependency: Psychological.
Disadvantage Cost: -30 (very expensive, hallucinogenic, illegal).
Form: Ingested Drug.
Cost: $1,110 (singular); $400 (5-batched).
Recipe: $111; 8 days; defaults to Poisons-4.
Statistics: Affliction 1 (HT; Advantage, IQ+1, +200%; Attribute Penalty, -4 ST, +20%; Extended Duration on Hallucinating, 30x, +60%; Hallucinating, +50%; Ingested Drug, -50%; Onset on Hallucinating, 20 minutes, -10%) [37].

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 is gets a -2 penalty to IQ, +1 bonus to ST, and the Absent-Mindedness (p. B122) and Fearfulness 2 (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: $540 (singular); $195 (5-batched).
Recipe: $54; 2 days; defaults to Poisons-2.
Statistics: Affliction 1 (HT; Advantage, ST+1, +100%; Attribute Penalty, -2 IQ, +20%; Disadvantage, Absent-Mindedness, +15%; Disadvantage, Fearfulness 2, +4%; Extended Duration, 30x, +60%; Inhaled Drug, -110%; Onset, 20 minutes, -10%) [18].

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 is 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 and experiences euphoria (p. B428) for 30 minutes per point of margin of failure.
Type: Depressant.
Dependency: Physiological.
Disadvantage Cost: -30 (very expensive, totally addictive, illegal).
Form: Ingested Drug.
Cost: $2,700 (singular); $970 (5-batched).
Recipe: $270; 41 days; defaults to Poisons-9.
Statistics: Affliction 1 (HT; Advantage, High Pain Threshold, +100%; Advantage, ST+1, DX+1, IQ+1, HT+1, +600%; Attribute Penalty, -1 ST, -1 DX, -1 IQ, -1 HT, +30%; Euphoria, +30%; Extended Duration on High Pain Threshold and Euphoria, 30x, +60%; Ingested Drug, -50%; Onset on High Pain Threshold and Euphoria, 20 minutes, -10%) [86].

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 is gets a +1 bonus to IQ and the Single-Minded (p. B85) advantage for margin of failure minutes. When 20 minutes pass, he gets a -2 penalty to ST and a -1 penalty to IQ for 30 minutes per point of margin of failure.
Type: Stimulant.
Dependency: Physiological.
Disadvantage Cost: -15 (very expensive, legal).
Form: Inhaled Drug.
Cost: $930 (singular); $335 (5-batched).
Recipe: $93; 7 days; defaults to Poisons-4.
Statistics: Affliction 1 (HT; Advantage, Single-Minded, +50%; Advantage, IQ+1, +200%; Attribute Penalty, -2 ST, -1 IQ, +20%; Extended Duration on Attribute Penalty, 30x, +60%; Inhaled Drug, -110%; Onset on Attribute Penalty, 20 minutes, -10%) [31].

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. When 20 minutes pass, he gains the Bad Temper (12) (p. B124) and Chronic Depression (9) (p. B126) disadvantages for 30 minutes per point of margin of failure.
Type: Stimulant.
Dependency: Physiological.
Disadvantage Cost: -20 (very expensive, illegal).
Form: Ingested Drug.
Cost: $1,050 (singular); $380 (5-batched).
Recipe: $105; 7 days; defaults to Poisons-4.
Statistics: Affliction 1 (HT; Advantage, DX+1, +200%; Disadvantage, Bad Temper (12), +10%; Disadvantage, Chronic Depression (9), +25%; Extended Duration on Disadvantages, 30x, +60%; Ingested Drug, -50%; Onset on Disadvantages, 20 minutes, -10%; Stunning, +10%) [35].

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 is 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 experiences euphoria (p. B428) for 30 minutes per point of margin of failure.
Type: Depressant.
Dependency: Physiological.
Disadvantage Cost: -15 (very expensive, legal).
Form: Ingested Drug.
Cost: $780 (singular); $280 (5-batched).
Recipe: $78; 5 days; defaults to Poisons-3.
Statistics: Affliction 1 (HT; Advantage, High Pain Threshold, +100%; Attribute Penalty, -1 IQ, +30%; Euphoria, +30%; Extended Duration on High Pain Threshold and Euphoria, 30x, +60%; Ingested Drug, -50%; Onset on High Pain Threshold and Euphoria, 20 minutes, -10%) [26].

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 is 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: $990 (singular); $355 (5-batched).
Recipe: $99; 7 days; defaults to Poisons-4.
Statistics: Affliction 1 (HT; Advantage, IQ+1, +200%; Attribute Penalty, -2 ST, -2 HT, +20%; Disadvantage, Overconfidence (12), +5%; Extended Duration on Advantage and Disadvantage, 30x, +60%; Ingested Drug, -50%; Onset on Advantage and Disadvantage, 20 minutes, -10%) [33].

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. When 20 minutes pass, he gains the Bad Temper (12) (p. B124) and Chronic Depression (9) (p. B126) disadvantages for 30 minutes per point of margin of failure.
Type: Stimulant.
Dependency: Psychological.
Disadvantage Cost: -25 (very expensive, highly addictive, illegal).
Form: Ingested Drug.
Cost: $630 (singular); $225 (5-batched).
Recipe: $63; 4 days; defaults to Poisons-3.
Statistics: Affliction 1 (HT; Advantage, Fearlessness 3, +60%; Disadvantage, Overconfidence (9), +10%; Disadvantage, Bad Temper (12), +10%; Disadvantage, Chronic Depression (9), +25%; Extended Duration on Bad Temper and Chronic Depression, 30x, +60%; Ingested Drug, -50%; Onset on Bad Temper and Chronic Depression, 20 minutes, -10%) [21].

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