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forum Forum index forumRules Clarification forumDrugs!

Author : Topic: Drugs!  Bottom
 Radiation
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 Posts : 4024
 Intelligence was not working, not
with me, not with the world. So it
was time to try the other thing...
 Radiation
  Posted 26/08/2008 05:06:16 PM
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Since we have a good population of drug users and abusers i thinks its best we all get clear on the mechanical effects of drugs that seem to always get ignored.

Each group seems to have slightly different effects so i will break them down that way.

First up:
DRUGS AND VAMPIRES.
As undead vampires have little to fear from drugs or poisons directly. However they may succumb to drugs or poisons in their victims drugstreams. Certain vampires known as 'Heads' (See:Tommy Jones) actively seek out victims who are under the effects of narcotics so they can recieve a vicarious buzz.

To gain the effects of a drug or even alchohol a vampire MUST drink the blood of an effected person. Directly taking drugs as a vampire DOES NOTHING. A vampire with low willpower (4 or less) and/or certain natures (bon vivant, child) might risk addiction in certain circumstances but this is unlikely in most situations as the effect a vampire feels is signifigantly less than that of the mortal they feed from.

Alchohol: The vampire subtracts one from Dexterity and intelligence dicepools for every 2 drinks worth of alchohol in his victims blood. This effect fades at the rate of one die per hour as the alchohol purges from the bloodstream.

Marijuana: The Vampire experiences slightly altered perception of time as well as a one die penalty to Perception dice pools. Difficulties of frenzy are also reduced by one due to the calming effect of the drug. The effect usually lasts for one hour.

Hallucinogens: The vampire lowers all dice pools by one to three due to inability to concentrate. He suffers effects similar to the dementation level 2 power 'The haunting'. Depending on the nature of the trip he may gain dice to a particular ability or find his auspex discipline raised by one level. The effect lasts for (8 minus stamina) hours.

Cocaine/Crack/Speed: Vampires with the celerity discipline gain an extra level of the discipline for (10 minus stamina) minutes after drinking. Difficulties to resist frenzy are increased by one. One dose of Cocaine or crack generally lasts for the above time while one dose of speed lasts for (6 minus stamina) hours after drinking.

Heroin/Morphine/Barbituates: The vampire subtracts two from dexterity and all ability pools for (10 minus stamina) minutes after drinking and experience a dreamlike state for (12 minus stamina) hours. Difficulties of frenzy rolls are decreased by one.

DRUGS AND MAGES (These effects are for mortals too, minus the additions to spheres.)

Drugs effect all mortals causing effects ranging from minor impairment to rapid, painful death.

Alcohol: Every two drinks take causes one level of bashing damage. The dice pool reductions (caused by multiple levels of bashing damage) fade as the character recovers. Extremely heavy drinking can produce effects that last for many hours after the last drink; this damage represents hangovers and similar effects.

Cocaine/Crack/Speed: Characters taking strong stimulants recieve an extra action every turn just as if they had used a time effect to speed up (minus the paradox). However, taking cocaine and similar drugs tends to make characters recklessly overconfident and the character takes two levels of bashing damage for every dose he has taken once the drugs wear off. Repeated dosing can put off this backlash but the result will be much worse once the drug wears off. One dose of Cocaine or crack generally lasts for an hour, while one dose of speed can alst for up to six hours.

Hallucinogens: Drugs like Peyote, LSD, and psilocybin mushrooms produce mild to radically altered perceptions depending on both the drug taken and the dosage. At MINIMUM your character reduces all dice pools by one to three dice due to inability to concentrate. In addition stronger hallucinagens will cause your character to percieve sights and sounds and other sensations that arent actually present.

At the storytellers descretion Hallucinogens may also increase or decrease the difficulty of performing certain magical effects. While a son of ether may just be less able to work his inventions a dreamspeaker or Ecstatic may recieve a temporary reduction in the difficulty of all magic involving spirit or time. All these effects generally last beetween 6 to 12 hours. Hallucinogens cause no direct damage...

Heroin/Morphine/Barbituates: Each dose subtracts one from the characters dexterity based dicepools and inflicts one level of bashing damage. However, these drugs also deaden pain signifigantly. Each dose taken also subtracts two from all die pool penalties related to injuries.

marijuana: Pot alters your characters sense of time, produces a moderate feeling of euphoria and reduces all dice pools involving perception by one die. However pot does no outright damage to your character and the effects fade within an hour to two.

WEREWOLVES AND DRUGS

Ill have to look this one up. I remember something about Garou having HUGE tolerance for drugs and alchohol but i will have to verify all this.  

--Last edited by Radiationjunkie on 2008-11-13 21:14:27 --

Remember: That which does not kill you was simply not permitted to do so for the purposes of the plot.
 Mnemon
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 Posts : 481
 Mnemon
  Posted 26/08/2008 05:28:25 PM
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They do, most are unaffected unless by particular drugs manufactured specifically for them (think horse tranquilizers, Though in their breed form they are affected as normal)  

--Last edited by Mnemon on 2008-08-26 17:29:36 --

Welcome Garou, one and all, my Changing brothers and sisters, dancers in the high moonlight, welcome! I call thee, summon thee, bring you hence to witness this circle,  this everwidening circle, the Moot that we call. Hear me! Hear my howl!  
 Mister Hyde
 Posts : 554
 Mister Hyde
 Mister Hyde
  Posted 26/08/2008 06:19:29 PM
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THANK YOU!!!

(this was driving me nuts)

Nature and History do not agree with our conceptions of good and bad; they define good as that which survives, and bad as that which goes under; and the universe has no prejudice in favor of Christ as against Genghis Khan. -Will and Ariel Durant

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