956 lines
36 KiB
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956 lines
36 KiB
Plaintext
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APPENDIX A: AD&D DRUGS
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FOR ADVANCED DUNGEONS & DRAGONS
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BY
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DESMOND REID
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*** DISCLAIMER ***
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All contents of this guide are presented for game purposes only.
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In no way is this guide intended to persuade people to take drugs of
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any kind. The author of the guide does not condone the illegal use of
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drugs. Hopefully, information presented in this appendix will educated
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on the dangers of drugs. In fact, the misuse of drugs in a fantasy
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setting will hopefully educate on the real-world dangers of drug abuse
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and drug addiction. Just say no. In no way will the author of this
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appendix or the contributors of this appendix be held responsible for
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other persons' actions.
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@ COPYRIGHT 1993 by DESMOND REID
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NOT FOR SALE
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The following appendix is the property of its author, who
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hereby states that he retains the copyright. You may distribute
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it at will, provided that nothing in the appendix, this notice,
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or any of the credits are altered in any way; and that you
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do not make a profit from it.
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TABLE OF CONTENTS
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Introduction
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Effects of Drugs in AD&D
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Recovery from Drug Use
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Drug Use and Drug Abuse Equals Drug Addiction
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Availability
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Scientific Drug Naming System
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Psychedelic Warrior: Fighter Kit
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INTRODUCTION
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The nervous system in the body has an inhibitory effect when the
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body is in a state of extreme emotion. It's part of the human body's
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ability to stay in a normal state: "homeostasis". This is what makes
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cliff-divers like cliff diving: the nervous system inhibits the
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abnormal state of fear, essentially by simulating the reaction opposite
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to fear: ecstasy. A classical example of this is a slightly depressed
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person who takes stimulant drugs. His nervous system increases his
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depression to counteract the abnormal stimulation, so that he needs to
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take stimulants even to feel how people normally feel. Now, when he's
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off drugs, he will be very depressed.
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This explains some withdrawal symptoms. Under the effect of any
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strong drug, the nervous system naturally tries to counter that effect.
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When the drug wears off, the "downer" that is experienced occurs
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because the nervous system is still producing that opposite emotion. If
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a human uses drugs too much, then his/her nervous system gets into the
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habit of countering that drug's effect, so he/she starts to need to
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take the drug all the time to avoid the awful downers. Eventually, drug
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addicts need more and more of their drug of choice in order to have the
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effect they had the first time they tried it.
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EFFECTS OF DRUGS IN AD&D
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Although some drugs are very useful and safe, this appendix deals
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with those drugs that are dangerous and usually addictive. A thin line
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exists on which drug that is helpful and safe can become a drug that is
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dangerous and addictive. Typically, this line is cause to the dosage or
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amount of the drug that is taken. Also, prolonged use of a drug could
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cause it to enter the danger zone. It is left to the DM's discretion to
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make a decision on whether a drug could become dangerous and enter the
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ranks below. Of course, the DM no doubt has a notebook full of drugs
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discussed as fungi, sap, plants, and minerals that are nothing more
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than dangerous drugs.
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There are nine classifications for stimulants and nine for
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depressants of dangerous drugs based on potency and level. In theory
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there can be an infinite amount of drugs all being different but for
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play ability there are nine classifications in the drug categories of
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stimulants and depressants.
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DMs are free to make any variations they wish to individualize a
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particular drug. In fact, all classifications presented here which
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total 18 are merely foundations. The DM still must develop a drug to
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its full potential.
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- A drug should have a specific purpose or outcome. For example, one
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moderate level 1 drug's specific purpose is to cause hallucinations
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which are seen when the drug is used. These hallucinations are in
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addition to all effects presented for a moderate level one drug.
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- A drug needs to have a benefit or benefits that are real or
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perceived. People usually have some desired effect in mind when they
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start taking drugs and this should be specified. Usually benefits have
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something to do with the specific purpose or outcome.
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After consuming a serving of a drug, a character must make a
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constitution check with the following penalties given on Table A.
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TABLE A: Constitution Check Penalties
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Potency Level Abbreviation Penalty
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Mild 1 Mild1 -1 after the first serving
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Mild 2 Mild2 -2
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Mild 3 Mild3 -3
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Moderate 1 Mode1 -4
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Moderate 2 Mode2 -5
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Moderate 3 Mode3 -6
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Strong 1 Strg1 -7
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Strong 2 Stgr2 -8
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Strong 3 Stgr3 -9
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The penalties accumulate with each check for each serving. For
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example, after Rath eats his second "fun-fungi" mushroom which is a
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Mild drug of level 3, he makes his Constitution check at -6.
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Eventually, a character will fail a Constitution check if he/she
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continually takes the drug.
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Drugs come in two forms, stimulants and depressants and effect a
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character differently. A stimulant is an agent temporarily excites or
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accelerates the function of the body or one of its systems or parts. A
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depressant is an agent that temporarily slows vital body processes.
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When a character fails a Constitution check, he/she is physically
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and mentally effected depending on the potency and level of the drug.
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Table B lists the effects to a character when a stimulant is used.
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Table C lists the effects to a character when a depressant is used.
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TABLE B: Effects from a Stimulant
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Effect on Mild1 Mild2 Mild3 Mode1 Mode2 Mode3 Strg1 Stgr2 Stgr3
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Morale +1 +2 +3 +5 +6 +7 +10 +11 +12
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Strength +1 +2 +3 +6 +7 +8 +12 +13 +14
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Intelligence +1 +2 +3 +5 +6 +7 +10 +11 +12
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Wisdom +1 +2 +3 +5 +6 +7 +10 +11 +12
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Dexterity +1 +2 +3 +5 +6 +7 +10 +11 +12
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Charisma 0 +1 +2 +4 +5 +6 +9 +10 +11
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Attack Dice 0 0 +1 +3 +4 +5 +8 +9 +10
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Hit Points 0 0 +1 +3 +4 +5 +8 +9 +10
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% of Spell Fail 20 30 40 60 70 80 100 100 100
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TABLE C: Effects from a Depressant
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Effect on Mild1 Mild2 Mild3 Mode1 Mode2 Mode3 Strg1 Stgr2 Stgr3
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Morale -1 -2 -3 -5 -6 -7 -10 -11 -12
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Strength -1 -2 -3 -6 -7 -8 -12 -13 -14
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Intelligence -1 -2 -3 -5 -6 -7 -10 -11 -12
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Wisdom -1 -2 -3 -5 -6 -7 -10 -11 -12
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Dexterity 0 -1 -2 -4 -5 -6 -9 -10 -11
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Charisma 0 -1 -2 -4 -5 -6 -9 -10 -11
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Attack Dice 0 0 -1 -3 -4 -5 -8 -9 -10
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Hit Points 0 0 -1 -3 -4 -5 -8 -9 -10
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% of Spell Fail 20 30 40 60 70 80 100 100 100
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NOTES ON DRUG TABLES
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Any abilities that reach 0 remain there and cannot drop below 0.
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Any abilities that reach 18 remain there and cannot go above 18.
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Morale pertains only to non-player characters.
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Intelligence, Wisdom, Dexterity, and Charisma indicate the number of
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points the various characteristics are lowered temporarily due to the
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drug. Remember to check the PHB to see the effects of attribute lose.
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Attack dice refers to adjustments to THAC0 and saving throws. An
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opponents saving throws vs. magical attacks made by an drugged
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character is raised by the same number.
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Hit points are increased due to the effects of the drug on the
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drugged person. He/she can physically withstand more punishment.
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OPTIONAL RULE: Make the hit point adjustments a percentage of total hit
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points rather than a few hit points. For example +1 would become 10%,
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+2 would become 20%, and +3 would become 30%.
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% of Spell Failure refers to the chance that a spell that is cast will
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fail. A mage or cleric has difficulty with somatic and verbal
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components due to his/her condition.
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THE HIGH
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Being drugged is dangerous although some may argue otherwise. For
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every failed Constitution drug check, the player rolls on Table D to
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get additional effects. All effects are cumulative (i.e. after two
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failed checks the character will receive to drug effects from Table D).
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Effects last for the duration of the "high". High is the drugged state
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of intoxication and euphoria.
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TABLE D: Drug Effects (1d20)
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01 Aura Hallucination
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02 Blindness
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03 Blurry Vision
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04 Courage
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05 Deafness
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06 Fumble
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07 Friendship
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08 Happiness
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09 Hate
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10 Hopelessness
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11 Hypnotic Hallucination
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12 Magical Ability
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13 Monster Hallucination
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14 Psionic Wild Talent
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15 Scare
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16 Self Hallucination
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17 Sound Sensitivity
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18 Total Confusion
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19+ REROLL
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AURA HALLUCINATION: The character hallucinates and sees colorful auras
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around living beings. Actually, the auras are hallucinations but the
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character may believe the auras to be life forces, infravision,
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ultravision, magic fields, alignment fields, etc.
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BLINDNESS: The character is temporarily blinded.
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BLURRY VISION: The character's vision becomes very blurred. The
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distortion causes a -4 penalty on a first attempt and a -2 on all
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successive attacks of missile and melee combat.
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COURAGE: The character becomes berserk, fighting with a +1 bonus to the
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attack dice, causing +3 points of damage, and temporarily gaining 5 hit
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points. The character fights without shield, and regardless of life,
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never checking morale.
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DEAFNESS: The character becomes temporarily deaf.
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FRIENDSHIP: The character reacts more positively (e.g., tolerance
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becomes goodwill).
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FUMBLE: The character becomes very clumsy and awkward. He/she falls and
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trips over everything, drops everything, and always moves in random
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directions when attempting to move in a specific direction.
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HAPPINESS: The character becomes very joyful and gets a feeling of
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complacent well-being, adding +4 to all reaction rolls and making
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attack unlikely unless he/she is subject to extreme provocation.
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HATE: The character reacts more negatively (e.g., tolerance becomes
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negative neutrality).
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HOPELESSNESS: The character submits to demands of anybody otherwise the
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character is 25% likely to do absolutely nothing in a round.
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MAGICAL ABILITY: The character believes he/she has the ability to cast
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spells as a mage and a priest. Of course the character has no such
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ability, but the character does "cast" spells and does believe they
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work as intended.
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HYPNOTIC HALLUCINATION: The character hallucinates and sees a weaving,
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twisting pattern of subtle colors in the air. This pattern causes the
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character to become fascinated and he/she gazes at the display as if
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hypnotized.
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MONSTER HALLUCINATION: The character hallucinates and sees a monster.
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Level 1 drugs cause the character to see nothing as the monster. Level
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2 drugs cause the character to see an inanimate object as the monster.
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Level 3 drugs cause the character to see another person/creature as the
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monster. Roll on any encounter table no matter how bizarre to see what
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monster appears. Roll 1d10 on the following to see how the character
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reacts:
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01-10 Cower and whimper
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11-15 Stare in bewilderment
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16-18 Flee shrieking in a random direction
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19-20 Try to kill the "monster"
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PSIONIC WILD TALENT: The character gains a wild talent that immediately
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goes into affect. Roll on Table 12 in The Complete Psionics Handbook,
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"Wild Devotions" to determine exactly what the power is.
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SCARE: The character becomes extremely scare of everything. The
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character falls into a fits of trembling and shaking. He/she has a -2
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reaction adjustment and will drop held items. If corned to fight,
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he/she fights with a -1 penalties to attack and damage rolls as well as
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saving throws.
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SELF HALLUCINATION: The character hallucinates that he/she is something
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else. Level 1 drugs cause the character to believe he/she is a plant.
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Level 2 drugs cause the character to believe he/she is an inanimate
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object. Level 3 drugs cause the character to believe he/she is another
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person/creature/monster.
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SOUND SENSITIVITY: The character becomes extremely sensitive to sound.
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Sounds are amplified 2 times the level of the drug. Thus a level 2 drug
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would cause all sounds heard by the character be amplified by 4 or 4
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times as loud.
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TOTAL CONFUSION: The character becomes really confused. Roll 1d10 on
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the following to see what the character will do:
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1 Wander away (unless prevented)
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2-6 Stand confused one round (roll again)
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7-9 Attack nearest creature one round (roll again)
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10 Act normally for one round (roll again)
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DURATION
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The duration of the high and the effects that accompany it are as
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followed:
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Potency Duration
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Level Time
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1 0-2 hours
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2 1-8 hours
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3 2-24 hours
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RECOVERY FROM DRUG USE
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Time is the only cure for recovering from drug use. Recovery time
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is based on the Potency level of the drug:
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Potency Recovery
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Level Time
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1 0-2 hours
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2 1-8 hours
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3 2-24 hours
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Any ability that was increased by 3 or more during the high
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decreased by the same number during the recovery. This is do to the
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create strain put on the body and mind during the high.
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As a person recovers, his/her statistics that are affected begin
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go back to normal half-way through the recovery time with body strain
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exception mentioned previously.
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At the end of the recovery time, abilities return to normal.
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Every hour of recovery, the character must make a successful
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saving throw vs. poison. Failing the save cause the character to suffer
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the dire consequences of withdrawal.
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TABLE E: Withdrawal Effects
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01 Comatose
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02 Itching
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03 Rash
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04+ REROLL
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COMATOSE: The character falls comatose for the duration of the
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recovery.
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ITCHING: The character suffers from an intense itch on a large portion
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of the body. The character must constantly scratch the irritated area.
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Failure cause causes the character to squirm and twist for three rounds
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which lessens Armor Class by 4 and attack rolls by 2 during this time.
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RASH: A rash develops where the character's skin breaks out in red
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welts that itch. the character's charisma lowers by 1 point per hour as
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the rash worsens.
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DRUG USE AND DRUG ABUSE EQUALS DRUG ADDICTION
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A person may enjoy taking a drug, but he/she may unfortunately
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become a victim of it. To represent the progression of drug addiction
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the character is assigned a drug addiction percentage (DAP). A
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character who has never taken a drug before has a DAP of 0.
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Every time a character uses a drug, his/her DAP is increased by 1
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if a mild drug, by 2 if a moderate drug, and by 3 if a strong drug.
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Thus, Rath who had a DAP of 0 takes a mild drug; his DAP goes to 1.
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Then, Rath takes a strong drug,; his DAP goes to 4. Note that it
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doesn't really matter if a character takes many different drugs or just
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one type of drug. They all will eventually lead to addiction. Yet
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another danger of drugs. This doesn't necessarily mean that the
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character is addicted to all drugs of a certain potency (although they
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may be substituted at times). Typically, one drug got the character
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addicted and this will be the drug he will continue to use to further
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his addiction.
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* If a character's DAP reaches 100, he overdoses and dies. flat-line. *
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Every time a character's DAP score increases, he/she must roll
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percentile dice. Rolling the DAP or under indicates that the character
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is addicted to drugs.
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How often an addicted person must have a drug is dependent on the
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potency of the drugs that led to the addiction. If the majority of
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drugs taken were strong in potency, then the character must take a
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strong drug at least every day. If the majority of drugs taken were
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moderate in potency, then the character must take a moderate drug at
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least every two days. If the majority of drugs taken were mild in
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potency, then the character must take a mild drug at least every three
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days.
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Failure to meet this drug dependency results in physical and/or
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mental consequences. For every day beyond the required day to take the
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drug, a character must make a successful save vs. poison with a -1
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penalty for every day after the required day. Failure results in
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dangerous physical and/or mental problems to the character. Roll on
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Table F to get the permanent damage done to the character.
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TABLE F: Permanent Damage (1d8)
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01 Ability Loss
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02 Alignment Change
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03 Blindness
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04 Deafness
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05 Disease
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06 Insanity
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07+ REROLL
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ABILITY LOSS: The character takes a lose of 1 in an ability score. Roll
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1d20 on the following:
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1-3 Constitution
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4-5 Strength
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6-7 Dexterity
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8-9 Intelligence
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10-11 Wisdom
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12-13 Charisma
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14-16 The highest ability score.
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17-19 The main ability of the character's class.
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20 The ability chosen by DM.
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ALIGNMENT CHANGE: The character's becomes the complete opposite.
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Lawful becomes Chaotic. Chaotic becomes Lawful. Neutral becomes Lawful
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or Chaotic. Good becomes Evil. Evil becomes Good. Neutral becomes Good
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or Evil.
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BLINDNESS: The character loses all sight.
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DEAFNESS: The character loses all hearing.
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DISEASE: The character contracts a disease because his immunity was
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lowered.
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INSANITY: The character is struck with an insanity. Roll 1d10 on the
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following:
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1-7 Roll on Types of Insanity Table on page 83 of the DMG, 1st
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edition.
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8-9 Roll on Insanities Table 1 in the Sexual Insanity section
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of The Complete Guide to AD&D Sex.
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10 The insanity is chosen by the DM.
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A person can reduce his/her or her addiction in a number of ways.
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A Neutralize Poison spell lower a character's DAP to 0, but this won't
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necessarily keep the character from taking drugs again.
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For every week a person is restrained from taking drugs (i.e.
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clinic, forceful friends, etc.), his/her DAP is reduced by 1. Some DMs
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may allow the character to make a Wisdom check once a week. Success
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indicates that the character has enough willpower to lower his DAP by
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1. Unfortunately, the dangers of not receiving the drugs could be just
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as harmful as taking the drug.
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AVAILABILITY
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Some DMs may want to know the availability of a type of drug.
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Availability is the likelihood of finding the drug which is given on
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the table below. However like monsters, specific drugs may have a
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greater likelihood of being found in climate or terrains where the
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source is located as well as having a lesser likelihood of being found
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where drugs must be imported from great distances.
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DMs should be warned that total dependence on the availability
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table could lead to a world filled with drugs. Discretion is advised.
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TABLE: Availability
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Potency Level Availability % Chance
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Mild 1 Common 75
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Mild 2 Uncommon 50
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Mild 3 Infrequent 40
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Moderate 1 Very Infrequent 30
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Moderate 2 Sparse 25
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Moderate 3 Scarce 12
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Strong 1 Rare 8
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Strong 2 Very Rare 4
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Strong 3 Extremely Rare 1
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SCIENTIFIC DRUG NAMING SYSTEM
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By
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Dr. Brent Phantom
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Dr. Reid Guide
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Presented here is a system for giving a scientific name to a
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individual drug. The main purpose of the system is to give a drug a
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name that provides information about the drug that saves the DM from
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searching through all the drug rules to find out the information.
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After the name of a drug, a series of letters and numbers are
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given that contain important information. An example will accompany the
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instructions for easier understanding.
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EXAMPLE: Generic SH.O3492
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First, the popular or most common name of the drug is given. In the
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example, the drug's name is Generic.
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The first character in the series is a letter of a S for a stimulant or
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a D for depressant since all drugs fall into one of these categories.
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The second character, if any, is another letter that is more specific
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in the description of the drug's type. H for hallucinogen and N for
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narcotic. In the example the second character is an H because the drug
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is an hallucinogen.
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The next character is a period to separate the descriptive part from
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the remainder of the series.
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The first character after the period is a letter that gives the potency
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of the drug. M for mild, O for Moderate, and S for Strong. In the
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example, the drug is moderate in potency.
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The second character after the period is a number from 1 to 3 that
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gives the level (or strength) of the drug. In the example, the level of
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the drug is 3.
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The third character after the period is a number from 0 to 9 that is
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the estimate of the duration of the high. A 0 indicates that the
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duration is less than one hour. A 1 indicates that the duration is
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between one and two hours; 2-8 work the same. A 9 indicates that the
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duration is 9 hours or more. In the example, the drug's high will last
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between 4-5 hours.
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The fourth character after the period is a number from 0 to 9 that is
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the estimate of the recovery time. A 0 indicates that the time is less
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than one hour. A 1 indicates that the time is between one and two
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hours; 2-8 work the same. A 9 indicates that the time is 9 hours or
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more. In the example, the drug's high will last beyond 9 hours.
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The fourth character after the period is a number from 0 to 9 that
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gives the severity if long term use. Although a character would
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consider this number a theoretical estimate of severity, a player knows
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this number as the increase to DAP when the drug is used. Typically,
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this number is 1, 2, or 3 based on the rules presented. However, some
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DMs may develop a drug that is more addictive the use and thus would
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have a high number. On the same note, A DM may make a drug with a 0
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severity and thus no chance of addiction. In any case, any severity
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number beyond 9 would be given as a 9 although there shouldn't be a
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number greater than 9. In the example, the drug is a moderate drug with
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a severity of 2 or a 2% increase to DAP when the drug is used.
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In the example, the drug Generic is a stimulant hallucinogen of
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moderate potency level 3. The duration of the high is 3-4 hours.
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Recovery time is 9 or more hours. And there is a 2% increase to the
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drug addiction percentage when Generic is used.
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-----------------------------------------------------------------------
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PSYCHEDELIC WARRIOR: FIGHTER KIT
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Description: The Psychedelic Warrior is simply a warrior that has a
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fascination and addiction for fighting, for psychedelic drugs, and for
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the dangerous combination of the two.
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The Psychedelic Warrior has a fascination for exotic experiences
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and will try almost anything once as long as it is supposed to be
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thrilling. On the same note, the Psychedelic Warrior loves exotic items
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and will try to become owner of oddities. The warrior's dwelling is an
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interesting place to visit.
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The Psychedelic Warrior uses colorful paints to create strange
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designs and runes on his face. Face painting is a requirement if he
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plans on engaging in combat.
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Role: The Psychedelic Warrior is loved by few. His mystical nature and
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bizarre beliefs frighten most people. His warrior skills also frighten
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most people and are one reason why few people voice their dislike to
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the Psychedelic Warrior.
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Of course, the Psychedelic Warrior seems to find friends wherever
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he goes. People, especially the young, are curious and the Psychedelic
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Warrior is a curiosity.
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Alignment: The Psychedelic Warrior should be chaotic and/or neutral in
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alignment, but it isn't a kit requirement.
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Weapon Proficiencies: The Psychedelic Warrior must spend at least one
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proficiency slot on an exotic or odd weapon like the bolas, boomerang,
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net, pole-arm, rapier, etc..
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Non-Weapon Proficiencies: Bonus: Artistic Ability, Fungi Identification
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Required: Gaming Recommended: Astrology, Dancing, Musical Instrument,
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Singing
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Equipment: The Psychedelic Warrior can buy any equipment he desires but
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keep in mind his love for oddities.
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Special Benefits: The Psychedelic Warrior gets a +5% to any checks made
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for finding psionic wild talents.
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To the Psychedelic Warrior the following is a benefit, to most a
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hindrance. When the Psychedelic Warrior enters a stressful situation
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like combat, he has a percent chance equal to his DAP of going into a
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unnatural psychedelic trip. The trip's effects have different
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manifestations upon the character and last for differing durations as
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shown on the table below. Roll 1d20 on the following table to get the
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effect.
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Roll Effect Name
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1 Brain Rush
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2 Comatose
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3 Hallucination
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4 Interplanar Contact
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5 Irresistible Song and Dance
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6 Major Craving
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7 Minor Craving
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8 Paranoia
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9 Psionic Wild Talent
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10 Silent Lucidity
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BRAIN RUSH: The character gains an additional 1d4 points of
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intelligence for 1d4+8 hours.
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HALLUCINATION: As the name implies, the character sees a hallucination.
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The character sees a weaving, twisting pattern of subtle colors in the
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air. Through the bizarre patterns, the character sees a monster. Roll
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on any encounter table no matter how bizarre to see what monster
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appears. The monster attacks the character as if real. Although the
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monster is an illusion, all damage to the character caused by the
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monster is real. The hallucination is over in 1d10 turns or when the
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creature is "killed" in the combat with the character.
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COMATOSE: The character goes completely comatose and is not revivable
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by less than a Limited Wish or equivalent, not even healing spells will
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help. The character is comatose for 4d6 hours.
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INTERPLANAR CONTACT: The character actually has a dual consciousness.
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The consciousness the character contacts is with a creature on another
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plane determined at random. Roll 1d10 on the following:
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1-6 Prime Material Plane.
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7 Astral Plane.
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8 Ethereal Plane.
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9 Elemental Plane. Roll 1d12.
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1-2 Air 9 Ice
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3-4 Earth 10 Dust
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5-6 Fire 11 Heat
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7-8 Water 12 Vapor
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10 Outer Plane. Roll 1d20.
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1 Seven Heavens 10 Twin Paradises
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2 Elysium 11 Happy Hunting Grounds
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3 Olympus 12 Gladsheim
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4 Limbo 13 Pandemonium
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5 Abyss 14 Tarterus
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6 Hades 15 Gehenna
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7 Nine Hells 16 Acheron
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8 Nirvana 17 Arcadia
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9 Concordant Opp. 18-20 Roll Again
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Roll on a random encounter table for the appropriate plane to get the
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creature contacted. The character is aware of his own conscious and his
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contacted one at all times. He may "control" the contacted creature if
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desired but relinquishes control of his own consciousness when doing
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so. Contact lasts 1d6 hours.
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IRRESISTIBLE SONG AND DANCE: The character's mind is suddenly filled
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with the sounds of hypnotic music. In response, the character slowly
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turns in circles while he gives his body up to the rhythm. The effect
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lasts 1d4 hours.
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MAJOR CRAVING: The character needs a fix and needs it NOW! He will stop
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at nothing to get it, and will kill anything or anyone who gets in
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his way. This effect lasts until the character gets the fix he so
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desperately needs.
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MINOR CRAVING: The character gets a craving for the next fix. Only a
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serious situation like a battle will keep him from getting the next
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"hit". Effect lasts until the next "hit" is taken.
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PARANOIA: The character believes every entity in the vicinity to be a
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hostile, attacking enemy, and will attack the closest creature to him
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or her until "held", unconscious, dead, or otherwise subdued. The
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paranoia lasts 1d4 turns.
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PSIONIC WILD TALENT: The character gains a wild talent that immediately
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goes into affect. Roll on Table 12 in The Complete Psionics Handbook,
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"Wild Devotions" to determine exactly what the power is.
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SILENT LUCIDITY: The character has complete and total knowledge of the
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way the universe works, and is completely at peace with all Creation.
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During this time of "reverie", any enemies will be dealt with severe
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messages about peace and harmony. The duration is 1d6 turns, unless
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attacked (first attack is an automatic hit; thereafter AC 10) then the
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duration is another 1d4 rounds.
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Special Hindrances: Three consecutive rolls of Comatose means the
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character has died due to the long-term effects of drugs on his body.
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The Psychedelic Warrior receives a -3 reaction adjustment
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hindrance to respectable people such as nobles, wives, elderly, etc..
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Wealth Options: The Psychedelic Warrior gets the starting gold for a
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warrior, 5d4x10 gold pieces.
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Races: The Psychedelic Warrior can be of any race, class, sex,
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religious persuasion, or sexual orientation.
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-----------------------------------------------------------------------
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THE DRUG LIST
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The following is a list of drugs that a DM may throw into a
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campaign to spruce it up a bit. Drugs should be considered evil and DMs
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should devise adventures to stop the transportation, selling, and
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taking of drugs. There are many real world example for DMs to feed off
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of.
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In any case, these drugs are listed with game effects that aren't
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related to the rules above. The DM may wish to assign a drug
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classification from the rules to the below drugs to make it work better
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with this entire appendix.
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A frequency is given for each drug. How it is interrupted is up to
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the DM but the frequency listed is how the original writer used it.
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Common:
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Bog Weed
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Bogwort
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Fluted Rose
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Gayln Root
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Mirella
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Rare:
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Fire Orchid
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Morning Dove
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Very Rare:
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Arglik
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Chepok
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Kyphal
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Mimay
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Name: Bog Weed
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Freq: Common
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Onset: 1d3 rounds
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Bog weed is a tall gangly plant found growing in swamps. The
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leaves, when properly prepared, are a stimulant Improperly prepared,
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they are poisonous. They are burnt and the smoke inhaled. This is done
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with a brazier and a cloth, which is draped over the head to
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concentrate the smoke. Users have an unpleasant smoky smell to them.
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Effects: The imbiber receives +2 dexterity and +1 charisma.
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Quote: "Hello my dear, you look ravishing. Did you know I can write my
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name using only my tongue and a drop of ink?"
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Name: Bogwort
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Freq: Common
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Onset: 1d6 rounds
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Bogwort is a short, fleshy plant found growing in muddy swamps.
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The leaves are pressed and the liquid drunk. The liquid may be
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evaporated and the resulting powder mixed with water and consumed.
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Effects: The imbiber gets +2 strength (+40% to exceptional str. i.e.
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18/60 becomes 18/00, 18/70 becomes 19).
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Quote: "Grrrr!"
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Name: Fluted Rose
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Freq: Common
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Onset: 1d6+1 rounds.
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This lovely pink flower resembles a small rose. It grows in poor
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rocky soils at high altitudes in temperate or tropical areas. The
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flowers are dried and brewed as a tea. This beverage is a strong
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relaxant. Imbibers are very relaxed and tend to be uncaring about
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external events, whether these events are work, play, or a rampaging
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dragon.
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Effects: The imbiber gets +4 save vs. fear, +4 morale, -2 dexterity
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(very relaxed), -4 movement.
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Quote: "Hey! Why are you hitting me with that sword? Don't be so
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uptigh..."
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Name: Gayln Root
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Freq: Common
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Onset: 1d4 rounds
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This root comes from an aquatic plant similar to cattails. It
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grows in warm environments and is harvested in winter. The root is
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eaten and has a mild radish-like flavor. Gayln root is a euphoric
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relaxant.
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Effects: All ability scores drop to 5 for 2d4 hours, but the user is
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VERY happy. The imbiber suffers from extreme suggestibility, is immune
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to fear (even a ghost?), and has the ability scores return at the rate
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of 1 point per turn.
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Quote: "Whoa!"
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Name: Mirella
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Freq: Common
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Onset: 1d4 rounds
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Mirella takes the form of flower buds, which are eaten. A small
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plant, it grows in the savannah. It blooms for a short time after the
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rains in summer.
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Effects:: A stimulant, it bestows +1 to Dexterity, +2 to Constitution
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for purposes of saving throws and ability checks, and adds 1d8 hp. The
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lasts for 1d4 hours. Users often have bleeding gums. It is possible
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(though not advisable) to "pop a bud" after the first begins to wear
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off. Sleep is not possible (normally) under the influence. Users may
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receive +2 save vs. sleep.
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Quote: "What! Where! Showmeshowmeshowmeeeee!"
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Name: Fire Orchid
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Freq: Rare
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Onset: 1d4+2 rounds
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The true appearance of this flower is known only to those who
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collect it. The form used consists of bright scarlet leaves, which are
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sucked on for a few minutes.
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Effects: The user gains +1 intelligence for 1d4+1 days. Addicts have
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scarlet lips.
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Quote: "How droll."
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Name: Morning Dove
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Freq: Rare
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Onset: 1d6 rounds
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A beautiful rare tropical flower found in the jungle near streams.
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The flowers are dried and brewed.
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Effects: The resulting stimulant gives +3 to dexterity for 1d4 hours.
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Addicts suffer from frequent nosebleeds.
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Quote: "Oh look, fifty orc archers! Should I dodge the arrows or just
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catch them?"
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Name: Arglik
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Freq: Very Rare
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Onset: 1 rounds
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A root from an unknown plant. It is prepared in some fashion and
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formed into strips which are eaten.
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Effects: This bestows +3 strength for 2 hours (+90% to exceptional
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str.) i.e. a 17 str would become 18/60: +1 and +60% (2/3 of 90).
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Quote: ROAR! "C'mere..." SNAP!
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Name: Chepok
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Freq: Very Rare
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Onset: 1d6 rounds
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An unknown plant used by natives in the Ravanesh Jungle. The
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leaves, when chewed and sucked, are a powerful stimulant and
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hallucinogen.
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Effects: It has many properties. It gives +2 strength (+20% to
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exceptional), users will fight to -10 hp, wisdom reduced to 3, making
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user susceptible to suggestions (treat as the spell); users need not
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check morale and will fight until slain.
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Quote: "Come here you bloody bastard; I'll bite your knees off!"
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Name: Kyphal
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Freq: Very Rare
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Onset: 1 rounds
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This drug is a grayish powder, the exact components are unknown.
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Effects: The powder, when inhaled, gives +2 intelligence for 2d6 days.
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Addicts have a gray pallor.
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Quote: "Dullard!"
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Name: Mimay
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Freq: Very Rare
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Onset: 1d6 rounds
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A mushroom eaten by shaman and witch doctors for the purpose o
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divination and prophecy. When eaten the user goes into a trance-like
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state and has a wild trip.
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Effects: Actual game effects are up to the DM but augury, divination,
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other rare incense legend lore is recommended. The trip lasts for 1d4
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hours with another 3d4 hours to recover.
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Quote: "My God! It's full of stars!"
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-----------------------------------------------------------------------
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SPECIAL THANKS
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Kenneth Nuckols (kn2051@PEGASUS.CC.UCF.EDU) at University of Central
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Florida in Orlando, FL who sent the Psychedelic Warrior class which was
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converted to the 2nd edition kit presented here. Also, he provided Bog
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Weed, Bogwort, Fluted Rose, Gayln Root, Mirella, Fire Orchid, Morning
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Dove, Arglik, Chepok, Kyphal, and Mimay in the Drug List.
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-----------------------------------------------------------------------
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