Choose your Destiny

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DRINKING AND INTOXICATION If you drink too much alcohol in a short period of time, you may become intoxicated. Keep track of how many “drinks” you consume each hour. For simplicity, one drink is a full mug or can of beer (12 oz.), a full glass of wine (4-5 oz.), or a shot of spirits (1.5 oz.). At the end of any hour during which you consume more than ST/4 drinks, roll against the higher of HT or Carousing. If you continue to drink, continue to roll once per hour. Modifiers: -1 per drink over ST/4 that hour; -2 on an empty stomach, or +1 if you have recently eaten; +2 for the Alcohol Tolerance perk (p. 100), or -2 for the Alcohol Intolerance quirk (p. 165).Each failure shifts you one level from sober to tipsy to drunk to unconscious (drunken stupor) to coma; see Afflictions (p. 428) for details. A critical failure drops you two levels: sober to drunk, tipsy to unconscious, or drunk to coma. If penalties reduce your roll to 2 or less, critical failure means you drop three levels! Remember that any roll 10 or more above effective skill is a critical failure; e.g., a roll of 11+ against a modified HT of 1. Pink Elephants: If you are drunk, make one additional HT+4 roll. On a failure, you are also hallucinating (see Incapacitating Conditions, p. 428). The Heaves: If you are drunk and keep drinking, your body will try to purge itself of the alcohol (which is a toxin, after all!). When a failed HT roll indicates that you would fall unconscious or into a coma, make a second, unmodified HT roll. On a success, you vomit up the alcohol instead of passing out; treat this as retching (p. 429). On a critical failure, however, you pass out and then retch; treat this as choking (p. 428). Sobering Up: To sober up, you must first stop drinking. After half as many hours as the total number of drinks you consumed, roll vs. HT. Various remedies may give a bonus. On a success, you move one step toward sober. Continue to roll each time this many hours pass until you are sober. Exception: To recover from a coma, you need medical help! Hangovers: If you are tipsy or worse, you must roll vs. HT when you stop drinking, at -2 if you’re drunk or -4 if you’re unconscious. On a failure, you will suffer a hangover. This kicks in 1d hours after the end of the drinking session – or on awakening, if you pass out or fall asleep before this time – and lasts hours equal to your margin of failure. During this time, you will suffer from moderate pain (see Irritating Conditions, p. 428) and acquire Low Pain Threshold (or lose High Pain Threshold, if you have it). The GM may decide that preventative treatment (including drinking plenty of water and possibly taking a mild analgesic) gives you a bonus to this roll.
Irritating Conditions Coughing or Sneezing: You are at -3 to DX and -1 to IQ, and cannot use Stealth. Drowsy: You are on the verge of falling asleep. Make a Will roll every two hours you spend inactive. On a failure, you fall asleep, and sleep until you are awakened or get a full night’s sleep. On a success, you have -2 to DX, IQ, and self-control rolls. Drunk: You are highly intoxicated: -2 to DX and IQ, and -4 to self-control rolls except those to resist Cowardice. Reduce Shyness by two levels, if you have it. Euphoria: You have a -3 penalty to all DX, IQ, skill, and self-control rolls. Nauseated: You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness. A rich meal in the past hour gives -2; anti-nausea remedies give +2. On a failure, you vomit for (25 - HT) seconds – treat as Retching, below. Pain: You have a penalty to all DX, IQ, skill, and self-control rolls. This is -2 for Moderate Pain, -4 for Severe Pain, and -6 for Terrible Pain. High Pain Threshold halves these penalties; Low Pain Threshold doubles them. Tipsy: You are slightly intoxicated: -1 to DX and IQ, and -2 to self-control rolls except those to resist Cowardice. Reduce Shyness by one level, if you have it.
Incapacitating Conditions All of these afflictions prevent you from taking voluntary action for the duration. In addition to their other effects, you’re effectively stunned (-4 to active defenses). In combat, you must Do Nothing on your turn. If an affliction lets you drop, you can sit, kneel, go prone, etc. if standing, or go prone if kneeling or sitting. If it lets you stagger, you can drop, change facing, or step or crawl one yard. In all cases, you are still effectively stunned. Agony: You are conscious but in such terrible pain that you can do nothing but moan or scream. If standing or sitting, you fall down. While the affliction endures, you lose 1 FP per minute or fraction thereof. After you recover, anyone who can credibly threaten you with a resumption of the pain gets +3 to Interrogation and Intimidation skill rolls. Low Pain Threshold doubles the FP loss and torture bonus. High Pain Threshold lets you overcome the agony enough to function, but at -3 to DX and IQ. Choking: You are unable to breathe or speak. You may do nothing but drop. While the choking endures, you suffer the effects of suffocation (see Suffocation, p. 436). If you have an object lodged in your throat, a friend can try a First Aid roll to clear it; roll at -2 before TL7. Each attempt takes 2 seconds. If you have Doesn’t Breathe or Injury Tolerance (Homogenous), you cannot choke! Daze: You are conscious – if you are standing, you remain upright – but you can do nothing. If you are struck, slapped, or shaken, you recover on your next turn. Ecstasy: You’re incapacitated with overwhelming pleasure. Treat as Agony, but neither Low Pain Threshold nor High Pain Threshold has any effect – and instead of a bonus for torture, someone offering to continue the pleasure gets +3 to any Influence roll! If you have Killjoy, you’re immune.
ADDICTIVE DRUGS The habitual use of a mind-altering substance can lead to dependency. Abusers have the Addiction disadvantage (p. 122), and may suffer withdrawal (see box) if forced to go without the drug. Below are rules for three common classes of addictive drugs. Note that these are also poisons. If someone takes a large dose, follow all the usual rules for poison on pp. 437-439, except where specified otherwise.
Stimulants Stimulants elevate the user’s mood and energy level . . . temporarily. Potent ones – e.g., amphetamine – restore 1d FP, and give Doesn’t Sleep and Overconfidence (12). These effects endure for (12 - HT) hours, minimum one hour. After that time, the user loses twice the FP he recovered (e.g., if his FP jumped from 8 to 10, he drops to 6 FP), and gains the disadvantages Bad Temper (12) and Chronic Depression (9) for an equal length of time. If the user takes multiple doses in 24 hours, he must roll vs. HT after the second and later doses, at a cumulative -1 per dose after the first. On a critical failure, he suffers a heart attack (see Mortal Conditions, p. 429). Stimulants are cheap and only slightly addictive. If they are legal, stimulant addiction is a Minor Addiction (-1 point); if they are illegal, it is a -5-point Addiction.
Hallucinogens Hallucinogens – e.g., LSD and mescaline – cause disorientation, hallucinations, and fits of paranoia. They may induce psychological dependency, but not physiological addiction. Most of these drugs are taken orally and require about 20 minutes to work. Make a HT-2 roll to resist. On a failure, the user starts hallucinating (see Incapacitating Conditions, p. 428). This lasts for hours equal to the margin of failure. After that time, the user may roll vs. HT-2 once per hour to shake off the drug’s influence. Addiction is typically worth -10 points if the drugs are legal, -15 points otherwise.
Heroin This opium derivative has few legitimate uses. It is typically injected, in which case there is no delay. Roll vs. HT-4 to resist. Failure incapacitates the user for hours equal to the margin of failure – treat this as ecstasy (see Incapacitating Conditions, p. 428). In addition to the usual risk of overdose, there is always the chance the heroin was “cut” with toxic filler; effects are up to the GM. Heroin is very expensive, incapacitating, totally addictive, and illegal; Addiction to heroin is a -40-point disadvantage.
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