Appendix B: Addiction Effects
Reading through the guide, it may have been noticed that certain of
the herbs contained within are addictive. In previous editions of this
guide, I have not included any information on the effects of addiction,
overdose, or withdrawal symptoms etc. This was because I do not wish to
be seen as supporting or condoning drug use in any way, shape or form.
For the record, I do not condone the administration, or use of any drug
except on the basis of competent medical advice. However I have decided
to include this appendix in the new edition of the guide, after many requests
from users of previous editions of the guide. All information contained
in this appendix is completely optional, even more so than any other information
contained within the guide. It is useful in a game environment by tending
to limit the effectiveness of certain powerful herbs. The undesirable effects
of overuse will discourage PCs from becoming habitual users. However, I
caution all GMs that forcing a player to play an addicted PC may be very
distressing for the player. No player likes losing control of their character,
and that may be an effect of addiction. Always remember the first priority
of any game is to be fun.
A second warning. Drug use is a very contentious issue among certain
people and groups. Don’t let this fact get in the way of your games. Also
the mention of drug use and addiction in games may distress some people.
Please be careful.
Thirdly, a personal plea. Please never use any drug or herb unless prescribed
by a medical practitioner, or a trained and skilled herbalist. A transient
high, or a quick fix is not worth your life or your health. If you have
any type of substance abuse problem seek help.
The suggested addiction effects contained in the appendix have been
created for game purposes. They may or may not be accurate in a real world
environment. This appendix is organised alphabetically, by the name of
the herb. I have only considered powerfully addictive herbs. Those which
are described as mildly addictive (such as Caffar, Callin or Tephrosia)
should be role played by the GM and player, or ignored as the GM sees fit.
ADGANA
Chance of Overdose
Each time this herb is used, there is a 1 in 10 chance of Overdose
occurring. An overdose causes the recipients heart to race at five times
the normal speed for 1d12 minutes. At the end of this time the recipient
will die of massive internal bleeding. During this time the recipient may
be treated for ingested poison with a successful treatment allowing their
survival.
Addiction and Withdrawal
Whenever this herb is used the recipient must save vs Constitution
or become addicted. For every time after the first time the herb is used,
a cumulative penalty of 1 applies to this save. An addict is unable to
gain any benefit from the herb, but craves it nonetheless. They will undertake
any risk and do anything to get the herb. They will kill anyone who stands
between them and the herb. This is undisputable and unavoidable.
Recovery from Addiction
It is almost impossible to recover once addicted to Adgana. The only
method is to go totally cold turkey for six months. During this time, the
addict will take any and all opportunities to get hold of the herb. They
will neglect everything else such is their fanaticism. They will be prone
to severe depression and may be suicidal. After six months they will no
longer crave the herb with such intensity, but will still do anything to
get hold of it, if they see it. They will also suffer a permanent 1 point
penalty to all attributes.
MUGWORT
Chance Of Overdose
An overdose may occur if this herb is administered three or more times
in any given 24 hour period. If this occurs, the PC must make a save vs
poison with a -2 penalty. Each time the herb is administered after the
third time in the 24 hour period, an additional cumulative penalty of -1
is applied to the save. For example if it has been used for the 5th
time in 24 hours, the total penalty will be -4.
If overdose occurs the PCs metabolism will go out of control. The PC
must role under the Constitution on d20, or they will suffer heart failure
and die within 2d10 minutes. Poison curing magic or the administration
of a Navew nut has a 50% chance of saving the PCs life. Even if the PC
survives they will be all but incapacitated for 1d4 days. There is
also a (30-Constitution) % chance of the permanent loss of 1 CON point.
Addiction And Withdrawal
If this herb is used more than 3 times in a week (7 days) there is
a 10% chance of addiction, with any additional use of this herb in that
week raises the chance of addiction by a further 5%. This addition is cumulative.
An addicted character must make a Constitution check each morning. If this
is failed the PC is unable to function without a dose of Mugwort, and will
suffer the loss of 1 point of Constitution. If the characters Constitution
ever reaches 0, they will die. One dose of Mugwort will restore their Constitution
score back to normal levels. Once addicted the PC will require double the
normal dose of Mugwort for it to have any normal effect, but the normal
3 dose rule for overdose still applies.
It should be noted that the gradual loss of Constitution will cause
the PC to take on a wasted appearance.
Recovery From Addiction
The PC must manage to abstain from the herb for 10+1d4 days. Each day
they must make the above Constitution check. If they fail this check, they
will lose a point of Constitution as described above. On a day when this
occurs, if the PC has any chance to get hold of the herb, they will do
so, no matter what, unless they pass a Wisdom check with a penalty of 5.
The GM may allow a bonus to this check, if the PC would have to do something
totally out of character, for example, a Paladin having to mug someone
to get it, but the roll should never be better than a base Wisdom check.
If the PC manages to survive the 10+1d4 day period, they are no longer
addicted, and will gain any lost Constitution points (except those caused
by overdose) back at the rate of one per day. However if they ever use
the herb again, they will instantly become re-addicted.
NIGHTCALL
Chance of Overdose
If more than 1 teaspoons (1 dose) is ever taken in a 24 hour period,
the recipient has a (10% x number of doses) chance of overdosing. They
will become extremely sensitive to light, causing pain and combat penalties
(-2 penalty to combat in full light) for a period of 3d12 hours. They will
be unable to concentrate properly for the same period of time, giving a
10% chance of miscasting spells.
Addiction and Withdrawal
Taking more than one dose of Nightcall at a time, or for more than
three consecutive days will cause addiction. An addict must have one dose
a day or suffer detrimental effects to both sight and hearing (each lose
approximately half their effectiveness. The addict cannot hear all sound,
and see everything as if it were dusk, even in full sunlight.)
Recovery from Addiction
If the addict goes three weeks without a dose, they can be considered
to have recovered from their addiction, but they can become addicted again,
if the exceed the one teaspoon dose.
SAFFRON
Chance Of Overdose
This herb is incredibly powerful. If the herb is used more than once
in a three day period, the PC must make a save vs poison with a -5 penalty
or die immediately from a massive brain haemorrhage. A third usage in that
period will automatically kill the character.
Addiction and Withdrawal
Addiction automatically occurs if this herb is used more than once
in a week. An addicted character will lose one point a day from two randomly
determined attributes, unless they have a dose of this herb. Any addicted
PC who has a chance to get the herb, will take it no matter what. The following
effects will occur if the respective attribute scores ever falls to 0.
Attribute Effect
Strength The character becomes totally unable to move a muscle - absolute
paralysis of all voluntary bodily functions.
Dexterity The PC can move but only with spasms. They cannot move faster
than a shuffle and tend to fall at least once per round.
Intelligence The PC loses all knowledge and is functionally in a vegetative
state.
Wisdom The PC goes totally insane
Charisma The characters face begins to collapse. The eyes, nose, ears
and mouth become indistinguishable. Their hands become gnarled and useless.
They lose control of their bodily functions and stink from perspiration
and other factors.
Constitution The PC dies.
The loss of Constitution, Strength and Charisma points all serve to
alter the characters physical appearance.
Recovery From Addiction
The only cure for this addiction is powerful healing magic, although
lesser magic will restore the PCs scores back to their normal levels. If
the character is cured of their addiction their scores will remain at their
current levels, until some form of restoration magic is used.
If a once addicted character ever has Saffron again, they become addicted
with no chance of being cured. However this is unlikely to occur, because
such a character develops an almost pathological hatred of the herb, and
is likely to attack anyone in possession of it, and destroy it whenever
they see it. (This is up to the player and the GM, but allows a lot of
good campaign ideas.)
SUAEYSIT
Chance Of Overdose
If a roll of 20 is made by the herbalist when administering this herb
the PC will suffer a +4 bonus to all scores for a period of 1d10 minutes
and must make a save vs Constitution or die. If they don't die they will
collapse for 1d4 hours. When they awake all their scores will be at -4
for 1d6 days.
Addiction and Withdrawal
The addiction is psychological in nature. The PC can choose not to
take the herb any time they wish, but many will not due to the consequences.
As Druann (the herbs creator) says taking the herb increase all the PCs
attributes for 1d4 hours. I suggest that after this period has elapsed
all the PCs scores, and their saving rolls will drop by -1 for an equivalent
number of days. The way to counteract this is to take another dose and
raise the scores again for 1d4 hours, and then the scores will drop by
1 for an additional 1d4 days again. In other words say a PC has, at the
end of each 'up' period, lasting say an average of 2.5 hours, another dose
of the herb in order to keep the scores up. If they do this 10 times
in succession, thus giving them 20.5 hours of 'up' periods, they must then
put up with 20.5 days of 'down' time. They can quit if they like, and suffer
no more disadvantage than lower scores for 3 weeks or they can continue
taking the herb.
Recovery From Addiction
As described above, all that is necessary to recover from addiction
to this herb is a desire to quit, and a willingness to accept the consequences.
TATEESHA
For the purposes of this appendix, I will only consider the addictive
effects of the silks. The mildly addictive qualities of tateen nuts will
not be considered here.
Chance of Overdose
If a 20 is rolled on the ability check when administering this herb,
the recipient will overdose. Overdoes will also occur if Tateesha silks
are smoked more than once in a 24 hour period. Overdose of this herb will
cause the recipient to lose touch with reality for between 10 and 30 minutes.
They will hallucinate, normally that they are being attacked, and they
will treat any approach by a person as an attack. During this period of
hallucination, they will fight with a -3 penalty to any attack rolls, are
incapable of using spells of any sort (although they are quite likely to
think that any spells they cast have been effective.) They will also be
able to endure wounds that would normally cause unconsciousness. After
the initial effects described above, the recipient will collapse into a
coma for 3d6 hours. They will awaken with a severe headache, and no recollection
of the events following their overdose. There is a 1 in 20 chance that
they will suffer a stroke during this coma, which may (10% chance) kill
them, or (20% chance) leave them paralysed down one side.
Addiction and Withdrawal
Addiction may occur if Tateesha silks are smoked more than once in
a two week period. The chance of addiction begins at one in six, but increases
by a further one in six each time the herb is used during that two week
period.
A Tateesha addict is extremely lethargic, and finds it very hard to
get excited or involved about anything, except another dose of the herb.
Their Intelligence and Wisdom scores are 1 point lower than normal unless
they have smoked Tateesha in the previous two days. An addict experiencing
withdrawal will smoke the herb at any opportunity, unless they make a save
vs poison. A successful save allows them to suppress the craving for 2d6
hours, although they still suffer the Intelligence and Wisdom penalties.
Recovery From Addiction
A Tateesha addict who manages to do without the herb for more than
a month will no longer suffer the Intelligence and Wisdom penalties, although
they will still use the herb at any opportunity unless they make their
save vs poison. At this stage, though, a successful save will suppress
the craving for 1d4 days. If an addict manages to go an additional 2 months
(a total of 3 months) without the herb they will no longer experience this
craving. Any use of the herb, after being addicted will instantly readdict
the person.
WORMWOOD
I have had grave concerns about including this information on addiction
in the guide, and as Absinthe is so dangerous, as compared to other substance
contained, I will not provide game rules. I suggest that the GM not allow
the use of Absinthe in his games. It is only mentioned in the guide for
the sake of completeness in the section on Wormwood. While Wormwood is
a herb, like the others in this appendix. Absinthe is a dangerous drug
of dependency with NO beneficial effects, and is therefore outside the
purpose of this guide.
The author of this guide (Shaun Hately) wishes to make clear that he
is absolutely opposed to any misuse of drugs, and accepts no responsibility
for any misuse of the material contained within this guide. This is a guide
for RPG purposes only. It does not seek, in any way, shape or form to advocate
or encourage the misuse of any substance, natural or manufactured. |