Lord Iames Osari
2006-07-24, 08:05 PM
Basically, some addiciton rules I made up.
An addictive substance is any substance which alters your brain chemistry in such a way as to cause you to crave that substance; in D&D terms, this would often be represented by a poison. It is the DM’s call whether or not any particular substance is addictive. A character may indulge in a single dose of an addictive poison up to once a week without risk of becoming addicted. If a character has taken multiple doses of an addictive poison in the same week and still suffers ability damage as a result by one week after the initial dose, 1 point of his ability damage is converted to permanent ability drain in each of his damaged ability scores, and the character becomes addicted to the substance.
Once addicted, the character gains the Addiction flaw. Unlike flaws taken at character generation, this flaw does not grant the character an additional feat (though if a character takes the Addiction flaw at 1st level, she gains an extra feat as normal). The character can go for a number of hours without a dose equal to 2 x his Con mod (minimum 1 hour), not including time spent sleeping, in trance, or the like. For each half-hour he forgoes his substance over this time limit, the character must make a Will save against a DC of 20 - his Con mod + 1 for each previous save. If the save succeeds, the character takes 1d2 points of Con damage, but does not have to make a save for another half-hour. If the save fails, you succumb to your cravings and must seek a dose immediately. You may pause to eat, drink, or fight, but only as long as such pauses are necessary to your acquisition of your dose.
As time goes by, you begin to become inured to the effects of your substance. To achieve the same high, you must take ever increasing amounts of your substance. After the first year you spend as an addict, you are required to take twice as many doses as the previous year. While each of these double-doses affects you as only one dose would in terms of ability damage, use the full number of doses to calculate all other relevant effects. After the second year, you need three doses to produce the high that one dose used to give you; after the third year, four doses, and so on. Every time you suffer ability score damage as from a standard dose of your substance, you must make a Fort save against a DC of 0 + 1 for every dose you’ve taken in the past week or take 1d2 points of permanent Con drain.
An addictive substance is any substance which alters your brain chemistry in such a way as to cause you to crave that substance; in D&D terms, this would often be represented by a poison. It is the DM’s call whether or not any particular substance is addictive. A character may indulge in a single dose of an addictive poison up to once a week without risk of becoming addicted. If a character has taken multiple doses of an addictive poison in the same week and still suffers ability damage as a result by one week after the initial dose, 1 point of his ability damage is converted to permanent ability drain in each of his damaged ability scores, and the character becomes addicted to the substance.
Once addicted, the character gains the Addiction flaw. Unlike flaws taken at character generation, this flaw does not grant the character an additional feat (though if a character takes the Addiction flaw at 1st level, she gains an extra feat as normal). The character can go for a number of hours without a dose equal to 2 x his Con mod (minimum 1 hour), not including time spent sleeping, in trance, or the like. For each half-hour he forgoes his substance over this time limit, the character must make a Will save against a DC of 20 - his Con mod + 1 for each previous save. If the save succeeds, the character takes 1d2 points of Con damage, but does not have to make a save for another half-hour. If the save fails, you succumb to your cravings and must seek a dose immediately. You may pause to eat, drink, or fight, but only as long as such pauses are necessary to your acquisition of your dose.
As time goes by, you begin to become inured to the effects of your substance. To achieve the same high, you must take ever increasing amounts of your substance. After the first year you spend as an addict, you are required to take twice as many doses as the previous year. While each of these double-doses affects you as only one dose would in terms of ability damage, use the full number of doses to calculate all other relevant effects. After the second year, you need three doses to produce the high that one dose used to give you; after the third year, four doses, and so on. Every time you suffer ability score damage as from a standard dose of your substance, you must make a Fort save against a DC of 0 + 1 for every dose you’ve taken in the past week or take 1d2 points of permanent Con drain.