Anonymous
×
Create a new article
Write your page title here:
We currently have 205 articles on Shadowrun Seattle Shutdown. Type your article name above or click on one of the titles below and start writing!



Shadowrun Seattle Shutdown

Drugs: Difference between revisions

No edit summary
 
(13 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:House Rule]]
[[Category:House Rule]]
==Addiction==
{{src|sr5}} has some difficult to parse sentences in the rules for Addiction Tests.
{{src|sr5}} has some difficult to parse sentences in the rules for Addiction Tests.


Replace the second paragraph under '''Addiction Tests''' with:
Replace the second paragraph under '''Addiction Tests''' (starting with "Every time you") with:
<div class="replacement">When a character uses an addictive substance, they must make an Addiction Test against the Threshold from the '''Addiction Table'''{{src|sr5|ref=414}}. On a failure, they gain the Addiction Quality for that drug. On a success, they are not addicted. </div>
{{Box|Addiction Example|float=right|width=50%}}
<div class="replacement">Using an addictive substance puts the character on a clock. They must make an Addiction Test a number of weeks after the initial dose equal to 10-(Addiction Rating). For each full week they've gone without taking a dose, reduce the Threshold by 1.
* If the Addiction Threshold is 0, no Addiction Test takes place &mdash; using the substance with moderation left them free and clear.
* Otherwise, make an Addiction Test against the current threshold.
** On a failure, they gain the Addiction Quality for that drug. If they are already addicted, the Addiction Quality increases by one level.
** On a success, they do not gain the Addiction Quality or increase any existing quality.</div>


My interpretation of it is as follows.
Per the third paragraph (starting with "When it's time"), any time an Addiction Test is triggered (as described above), the character must make a test for '''every''' substance that has a clock running.
You use a drug, thereby entering "week 1". (The rules aren't clear on where in the week you are. though: the first day? the last day? If you use the drug again 6 hours later, is that in "week 2"? Perhaps Sunday is Addiction Test Day?)
"Decision week" is set as week (11 - Addiction Rating): that can range from week 10 for soykaf, all the way down to 2 for Kamikaze and Nitro. (Technically, it's every multiple of that number, by the way - so weeks 2, 4, 6, etc. for Kamikaze/Nitro, and weeks 10, 20, 30, etc. for soykaf.)
At the end of each week, you follow a few steps:
Did I use the drug at any point during this week?
Yes: reset Addiction Threshold to the initial value. Carry on with the next step.
No: the Addiction Threshold goes down by 1. Is it 0 now?
Yes: you're in the clear! No need to keep track anymore.
No: carry on with the next step.
Is this a "Decision week"?
Yes: Make an Addiction Test (2 if the addiction type is both psychological and physiological). Did you pass the test (or both tests)?
Yes: congratulations! You didn't get hooked this time, but until the Threshold hits 0 or you get hooked, you'll have to continue keeping track of this. See you next week!
No: you're now (even more) hooked. No need to keep track anymore.
No: see you next week!
I hope that makes things a little more clear. Of course, since a picture is worth a thousand words, you could flowchart it and rub the flowchart in people's faces when they get confused (or when you want to go "Look! I have a flowchart!"), if you want.


Remove Alcohol and Soykaf from the '''Addiction Table'''. If they were addictive in the same way drugs are, with the same eventual slide into Burnout, they would be among of the leading killers in the Sixth World. Plus, any spiked soycaf beverage would trigger an Overdose.{{src|sr5|ref=415}}


Remove "Soykaf" from the '''Addiction Table'''. If it were addictive in the same way drugs are, it would be one of the leading killers in the Sixth World.
==Interactions==
The rules for Overdosing{{src|sr5|ref=415}} only cover what happens when you take the same drug more than once or you take multiple drugs that have overlapping benefits. There are additional rules in {{src|cf|192-193}} regarding more general drug interactions that occur whenever multiple substances are in the body.
 
==Specific Drugs==
===Kamikaze===
In addition to the listed effects of Kamikaze{{src|sr5|ref=412}}, characters on this combat stimulant may not use Edge on defensive actions.
===Red Mescaline===
The Disorientation effect starts Immediately when Red Mescaline{{src|cf|ref=182}} is first ingested and persists for an hour, until the longer duration effects kick in.


==References==
==References==
<references />

Latest revision as of 11:11, 5 June 2023

Addiction

Shadowrun Fifth Edition Core Rulebook has some difficult to parse sentences in the rules for Addiction Tests.

Replace the second paragraph under Addiction Tests (starting with "Every time you") with:

Addiction Example
 

Shirayuri may be a full-limb-replacement cyborg, but she doesn't have wired reflexes, so she makes use of Jazz[1] to get her speed boost.

When she initially takes the drug, she starts a two week clock (10-8=2). If she avoids taking Jazz for the next two weeks, the threshold will have had a chance to drop twice. At the end of that time she'll make two Addiction Tests because Jazz's Addiction Type is both — one using her LOG (3) + WIL (7), one using her BOD (3) + WILL (7)[2], both against Threshold 1 (Jazz's base of 3, minus two weeks of drop-off). It should be easy for the cyber-singularity seeker. However, she's currently in the SCIRE during the shutdown. She'll almost certainly be taking Jazz on a regular basis. That means she'll never have a chance really get it out of her system. It'll probably be Threshold 3. Good luck!

If she were to take something more hardcore, like Kamikaze[3], the first Addiction Test would be only a week later (10-9=1) and be Threshold 3, because she hasn't had a full week off it to lower it.

Using an addictive substance puts the character on a clock. They must make an Addiction Test a number of weeks after the initial dose equal to 10-(Addiction Rating). For each full week they've gone without taking a dose, reduce the Threshold by 1.
  • If the Addiction Threshold is 0, no Addiction Test takes place — using the substance with moderation left them free and clear.
  • Otherwise, make an Addiction Test against the current threshold.
    • On a failure, they gain the Addiction Quality for that drug. If they are already addicted, the Addiction Quality increases by one level.
    • On a success, they do not gain the Addiction Quality or increase any existing quality.

Per the third paragraph (starting with "When it's time"), any time an Addiction Test is triggered (as described above), the character must make a test for every substance that has a clock running.

Remove Alcohol and Soykaf from the Addiction Table. If they were addictive in the same way drugs are, with the same eventual slide into Burnout, they would be among of the leading killers in the Sixth World. Plus, any spiked soycaf beverage would trigger an Overdose.[4]

Interactions

The rules for Overdosing[4] only cover what happens when you take the same drug more than once or you take multiple drugs that have overlapping benefits. There are additional rules in Chrome Flesh (p. 192-193) regarding more general drug interactions that occur whenever multiple substances are in the body.

Specific Drugs

Kamikaze

In addition to the listed effects of Kamikaze[3], characters on this combat stimulant may not use Edge on defensive actions.

Red Mescaline

The Disorientation effect starts Immediately when Red Mescaline[5] is first ingested and persists for an hour, until the longer duration effects kick in.

References

  1. Shadowrun Fifth Edition Core Rulebook (p. 411)
  2. With an additional -2 for her Implant-Induced Immune Deficiency, anyway.
  3. 3.0 3.1 Shadowrun Fifth Edition Core Rulebook (p. 412)
  4. 4.0 4.1 Shadowrun Fifth Edition Core Rulebook (p. 415)
  5. Chrome Flesh (p. 182)