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[[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"> | {{Box|Addiction Example|float=right|width=50%}} | ||
* On a failure, they gain the Addiction Quality for that drug. If they are already addicted, the Addiction Quality increases by one level. | <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. | ||
* On a success, they do not gain the Addiction Quality or increase any existing quality. | * 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.</div> | |||
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.{{src|sr5|ref=415}} | |||
==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:
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.
- 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
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 411)
- ↑ With an additional -2 for her Implant-Induced Immune Deficiency, anyway.
- ↑ 3.0 3.1 Shadowrun Fifth Edition Core Rulebook (p. 412)
- ↑ 4.0 4.1 Shadowrun Fifth Edition Core Rulebook (p. 415)
- ↑ Chrome Flesh (p. 182)
