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> Alchohol, It is a toxin after all
Nikoli
post Oct 22 2004, 02:57 PM
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Just wondering what the mechanics for alchohol are in SR as I don't recall seeing them posted.
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Backgammon
post Oct 22 2004, 05:16 PM
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Check the drug section, there is something call Burn IIRC. Alcohol for Trolls. I don't fully remember the damage code, but resisting a Light wound per drink seems about right 4L maybe?
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Nikoli
post Oct 22 2004, 05:17 PM
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Thanks.
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Ol' Scratch
post Oct 22 2004, 05:20 PM
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Be wary of the Addiction rules, however. They're absurdly deadly as written. And I do mean absurdly deadly.
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Backgammon
post Oct 22 2004, 05:27 PM
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Stay in drugs, don't do school.
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Kagetenshi
post Oct 22 2004, 05:33 PM
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If you notice, the Bliss, which might at first appear to be neo-marijuana, is closer to hyper-morphine. Same is true for the other drugs listed. The addiction rules are absurdly deadly for "ordinary" drugs, so I'd suggest giving them entirely different rules for addiction, or just using soft rules. Treating something like alcohol as an ordinary chemical and using the overdosing rules with an addiction rating dependent on character personality and history seems like a better option than trying to fit something that weak into the SR drug rules.

~J
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Kremlin KOA
post Oct 22 2004, 09:11 PM
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ooh chem gland for alcohol
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Dashifen
post Oct 22 2004, 09:28 PM
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QUOTE (Kremlin KOA)
ooh chem gland for alcohol

For use with Unarmed Combat (Drunken Boxing) ?
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Kremlin KOA
post Oct 22 2004, 09:30 PM
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drunken master adept all powers geased only while drunk
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Dashifen
post Oct 22 2004, 09:34 PM
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:biggrin:
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Ol' Scratch
post Oct 22 2004, 09:34 PM
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Wow. Cool concept. Wish I had thought of. Sans the Chemical Gland part.
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Eyeless Blond
post Oct 22 2004, 09:42 PM
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I get tanked for justice? :D
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mfb
post Oct 22 2004, 10:06 PM
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as i recall, an average alcoholic in SR will drink himself to death inside 2-3 weeks.
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Kagetenshi
post Oct 22 2004, 10:07 PM
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Given that you lose Body by the month, I sincerely doubt that.

~J
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mfb
post Oct 22 2004, 10:12 PM
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maybe it was months. i did the calculations many moons ago, and immediately thereafter, i used a stick to dig out the parts of my brain that had done the calculations. that helped with the pain, some.
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Kagetenshi
post Oct 22 2004, 10:50 PM
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Again, I disagree that any of the drugs in M&M are comparable to marijuana, cocaine, alcohol, nicotine, caffeine, etc. Long Haul might be comparable to various amphetamines, but the hard stuff in M&M is really quite hard, and probably all came out of some corp lab originally.

~J
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Ol' Scratch
post Oct 22 2004, 10:52 PM
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Or the Addiction Rules just weren't playtested. At all. :)
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Kagetenshi
post Oct 22 2004, 10:55 PM
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Shush, you'll disturb my happy place :)

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Kanada Ten
post Oct 22 2004, 11:02 PM
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One of the things I've toyed with is allowing drug users to spend Good Karma as a sort of drug maintainance. Never finalized, I put it at one karma on the first failed test allowed you to stabilize at the current level, with an increased cost for the next failed test. It seemed to fit with my experience with drug users (in that they could hold it behind closed doors for a time as long as they kept working hard at the rest of life, but it would catch up eventually). I also allow other attributes to suffer loss over Body, though on a more drug by drug basis.
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FlakJacket
post Oct 23 2004, 12:37 AM
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Alcohol isn't a toxin! It's good for you. Alcohol is our friend. *Hiccup* :)
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mfb
post Oct 23 2004, 01:17 AM
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see, that's the thing. if it came out of a corp lab, there's no way it would be as destructive as the stuff in M&M. addictive, yes--destructive, no. not because the corps care about the people they're dumping these drugs on, or anything, but because making them so destructive cuts directly into their market. it's like selling a product that makes people habitually shoot themselves in the face--even if your product is great, you're going to run out people to sell it to really quickly.
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Kanada Ten
post Oct 23 2004, 01:26 AM
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QUOTE
it's like selling a product that makes people habitually shoot themselves in the face--even if your product is great, you're going to run out people to sell it to really quickly.

Yeah, but these are the drugs the corps rejected because they were too destructive. That's why they ended up on the streets. The ones they use are called NERPS and are apparently 100% addictive and can keep you alive until you die.
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mfb
post Oct 23 2004, 01:55 AM
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the problem with that argument is that there aren't any stats for the 'good stuff'. they're not even mentioned.
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Ol' Scratch
post Oct 23 2004, 01:59 AM
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QUOTE (mfb)
the problem with that argument is that there aren't any stats for the 'good stuff'. they're not even mentioned.

QUOTE (Critias)
Does it matter, really, unless a player plans on [using] one of them? And if a player does, why shouldn't the GM just custom tailor it to fit their campaign
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Kagetenshi
post Oct 23 2004, 02:04 AM
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Perhaps we can assume that the "good stuff" isn't "good" in that it doesn't do things like add multiple levels of an Adept power temporarily, increase physical attributes, and make an uncybered mundane the equal of a low-level Wired Reflexes user?

~J
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