A 3d System conversion for SLA Industries v3.3.The 3d system is copyright 1999-2001 by dnotice.de
written by Eldritch
 
 
 

This is an expanded system for handling poisons and drugs in SLA Industries. Some of the original concepts and terms were changed for these alternative rules. For the actual effects and history of the drugs, see the SLA Industries Main Rule Book, pp. 248.

 

Combat Drugs:

Rush
Rating: 5
Addiction Factor: 4
Effects: +1 Action/round, no PHYS rolls, damage cut by 25%
Duration: 6 hours
Detox: -1 STR, -1 PHYS, -1 Hit Base
Dosage: cont.

Ultra Violence
Rating: 10
Addiction Factor: 1
Effects: +2 Actions/round, no PHYS or COOL rolls, damage cut by 50%
Duration: 12 hours
Detox: -2 STR, -2 PHYS, -2 Hit Base
Dosage: cont.

Pineal Stim
Rating: 6
Addiction Factor: 2
Effects: double Dur. for Enhancement Abilities
Duration: n/a
Detox: -1 CONC, -2 FLUX, -1 Ebb: Enhancement
Dosage: 2/day

Blaze UV
Rating: 4
Addiction Factor: 20
Effects: +2 Actions/round, no PHYS or COOL rolls, damage cut by 50%
Duration: 10 min.
Detox: -2 STR (auto after coming down, lasts for 3 hrs.)
Dosage: 1/day

Bass
Rating: 4
Addiction Factor: 17
Effects: +2 STR
Duration: 1 hour
Detox: -1 STR, -1 DEX
Dosage: 2/day

 

Soft Drugs:

Beat
Rating: 5
Addiction Factor: 2
Effects: +2 COOL
Duration: 6 hours
Detox: -1 CONC, -1 COOL
Dosage: 1/day

Personal Interest
Rating: 5
Addiction Factor: 4
Effects:
Duration: 1 hour
Detox: -1 COOL, -1 CONC
Dosage: 1/day

Lumo
Rating: 3
Addiction Factor: 30
Effects:
Duration: 12 hours
Detox: skin stays a certain color
Dosage: 1/day

Slosh
Rating: 3
Addiction Factor: 20
Effects: extreme inebriation
Duration:
Detox: -1 DEX
Dosage: 2/day

Alice
Rating: 9
Addiction Factor: 1
Effects: The Trip
Duration: n/a
Detox: -1 CONC, -1 DIA
Dosage: 1/day

Flip
Rating: 4
Addiction Factor: 20
Effects: +3 COOL
Duration: 3 hours
Detox: -2 COOL
Dosage: 1/day

Drum
Rating: 4
Addiction Factor: 15
Effects: regain full FLUX, +1 COOL for 2 hrs.
Duration: n/a
Detox: -1 CONC
Dosage: 1/day

 

Medical Drugs:

KickStart
Rating: 3
Addiction Factor: 30
Effects: 2 Hits regained, closes 2 Wounds 3 phases after injection
Duration: n/a
Detox: -1 PHYS, -2 Hit Base
Dosage: 2/day

Pain Away
Rating: 4
Addiction Factor: 3
Effects: No PHYS rolls 3 phases after injection
Duration: 6 hours
Detox: -2 PHYS, -1 COOL, +1 rank Phobia: Pain
Dosage: cont.

Flush
Rating: 5
Addiction Factor: 30
Effects: prevents Detox. Effects of other drugs
Duration: 30 days
Detox: -1 PHYS
Dosage: 1/day

Streak
Rating: 3
Addiction Factor: 4
Effects: +2 KNOW, +2 CONC
Duration: 1 hour
Detox: -1 KNOW
Dosage: 1/day

Honesty
Rating: 6
Addiction Factor: 4
Effects: subject is forced to answer truthfully
Duration: 30 min.
Detox: -1 CONC
Dosage: 2/day

White Noise
Rating: 8
Addiction Factor: 5
Effects: stops Dream Demon nightmares
Duration: n/a
Detox: nightmares return
Dosage: 1/day

KickStart+
Rating: 4
Addiction Factor: 25
Effects: 4 Hits regained, stops 2 Wounds 3 phases after injection
Duration: n/a
Detox: -1 PHYS, -3 Hit Base
Dosage: 2/day

KickStart Solo
Rating: 5
Addiction Factor: 15
Effects: 4 Hits regained, stops 2 Wounds, +1 COOL for 2 hours, no PHYS rolls for 30 min. 2 phases after injection
Duration: n/a
Detox: -1 PHYS, -3 Hit Base, -1 STR, -1 COOL
Dosage: 2/day

Karma KS
Rating: 6
Addiction Factor: 25
Effects: 2 Hits regained (3 if Karma implants), stops 2 Wounds 3 phases after injection
Duration: n/a
Detox: -1 PHYS, -2 Hit Base
Dosage: 2/day

Chain
Rating: 13
Addiction Factor: 0 (automatic)
Effects: LAD: Stops tissue rejection, controls mental state; +3 COOL for 10 hours
Duration: n/a
Detox: LAD: -1 STR, DEX, DIA, CONC per day; other: -2 STR, DEX, DIA, CONC
Dosage: 1/day

Rating: Overall potency of the drug (penalty to all rolls trying to resist the drug)
Addiction Factor: the number of doses after which the character must make an Addiction Roll (see below)
Effects: Effects of the drug
Duration: time-period the effect lasts
Detox.: Effects suffered when addicted and on cold turkey. Effects are permanent.
Dosage: number of doses needed if addicted to prevent cold turkey.

 

Addiction Rolls
If the character has taken a drug a number of times equal to its Addiction Factor he must make an Addiction Roll. This is a PHYS roll with the Rating of the drug as a penalty against the standard Target Number 16. So in order not to get addicted to KickStart the character must pass a PHYS roll -5 after his 30th dose of KickStart. The Addiction counter (how often a character took a drug) is reset to 0 if the character stops taking a drug for at least 30 days.

 

Drug Experience and Drug Tolerance
Drug Experience is a new skill that deals with (surprisingly) the experience a character has with drugs. It can be used to identify drugs and gain info about the effects of a drug. If a character encounters an unknown drug but close derivatives or related drugs are known, the character can guess the effects of the unkown drug. Drug Experience also comes in handy when designing new drugs, or trying to resist the effects of a drug. In the later case, the skill acts as a supporting skill for the Advantage Drug Tolerance (meaning that the value of the Success Die of the skill roll is added to the rating of the Advantage)

The Advantage Drug Tolerance states a character's ability to fend off the effects of drugs and resist getting addicted to them. If the character fights the effects of a drug, roll this Advantage like a skill with the Rating of the drug as a penalty to the roll. As stated above if the character possesses the skill Drug Experience, add the Success Die of the Drug Experience roll to the rating of the Advantage when rolling to resist the drug.

If the character must make an Addiction Roll to avoid getting addicted to a drug, add the rank of this Advantage to the PHYS roll.

Note: Drug Experience cannot be used to avoid getting addicted to drugs (this is solely a matter of PHYS and Drug Tolerance).

The drawback to this Advantage, however, is that the user needs a higher dosage of the drug to get the same effect as a user without this Advantage does. Per rank of this Advantage increas the dose needed for a "1-dose-effect" by 0.1. Thus a character with Drug Tolerance 5 needs 1.5 doses to get the effects given in the drug's description.

 

Poisons

There are several poisons in the World of Progress, and even though they are seldom used (most of them are considered archaic and even anti-progressive) they are still around and available.

Stroke
Rating: 8
Effect: Heart stroke
Damge:
30 Incap
Incubation:
2 hours
Duration:
n/a

NervePain
Rating: 10
Effect: victim sufferse intense nerve pain and muscle spasms
Damge:
35 Incap
Incubation:
1 hour
Duration:
120 hours

Swamp
Rating: 5
Effect: vomiting, digestive bleeding
Damge:
20 Incap
Incubation:
48 hours
Duration:
72 hours

BloodTear
Rating: 15
Effect: poison dissolves veins and arteries; the victim dies of internal hemorrhaging and starts bleeding through the pores of his skin
Damge:
40 Incap, 20 min. if resisted
Incubation:
30 min.
Duration:
9 hours

FastKill
Rating: 20
Effect: poison blocks synapse receptors, victim suffocates
Damge:
50 Incap
Incubation:
3 phases
Duration:
6 phases

Gland
Rating: 7
Effect: poison causes an unchecked outpour of Adrenalin and damage to cerebal glands, victim suffers a stroke
Damge: 40 Incap
Incubation:
3 hours
Duration:
18 hours

Lethe
Rating: 13
Effect: blocks receptors, victim falls unconscious from asphyxation
Damage: 50 Bruising
Incubation: 5 phases
Duration: Damage taken "heals" by 1 Incap/min.

KnockOut
Rating: 15
Effect: blocks blood travel to the brain
Damage: 30 Bruising
Incubation: 2 phases
Duration: n/a

Ghost
Rating: 10
Effect: destroys blood cells, victim slowly asphyxates
Damage: 60 Incap
Incubation: 48 hours
Duration: 336 hours

Dodge
Rating: 4
Effect: causes drowsiness and hallucinations
Damage: 80 Bruising
Incubation: 5 min.
Duration: 15 min.

Fist
Rating: 6
Effect: causes nausea
Damage: 120 Bruising
Incubation: 1 min.
Duration: 5 min.

Rating: overall potency of the poison
Effects: effects of the poision (basically what happens when a person is poisoned with this substance)
Damage: total damage taken through the poison (can be cut by resisting the poison)
Incubation: time period from ingestion to the earliest effects
Duration: length of the poisoning (the damage suffered is divided by the Duration and then applied over appropriate amounts of time. Some poisons have such an extended length of Duration that noticing the poisoning becomes increasingly difficult.

To resist a poison, the character must succeed a PHYS roll with the Rating of the poison as a penalty. If the roll is successful the character resists the poison. All damage taken is divided by the value of the Success Die. However, unless otherwise stated, the maximum amount of Incap damage a character will take after resisting a drug is the number of Incap left (rendering him unconscious, but alive).

 

Treating Poisions
A poisoning can be treated if it is known. A character who has the appropriate anti-toxin can administer it, hoping that it is not too late to stop the poison. Giving the anti-toxin enables the poisoned character to make another attempt at resisting the poison. Treat this attempt as if the character's PHYS was 10 (due to the effects of the anti-toxin). If the character's PHYS is higher or equal than 10, use the character's PHYS but add +1 to the roll. However, as the poison has probably already been some time in his system this attempt is more difficult than the previous. Divide the Duration of the Poison by 20. For each increment of this time-period passed after ingestion of the poison, apply a -1 penalty to the resistance roll.

If the roll is successful reduce the damage you will suffer from the poison as if it was the first resistance roll. This is the damage you will suffer from the drug now. If you have already suffered more damage, you will not suffer any more damage, but you will not get the "surplus" damage back . bad luck.

If the anti-toxin is successful, the character will still suffer from the poison over the whole duration, but this time the effects of the poison will be moderate, possibly mild.

Example: Thorpe has been poisoned with Ghost. He has a PHYS of 7 and rolls a 4, 3 and 5 on his resistance roll. Together with his PHYS this is 19, but as Ghost is a Rating 10 poison the roll is lowered to 9 for a failure. The poison will run its course, but as it damages so slowly Thorpe at first completely ignores the effects (drowsiness, some vomiting, paleness). When after 5 days the symptoms stay, he sees a doctor, who discovers that his patient has been poisoned with Ghost. He administers an anti-toxin, which enables Thorpe for a second resistance roll.

The Duration of Ghost is 336 hours (14 days). 336 divided by 20 is 16.8 hours. So for each 16.8 hours the effect of the anti-toxin is lowered by -1. Thorpe has waited 5 days (approx. 130 hours) before seeing the doctor. 130 divided by 16.8 is 7.73. The GM is cruel and rules that the penalty is -8. Now Thorpe's player rolls again for resistance. This time his PHYS is treated as being 10 (because of the anti-toxin), but since the poison has already been in his system for more than 5 days, he suffers the -8 penalty to the roll. Thorpe's player rolls 3, 4 and 6 which together with his temporary PHYS is 23 (enough to resist the poison) if it wasn't for the -8 penalty, which cuts the result back to 15; not high enough to resist (remember that this is a Stat roll, so the Target Number is 16). If Thorpe's player had visited the doctor but a few hours earlier, he might have had a chance, but now everything is lost and the poison will run it's course . but then there is the Ebb .

Now let's assume that Thorpe went to the doctor two days earlier and that the anti-toxin showed effect. In this case he would have cut the damage he will suffer through the poison to 15 (60 Incap damge divided by the Success Die (4) of the resistance roll). Ghost causes 0.17 Incap/hour and Thorpe already suffered 130 hours, so he already took 23 Incap. This means that the anti-toxin is fully effective; no further Incap is lost, although Thorpe will feel the effects of the poisoning (although weeker) for the remainder of the Duration period.

   
   
   
 
 
 
 
 
 
 
 
 
   
 
 
 
   
 
 
 
 
 
 
   
 
   
 
 
 
 
 
 
 
 
 
 
 
 
   
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   
 
 
 
   
 
 
 
 
   
 
 
 
 
   
 
   
 
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