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Author Topic: Substance addiction house rules  (Read 6851 times)

Offline Stubber

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Substance addiction house rules
« on: August 12, 2009, 11:13:43 AM »
Addiction In Necromunda

Players can mutually agree to label any forms of narcotic substance used in their Necromunda campaigns as Addictive or Highly Addictive. Any time a gang member uses one of the substances labelled as addictive they are required to take a toughness test (take this test with a -1 modifier if taking highly addictive substances). If this test is failed the character becomes addicted to the substance taken.

Before every game involving the addicted ganger he must either take a fix by using the particular substance of addiction or by using another addictive or highly addictive substance (the ganger should test for addiction again if using another addictive substance. In this way it is possible to pick up several addictions).
If no fix is taken by the ganger he must take a separate toughness test for each substance addiction and apply the result to the withdrawal effects table using the following modifiers.

 +1   per point failed toughness test
  -1   per point passed toughness test
 +1   for first game without using a fix
 +2   for second game without using a fix
  -1   for every game after the second without a fix
 +2  if addicted to a highly addictive substance

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Withdrawal effects table
Roll 2d6 and apply any modifiers

1 – Kicked the habit. The ganger is no longer addicted to the substance tested for.

2 – Sweats. Apart from mild discomfort the ganger is fighting fit for the next game but will still test for addiction subsequent games.

3 – Under the weather. The ganger fights at -1Ld for the next game.

4 – Shakes. The ganger fights at -1Bs for the next game.

5 – Disoriented. The ganger must pass an Initiative test at the start of every turn or do nothing for that turn during the next game.

6 – Feinting. The ganger must pass a toughness test every turn or will immediately fall prone. Take a toughness test in each following friendly recovery phase to revive the ganger. Other gangers can not assist in recovery.

7 – Convulsions. The ganger’s Ws, Bs and I are reduced to 1 in the following game. In a game using sentries the ganger will be heard convulsing on a 2D6 roll of 10 (see the raid scenario in the main rulebook).

8 – Paranoia. The ganger takes a Ld test every turn with a cumulative -2 modifier for every turn after the first. When failed the ganger will immediately fire at the nearest ganger in LoS (friend or foe). He will continue to fire at the nearest target which isn’t prone or out of action until the game ends. If no standing gangers are in LoS he will fire at the nearest downed or prone ganger instead. If there are no applicable targets when the test is failed the ganger will go onto overwatch and will fire on any gangers that enter LoS. If the paranoid ganger isn’t armed with a ranged weapon he will attempt to charge the nearest ganger instead and attack them in close combat. Randomly determine which weapon is used if the paranoid ganger is armed with multiple weapons.
In a game using sentries the ganger's paranoid ravings will be heard as per 7.
If he fires a weapon or attacks in combat use the rules as described in the raid scenario of the rulebook.

9 – Withdrawal induced injury. Roll once on the Withdrawal Injury table.

10 – Severe Withdrawal injuries. Roll D3 times on the withdrawal injury table.

11 – Comatose. The ganger will be unable to fight or partake in any gang activities until he recovers. Take a toughness test before every subsequent game. If the test is passed the ganger recovers and can fight again in the following game. If the ganger doesn’t recover in a number of games equal to his toughness he will die as per 12.

12 – Dead. The ganger dies. You may redistribute his weapons and equipment to other gang members. Skavie gangs may also “put ‘em in the pot”.

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Withdrawal Injury table
Roll 2D6(see effects in serious injury table)

2 – Multiple Injury. Roll D3 more times. Ignore subsequent multiple injury results this game.
3 – Head Wound
4 – Leg Wound.
5 – Arm Wound.
6 - Old Wound
7 – Shell Shock.
8 – Partially Deafened
9-10 – Chest Wound.
11 – Blinded in one eye
12 – Hand Injury

These injuries continue to affect the ganger even if the he is no longer addicted to any substance.


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A ganger is addicted to a highly addictive substance and is facing his second game without a fix. He has a toughness value of 4 and rolled a 3 for his toughness test. The modifiers applied are +2, +2 and -1. He rolls 2D6 and scores a 5. The modifiers are applied and the result compared to the withdrawal effects table. The result is 8 so the ganger is affected by paranoia in the following game.

I refer to ganger repeatedly in the rules. By this I mean any member of any rank in any gang who is using drugs.
I haven’t included a list of all the substances used in Necromunda, preferring to allow players to label any as addictive as they see fit, or to create effects for new substances for use in their campaigns.
« Last Edit: August 12, 2009, 08:46:47 PM by Stubber »

Offline Hellspawn

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Re: Substance addiction house rules
« Reply #1 on: August 12, 2009, 11:28:38 AM »
kinda like the idea. There are in mordheim some substances that are available, don't see why there wouldn't be any in Necromunda aswell.
Gonna submit this pretty nice idea to the necrotesters.

Offline Ravendas

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Re: Substance addiction house rules
« Reply #2 on: August 12, 2009, 03:51:09 PM »
This looks pretty well thought out. Thought I'd help with the numbers a little though.

The first chart looks okay. Because there are modifiers, you can get rolls of 1- and 12+, and it steadily builds from the best outcomes at the bottom, and the worst at the top, which makes sense in the case of having modifiers.

The 2nd chart has a little bit off with it. First thing, there are no modifiers to it, correct? Then you can't roll a 1 on 2d6. 2nd thing, which outcomes do you want to happen most often? The most common number to roll on 2d6 is a 7, followed by 6 and 8, followed by 5 and 9, etc. So the most common outcomes you want should be placed in the middle there. Currently, 6 and 7 for a headwound mean 11/36 times someone takes a headwound when they roll on the chart. Thats almost a third of people going crazy/stupid from drugs. While some in the DARE program would like you to believe this, I don't think the numbers are that high.

I'd say the most common things would be like shell shock (being spaced), arm wound (infected needle marks), old wound (think of it as flashbacks leaving them useless for awhile) and partially deafened (not really deafened, just senses getting thrown off). That's just my take on it though.

Just tweak that chart a bit the way you'd like it, taking into consideration the math. 5-9 are the most common things to roll, so think about what kind of injuries people should most often take from it.

Offline Stubber

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Re: Substance addiction house rules
« Reply #3 on: August 12, 2009, 08:34:49 PM »
The 2nd chart has a little bit off with it. First thing, there are no modifiers to it, correct? Then you can't roll a 1 on 2d6. 2nd thing, which outcomes do you want to happen most often? The most common number to roll on 2d6 is a 7, followed by 6 and 8, followed by 5 and 9, etc. So the most common outcomes you want should be placed in the middle there. Currently, 6 and 7 for a headwound mean 11/36 times someone takes a headwound when they roll on the chart. Thats almost a third of people going crazy/stupid from drugs. While some in the DARE program would like you to believe this, I don't think the numbers are that high.

I can't believe I didn't notice the 1 on 2D6 bit. Well don't I look like an idiot. ::)
I'll give the chart a rethink and get back to you soon enough.

Some of the injuries like leg wound, hand wound and blinded in one eye I like to imagine could be self inflicted. In a drug induced paranoia I can easily picture someone thinking a rat was nesting behind his eye or something and attempting to remove it by any means necessary. (I have a twisted mind)

Thanks for the feedback anyway.
[EDIT]
I've changed the injury table. what do you think now?
« Last Edit: August 12, 2009, 08:49:26 PM by Stubber »

Offline Dimreapa

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Re: Substance addiction house rules
« Reply #4 on: August 13, 2009, 09:16:00 PM »
Now take these thoughts for what they are, because I'm providing feedback here for the sake of it, ignoring that I really like these rules.

I am a big fan of detailed rules, but these to me feel more at home in Inquisitor, where D10 variable tables are very common practice.  I'm not saying it's a bad thing, but it is a lot to keep track of for a small aspect of the game.  Now saying that, I really like the variety, so I'd bear the pros and cons of the amount of variables in mind.

The Withdrawal Injury table looks good now.

Although I'd say death would be more of an issue with overdosing than Withdrawal...

Offline Stubber

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Re: Substance addiction house rules
« Reply #5 on: August 20, 2009, 08:56:29 PM »
Although I'd say death would be more of an issue with overdosing than Withdrawal...

You've clearly never heard of anyone with a bad case of paranoid delusions try to climb out of a fourth story window. Try to imagine that the effects in the tables aren't just directly related to the drugs or from infections due to dirty needles, etc.
These injuries can be self inflicted due to the paranoia caused or any number of other reasons, for example, what would you do to get that "tracking chip" out of your arm if you you believed some secret organisation was stealing you thoughts and everyone was out to get you? ;D

Offline Dimreapa

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Re: Substance addiction house rules
« Reply #6 on: August 21, 2009, 12:13:29 PM »
You've clearly never heard of anyone with a bad case of paranoid delusions try to climb out of a fourth story window. Try to imagine that the effects in the tables aren't just directly related to the drugs or from infections due to dirty needles, etc.

Well I had heard of that, I was just hoping there was something else that I was glaringly obliviously missing.  I'd say that was more rare than drug campaigns would like you to believe, and would logically depend on the drug.  However I take your point.  Like I said I was going out of my way to critically judge your piece, I suppose the event is rare enough.

Try to imagine that I might be suggesting a third table...  ;)
« Last Edit: August 21, 2009, 01:18:29 PM by Dimreapa »

Offline Dimreapa

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Re: Substance addiction house rules
« Reply #7 on: August 25, 2009, 10:01:00 PM »
Just had another thought today Stubber, you mention that gaming groups should decide what drugs to consider addictive and highly addictive.  In order to make your rules seem more complete, I suggest compiling your own list for player's perusal, so if there is disagreement they can simply choose to use your list.