Feature Specification: Drugs, Curses, and Sickness

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Feature Specification: Drugs, Curses, and Sickness

Post by ç i p h é r »

Curse and Sickness
The curse and sickness requirements are detailed below (added from 3.5e). I'd like to see details that are missing filled in by our resident ACR experts.

For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229

Functional Requirements
Diseases:
When a character is injured by a contaminated attack touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect — his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.

Diseases have various symptoms and are spread through a number of vectors. Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage.

Infection: The disease’s method of delivery — ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa).

Incubation Period: The time before damage begins.

Damage: The ability damage the character takes after incubation and each day afterward.

Typical diseases include the following:

Blinding Sickness (Ingested, DC 16, 1d3 days incubation, 1d4 Str1):
Spread in tainted water.

Cackle Fever (Inhaled, DC 16, 1 day incubation, 1d6 Wis):
Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks.”

Demon Fever (Injury, DC 18, 1 day incubation, 1d6 Con2):
Night hags spread it. Can cause permanent ability drain. When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.

Devil Chills (Injury, DC 14, 1d4 days incubation, 1d4 Str):
Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills.

Filth Fever (Injury, DC 12, 1d3 days incubation, 1d3 Dex & 1d3 Con):
Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.

Mindfire (Inhaled, DC 12, 1 day incubation, 1d4 Int):
Feels like your brain is burning. Causes stupor.

Mummy Rot (Contact, DC 20, 1 day incubation, 1d6 Con):
Spread by mummies. Successful saving throws do not allow the character to recover (though they do prevent damage normally). Only magical healing can save the character.

Red Ache (Injury, DC 15, 1d3 days incubation, 1d6 Str):
Skin turns red, bloated, and warm to the touch.

The Shakes (Contact, DC 13, 1 day incubation, 1d8 Dex):
Causes involuntary twitches, tremors, and fits.

Slimy Doom (Contact, DC 14, 1 day incubation, 1d4 Con):
Victim turns into infectious goo from the inside out. Can cause permanent ability drain. When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.

(others: Red Slaad Eggs, Ghoul Rot, Zombie Creep, Dread Blisters, Burrowing Maggots, Soldier Shakes)

Curses:
Integrate moss' cursed items scripts as defined here:

http://www.alandfaraway.org/phpbbforum/ ... 940#138940

Item curses can come in a variety of levels:

0: something a player can drop/use freely.
1: requires Remove Curse cast by any cleric to remove.
2: requires a trip to a temple to remove.
3: requires the completion of a quest.

Item curses can activate in several ways:

0: item is equipped
1: item is acquired
2: item is activated

Once activated, the cursed item applies its curse level to the possessor (typically no longer removable by the player wielding or possessing the item). In cases where the item cannot be removed by the possessor, it can, however, still be forcefully removed by NPCs (guards/jailers) and disarmed (if a weapon) by anyone with the requisite feat. A cursed item that has forcefully been removed will always seek to return to the possessor, circumstances permitting (when the player has free will and access to the item).

The following are curses that can be placed upon items. The DC of any will saves will be 20 if not specified. For semi-intelligent items, DC may be calculated based on the item's ego.

Force Attack:
Possessor must make a Willpower Save or be forced to attack a specified racial type on sight.

Detect Enemy:
Item will notify bearer of the presence of a racial enemy within a specified radius.

Defend:
Possessor must make a Willpower Save or be forced to defend a racial ally if it is observed to be under attack. The item possessor will not be permitted to attack this type of creature. If the creature is hostile, they will be set to neutral.

Morbid Fear:
Possessor must make a Willpower Save or be forced to flee when catching sight of a racial enemy.

Kleptomaniac:
Possessor must make a Willpower Save or be forced to steal things from other players and NPCs compulsively (ideal to use on for thievery items).

Tourette's:
Possessor must make a Willpower Save or randomly spout off things when in the company of other players or NPCs.

Berzerk:
Possessor must make a Willpower Save or attack the nearest creature, friend or foe.

Turn Evil:
Possessor must make a Willpower Save or move one point closer toward an evil alignment.

Haunting Visions:
Possessor must make a Willpower Save or see ghostly visages. This activates at night or during rest.

Sentience:
Possessor must make a Willpower Save or the cursed item will transfer hosts. Under certain circumstances, items may look to be transferred from one player to another. The primary basis is alignment. If the alignment of the target host matches and the target also has more hit dice - even if stuck to the former owner - the item will attempt to move to the new owner. This has no effect for curse level 3 items. They will never transfer if the curse is active.

Special Effects:
An effect that will be applied at random times.

Frequency of occurence can be controlled for all spontaneous behaviors.

Cursed items can be given an alignment. Any player that acquires an item that does not match their own alignment will lose a level until it's removed.

Drugs, Side Effects and Addictions:
Drugs function like poisons, allowing the imbiber an initial and a secondary saving throws to resist their effects. Delay poison, neutralise poison, and similar effects negate or end a drug's effects, but they do not restore hit points, ability scores, or other damage caused by the substance. A creature that willingly takes a drug automatically fails both saving throws. It's not possible to intentionally fail the initial save but attempt to save against secondary damage, or vice versa. DCs are provided for situations in which a character is drugged against his will. Drugs can be slipped into food and drink or administered to a sleeping or unconcious PC directly.

Drug addiction functions much like diseases as described in the Dungeon Master guide. Upon initial exposure (anytime a character imbibes or applies a drug with an addiction rating), the character must succeed at a Fortitude save or become addicted, as shown below. Addiction proceeds like a disease - while addicted, the character takes ability score damage each day unless he succeeds at Fortitude save against the given DC.

Addiction rating...Fort DC...Satiation...Damage
Negligible.....................4.......1 day...1d3-2 Dex (can be 0)
Low.............................6.....10 days..1d3 Dex
Medium......................10......5 days...1d4 Dex, 1d4 Wis
High...........................14......2 days...1d6 Dex, 1d6 Wis, 1d6 Con
Extreme.....................25.......1 day....1d8 Dex, 1d8 Wis, 1d6 Con
Vicious.......................36.......1 day....1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str

Addiction Rating: Drugs are rated according to their addictive potential. For example, many popular stimulant drinks have a negligible addiction rating, but have addictive qualities all the same. Sometimes, an individual's long-term addiction increases a drug's addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their rating by one step for every two full months a character remains addicted to the drug. A character that recovers from an addiction and later become addicted again does so at addiction rating the drug had just prior to his recovery.

Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the given period of time. After the satiation period wears off, the DC of the Fortitude save to resist the effects of addiction increases by +5. The dose in which a character becomes addicted counts for satiation. For example, a character unfortunate enough to become addicted to devilweed (low addiction) on his first use of the drug must succeed at Fortitude save every day or take 1d2 points of Wisdom damage. As long as he continues to smoke devilweed every 10 days, his saving throw DC is only 6. If he stops smoking devilweed for more than 10 days, the DC of the addiction saving throw increases to 11. If he starts using it again, the DC drops back to 6.

Damage: Addiction deals the listed damage each day unless the character succeeds at a Fortitude saving throw or is satiated. Ability score damage is temporary, and characters naturally heal 1 point in each ability score per day.

Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovers, taking no more damage. Of course, he can always become addicted again later by taking another dose of the drug and failing his Fortitude save to resist addiction.
A lesser restoration or restoration spell may negate some or all of the ability score damage caused by an addiction, but on the next day the victim may accrue more ability score damage if he continues to fail his Fortitude saves. Remove disease immediately causes the user to recover from his addictions, but does not restore ability score points. Greater restoration or heal causes recover and restores all ability score damage from the addiction.

The following is a list of drugs and their effects on users:

Haunspeir:
Description: Named after a wizard from Neverwinter, haunspeir is sold as a tobaccolike paste, or sometimes dried and compacted into pill form. It is used by wizards and others who need to rapidly boost their intelligence.
Type: Ingested DC 12
Initial Effect: 1d4 points of damage.
Secondary Effects: 1d4+1 enhancement bonus to Intelligence for 1d10+15 minutes, plus side effects.
Price: 50 gp
Side Effects: All slashing and piercing attacks against the target deal an additional 1 point of damage while the drug is in effect.
Overdose: If more than one dose is taken in a 24-hour period, the target immediatly suffers 2d4 points of damage (no save), and the side effect is doubled.
Addiction: Low

Jhuild ("Thrallwine"):
Description: This dark reddish brew is made in Thesk from certain grapes, fruits, and herbs grown near the Surmarsh. Slaveholders and overseers use them it to strenghten captives engaged in hard labor while dulling their wills and minds.
Type: Ingest DC 15
Initial Effect: 1 point of temporary Wisdom damage
Secondary Effect: The imbiber gains a +2 alchemical bonus to strength for 1d3 hours.
Price: 6 gp
Side Effects: A creature udner the effect of jhuild is fearful and extremely susceptible to suggestion. The imbiber is shaken while under the drug's influence, and teh DC of an Intimidate check under the drug's infuence, and the DC of an Intimidate checj used against the imbiber is reduced to 0 + target's Hit Dice
Overdose: None
Addiction: None

Kammarth (magical):
Description: Sold as a powder or a beige-colored jelly, kaùarth is made from the combination of a rare forest root and an Underdark fungus. It causes a temporary increase in speed and reaction.
Type: Contact DC 10 or ingested DC 13.
Initial Effect: Act as if under the effects of an expeditious retreat spell for 1d4+1 minutes.
Secondary Effect: +2 alchemical bonus to Dexterity for the duration of the drug's effect.
Price: 80 gp
Side Effects: Kammarth is a potent stimulant and gives its user a sense of boundless energy and well-being.
Overdose: If more than one dose is taken in an 8-hour period, the user suffers 1d4 points of damage and is paralyzed for 2d4 minutes. Using it more than three times in any 24-hour period causes 4d4 points of damage and paralyzes the user for 2d4 hours.
Addiction: Medium

Katakuda ("Dragonskin") (magical):
Description: Imported from the distabt Kara-Tur, this drug was developed by an order of fighting monks of that land. It is a brown past that hardens the user's skin. Because of its side effects, it was rarely used for training and saved for times when the monks expect a grea battle.
Type: Contact DC 18
Initial Effect: None
Secondary Effect: User gains +3 natural armor bonus for 30 minutes.
Price: 100 gp
Side Effects: When teh secondary effect ends, the user suffers wrackling pains and spasms, which causes 1d4+1 point of temporary Dexterity damage.
Overdose: A second dose taken within a tenday of the first dose provides only a +2 natural armor bonus.
Addiction: None

Mordayn Vapor ("Dreammist"):
Description: Made of roughly ground leaves of a rare herb found in southern forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces, and the deadly peril of its sinister embarce.
Type: Inhaled DC 17
Price: 200 gp
Alchemy DC: 20
Addiction: High
Initial Effect: Exotic visions of incredible beauty enthrall the user for the next 1d20+10 minutes. During this time the user has 50% chance to lose any action he attempts, as described in the bestow curse spell.
Secondary Effect: 1d4 points of temporary Con damage and 1d4 points of temporary Wisdom damage.
Side Effects: The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcedent beauty of his drug-induced dreams again. When the dose wears off, the user must attempt a Will save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading.
Overdose: If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is deadly poison (Ingested DC 17, 1d10 Con). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug.
Addiction: High

Oruighen ("Phantomdust"):
Description: This drug is made by refining rare cacti found in the alkaline sands of Azulduth, the Lake of Salt. It is a gray, fine-grained dust normally carried in small paper envelopes. It can temporarily blind and disable anyone unfortunate enough to inhale a pinch, and disable anyone unfortunate enough to inhale a pinch, and is popular with rogues and assassins who want a way to quickly discourage those who interfere with their work. Phantomdust is normally employed by casting a pinch in an opponent's face. Treat this as a standard action, melee touch attack; if the attack is successful, the target must make his Fortitude save or suffer the effects. If the attack misses, the dose dissipates harmlessly. Multiple doses or oruighen have no additional effect on the victim until the effect from the first dose wear off.
Type: Inhaled DC 14
Initial Effect: The victim is blinded for 2d4 minutes and suffers from an extremely painful stinging in the nostrils and eyes. The pain results in a -2 penalty on attack rolls, skill checks, and saving throws in addition to the penalties associated with blindness.
Secondary Effect: None
Price: 20 gp
Side Effects: None
Overdose: None
Addiction: None

Panaeolo (magical):
Description: The herb was well known in the time of Netheril, but its secret was lost when the empire fell. With the return of the City of Shade, the descendants of the Netherese told t Red Wizards of the herb's power. The Thayans have rescued small amounts of it from oases in Anauroch and have begun to sell the drug in small quantities. Panaeolo's leathery-tasting leaves attune the user to the Weave, and boost the power of the arcane spells.
Type: Ingested DC 8
Initial Effect: None
Secondary Effect: The DC of all arcane spells the user casts increases by +2 for the next 1d4 hours.
Price: 250 gp
Side Effects: 1d points of temporary Charisma damage.
Overdose: If a second dose of panaeolo is taken within an hour of the first, the increase to the user's arcane spell DCs becomes +3 but the user suffers 2d8 points of temporary Charisma damage. Additional doses within an hour do not increase the DCs any more but still cause the Charisma damage.
Addiction: Low

Redflower Leaves:
Description: These crushed leaves of tiny red bog flower native to Cormyr, Sembia, and the Dragon Coast are known for their ability to improve hand-to-eye coordination.
Type: Ingested DC 10
Price: 300 gp
Alchemy DC: 27
Addiction: Low
Initial Effect: None
Secondary Effect: As a moe-equivalent action, the user may focus his attention upon a particular creatures. If he follows that action with an attack against that creatures, he gains a +4 competence bonus on the attack roll. This ability lasts 10 minutes.
Side Effects: None
Overdose: Taking a second dose before the first has worn off causes the user to be nauseated for 1d4x10 minutes.
Addiction: Low

Rhul ("Battlewine"):
Description: A spicy red fluid with a bitter aftertaste, rhul causes increased physical prowess and aggression at the expense of caution and agility.
Type: DC 15
Initial Effect: User gains a +4 alchemical bonus to Strength and Constitution, but sufferes a -2 penalty to AC. This lasts 1 minute.
Secondary Effect: User is fatigued. Taking another dose of rhul causes the fatigue to go away for 1 minute (in addition to the drug's normal effects). Two or more doses or rhul-induced fatigue cause the user to be exhausted.
Price: 50 gp
Side Effects: Due to stimulation of the scent and tactile nerves, while the initial effect is functioning, the user prefers to engage in close battle. If the user is given the choice of fighting in melee or with ranged attacks, he must make a Will saving throw (DC 16) or choose the melee attack.
Overdose: If more than one dose of rhul is taken in a period of 1 hour, the user takes 1d4 points of temporary Intelligence and Wisdom damage.
Addiction: Medium

Sakrash ("Twilight Mind") (magical):
Description: This sweet, oily concotion of wines, rare tree saps, and certain herbs is only manufactured in Thay and Mulhorand. It protects the user's mind and thoughts.
Type: Ingested DC 11
Initial Effect: User is dazzled for 1 minute.
Secondary Effect: Cannot be detected by effects that read or alter thoughts (such as detect thoughts, zone of truth, and modify memory) or emotions (such as emotion or fear). This lasts 1d4 hours.
Price: 500 gp
Side Effects: Because the user's thoughts cannot be read, attempts to communicate with the user mentally (such as with Rary's telepathic bond, or empathic link of familiar to its master) fail, even if the user is willing.
Overdose: None
Addiction: None

Sezarad Root:
Description: The sezarad plant is a broad, vivid flower with a short, brittle root. When chewed, the root breaks into soft splinters in the manner of a carrot. It increases vitality.
Type: Ingested DC 14
Initial Effect: User gains 1d8 temporary hit points.
Secondary Effect: User gains 1d8 temporary hit points. These overlap (do not sack) with any other temporary hit points from sezarad root. All temporary hit points from sezarad root wear off 10 minutes after it is ingested.
Price: 75 gp
Side Effects: 1d4 points of temporary Wisdom damage.
Overdose: None
Addiction: Low

Tekkil:
Description: The fat red leaf of this succulent swamp plant releases a milky juice when chewed. The juice is an analgesic, and is sometimes used by people suffering from extreme or chronic pain. Addicts who seek to numb their senses and submerge themselves in a drug-induced stupor use it in greater doses.
Type: Ingested DC 9
Initial Effect: None
Secondary Effect: The user becomes numbed to pain for 1d4 hours. Any attack, saving throw, or skill check penalties caused by extreme pain (such as from symbol of pain) are reduced by 1. The user also gains damage reduction 1/- against subdual damage only.
Price: 5 gp
Side Effects: Tekkil causes lassitude and lethargy. While the drug is in effect, the user suffers a -2 penalty on initiative checks.
Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user acts as if under the effect of slow spell until the stupor wears off.
Addiction: Medium

Ziran ("Bloodfast"):
Description: A bitter white powder usually compressed into a tablet, ziran is refined from several Underdark fungi by the drow. Its secret has reached the surface, and some alchemists have begun to cultivate farms of the appropriate mushrooms.
Type: Ingested DC 17
Initial Effect: User is dazed for 1 round
Secondary Effect: User gains +2 alchemical bonus to Dexterity for 1d3 hours.
Price: 100 gp
Side Effects: When the secondary effect ends, the user suffers 2 points of temporary Constitution damage. Ziran users describe a sense of detachment or out-of-body experience, felling as if they're watching themselves act from a distance.
Overdose: If a second dose is taken within 24 hours of the first, the user suffers an additional 2 points of temporary Constitution damage.
Addiction: High

Agony (Liquid Pain):
This thick, reddish liquid is the distilled essence of pain, captured using special spells or items (see the Paiun as Power section in CHapter 2 Book of Vile Darkness). It is highly sought after by outsiders.
Type: Ingested DC 18
Price: 200 gp
Alchemy DC: 25
Addiction: Extreme
Initial Effect: User is stunned for 1d4+1 rounds and can take only partial actions for 1d6 minutes after that.
Secondary Effect: 1d4+1 enchantment bonus to Charisma for 1d10+50 minutus.
Side Effects: Feeling of intense pleasure last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user immediatly falls unconscious for 1d4 hours (Fort DC 18 negates).

Baccaran:
This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain.
Type: Ingested DC 14
Price: 10 gp
Alchemy DC: 20
Addiction: Low
Initial Effect: 1d4 point of Strength damage
Secondary Effect: 1d4+1 enhancement bonus to Wisdom for 1d10+15 minutes.
Side Effects: Those under the effect of baccaran take a -4 circumstance penalty on saving throws involvingillusions for 2d4 hours after using this mild hallucinogen.
Overdose: If more than one dose is taken in a 24-hour period, the user immediatly takes 2d6 points of damage and the side effects are doubled.

Devilweed:
Leaves from the wyssin plant are dried and rolled into tabaccolike substance and smoked.
Type: Inhaled DC 15

Price: 6 gp
Alchemy DC: 20
Addiction: Low
Initial Effect: 1 point of wisdom damage.
Secondary Effect: The smoker gains +2 alchemical bonus to Strength for 1d3 hours.
Side Effects: A creature under the effect of devilweed is easily confused and acts skittish (treat as shaken).
Overdose: None

Luhix:
Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, self-inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages.
Type: Injury DC 25
Price: 2,000 gp
Alchemy DC: 30
Addiction: Vicious
Initial Effect: 1 point of ability score damage to all ability scores.
Secondary Effect: The imbiber gains a +2 alchemical bonus to all ability scores for 1d2 hours.
Side Effecrs: For the first minute of application, the user feels intence pain. During the time that the secondary effect is in effect, the user is immune to pain (including the effect of spells such as symbol of pain). The character takes damage as normal, but may not react normally to that damage.
Overdose: Those who take this drug more than once in 24 hours must make a separate save (Fort DC 25 negates) or die in terrible pain.

Mushroom Powder:
Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters.
Type: Inhaled DC 15
Price: 100 gp
Alchemy DC: 25
Addiction: Medium
Initial Effect: +2 alchemical bonus to Intelligence and Charisma for 1 hour.
Secondary Effect: 1 point of Strength damage.
Side Effects: This is a mild hallucinogen. The suer takes a -2 alchemical penalty to Wisdom for 1d4 hours and a -2 alchemical penalty to Strength and COnstitution for 2d4 hours.
Overdose: If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the suer for 2d4 hours.

Sannish:
A bluish liquid distilled from wolves' milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips.
Type: Ingested DC 9
Price: 15 gp
Alchemy DC: 20
Addiction: Medium
Initial Effect: 1 poit of wisdom damage.
Secondary Effect: The user becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from a symbol of pain)
Side Effects: Sannish causes euphoria. While the drug is in effects, the user takes a -2 penalty on all initiative checks.
Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user can only take partial actions untill the stupor wears off.

Terran Brandy:
A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey.
Type: Ingested DC 19
Price: 500 gp
Alchemy DC: 30
Addiction: Low
Initial Effect: +2 alchemical bonus to effective caster level for 1d20+20 minutes.
Secondary Effect: 2 points of Constitution damage.
Side Effect: None
Overdose: If more than one dose is taken in a 8-hour period, the user immediatly takes 1 point of Constitution damage.

Initial Effect: The effect of the drug if the initial saving throw is failed. If multiple effects are given, the result of one saving throw indicates whether all or none of these effects occur.

Secondary Effect: The effect of the drug if the secondary saving throw is failed. If multiple effects are given, the result of one saving throw indicates whether all or none of these effects occur.

Side Effects: Side effects, if any. These occur immediately upon taking the drug.

Overdose: What constitutes an overdose and the effects of the same.

Vodare:
An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster.
Type: Ingested DC 13
Price: 40 gp
Alchemy DC: 15
Addiction: High
Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours.
Secondary Effect: -4 alchemical penalty on Diplomacy and Bluff for 2d4 hours.
Side Effects: Mild euphoria and fierce confidence while the drug is in effect.
Overdose: If more than one dose is taken in a 4-hour period, the user becomes catatonic (Fort DC 15 negates).

NWN Object Dependencies
Rest Zone Triggers, Rest Zone Waypoints, Drugs, Foods, Rations, Drinks

Local Variables and External Configs
sDisease, sDrug

Logging and Debugging (global LOG & DEBUG (on/off) constants)
None

Persistence Requirements
Character Condition (specifics?), Attribute Adjustments, Skill/BAB/Saving Throw Modifiers

Event Dependencies
OnClientEnter, OnActivateItem, OnAcquireItem, OnUnAcquireItem, OnPlayerEquipItem, OnPlayerUnEquipItem, OnHeartbeat
Last edited by ç i p h é r on Sat Mar 25, 2006 3:06 am, edited 17 times in total.
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Fionn
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Post by Fionn »

add addictions - should likely be tied in with herbs/drugs, as certain conditions may be masked or cured by regular application of the right drug/herb.
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ç i p h é r
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Post by ç i p h é r »

Added.

I'd love to hear from our DM teams what drugs they've flavored their servers with (the recreational kind, not medicinal ones). It'll help me secretly log and monitor the delinquents in this community. :twisted:
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ç i p h é r
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Post by ç i p h é r »

Added canon diseases. Moved healing requirements to healing thread.
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indio
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Post by indio »

There's a good list of illicit and addictive drugs in Lords of Darkness.
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Thangorn
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Post by Thangorn »

I lurv moss' cursed item scripts.. if we could update these or have something similar in NWN2 it would rawk..
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
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ç i p h é r
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Post by ç i p h é r »

What do they do, Thangorn?

Indio, thanks for the tip. I've got that supplement but I haven't looked at it for years. I'll dig through it and see what turns up.
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Fionn
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Post by Fionn »

OMG Cypher - they do a LOT, but the desparately need to be updated. They were written before HotU, so they don't take advantage of a lot of the new methods.

#1, they adjust things without showing up on the Description. They can also force the PC to pick them back up if dropped, or even re-equip. They can raise or drop stats, grant special powers, force attack/defend, kleptomania....

We *need* this :)
PC: Bot (WD)

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indio
Ancient Red Dragon
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Post by indio »

At this juncture, I'd like to ask precisely what jurisdiction we have deciding what goes in and what stays out, and in what form. So far, with those contributing, I'd say we were in extremely good company for working on such decisions. As I understand it, only Cipher was appointed by admin. Does this mean Cipher has the authority to decide what goes in the Basemod and in what form? I hope it does. There is noone making more sense than him.

Fionn appears to have been waiting for this forum for 5 years and Than is clearly ALFA's primed darkhorse.

It's not the right thread, but it would be good to know what will become of the content we are developing and what hoops need to be jumped for it to become real.
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Blackwill
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Post by Blackwill »

ç i p h é r wrote:Indio, thanks for the tip. I've got that supplement but I haven't looked at it for years. I'll dig through it and see what turns up.
I think the Book of Vile Darkness has some more drugs as far as I know too. We had scripted CNR drugs back in Haze and they worked out pretty well. I'd love to see them in the basemod.
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

~The ALFAn Hazite.

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Thangorn
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Post by Thangorn »

an explanation of moss' cursed items scripts by the esteemed Fionn..

http://www.alandfaraway.org/phpbbforum/ ... 940#138940
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
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ç i p h é r
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Post by ç i p h é r »

Regarding your question indio, I don't have any final authority on base mod matters. It falls to admin to decide what's ultimately in or not. As the project manager, I'm essentially facilitating the discussion within the community on base mod content, arbitrating project details, and (eventually) assigning responsibilities to willing participants.

The line is extremely hazy for me as to what specifically is subject to approval and what isn't, but having pondered the question on and off, I think the best thing to do is just go about defining the scope of each feature and determining how all the the pieces must interact with one another. Once we finalize the documentation, Admin will have the opportunity to review (or we can at least ask for the go ahead). Formally, I would consider this a "signoff" on the work to be done before proceeding to the next phase.

I also think we've got some good participation here and the experience in the relevant areas to make the discussions meaningful. The community is of course more than welcome to chime in as well.

Everyone's feedback is certainly appreciated.
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Wynna
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Post by Wynna »

I approach all ALFA teams with the same idea: the team is Admin appointed or selected by someone Admin appointed because of their expertise. As far as I'm concerned, I will trust the team to come up with a wholistic proposal and on submission of that proposal, the entire thing will be discussed for a period, then voted on as a whole. Limiting any specific aspect of what goes into the base mod during this planning stage limits all interactions with whatever was limited and I do not wish to put anything related to the Base Mod off limits at this planning stage. If the proposal fails to pass a vote of Admin, then in conjunction with the Base Mod team we will discuss what specific aspects might need to be reviewed, and re-enter the vote stage after such a review/revision.

For now...afaic...go for your lives.
Enjoy the game
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Overfilled Cup
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Post by Overfilled Cup »

How easy will it be to add new disease type scripts at a later time and keeping them so i can take a disease and fold it into something else/a different creature than originally intended would be high on my priorities.

Say mummy rot on a rotting corpse lying next to a lake. So if the pcs touches the corpse (examines) then they yucktified. :wink:
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ç i p h é r
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Post by ç i p h é r »

I took a look at the cursed items link briefly. I'm impressed. I've linked to it for the time being but we'll need to at least extract the relevant bits of information that are needed for a high level understanding of how it works.

Blackwill, can you post those you know about or can dig up? I don't have that supplement on hand (and it looks like I've got to hunt for LoD as it's not where I thought I had stored it).

OC, I would say the goal is to make it very easy. The key is in capturing the vectors through which diseases transmit (contact, injury, ingestion, inhaling).
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