Page 178 - World of Darkness
P. 178

which you roll each time. Say, three for a mild substance  hallucinations, although he may manage to realize that
             and six for a potent one. If your roll nets more successes,  they exist only in his drugged mind. (Roll Intelligence +
             your character fights off the effects for an hour. If your roll  Streetwise or Empathy, with the -1 to -3 penalty in place,
             gets fewer successes, your character suffers the drug’s ef-  to gain any such “clarity,” after which Stamina + Resolve
             fects for an hour. Rolls are made from hour to hour until  rolls can be made to resist the effects.) Composure is likely
             the effects of the drug wear off or you accumulate a num-  to be affected by a “trip,” with a bonus or penalty depend-
             ber of successes set by the Storyteller. At that point, your  ing on whether your character hallucinates when he sees
             character beats the drug completely. The total number of  anything, or he assumes that anything he sees is a halluci-
             successes required to overcome once and for all is depen-  nation. He might see an ordinary person and interpret
             dent on the strength of the drug, perhaps from five to 12.  her as a monster, or see a monster and interpret her as an
                • Alcohol: Subtract one die from any Dexterity-,  ordinary person. The effects of hallucinogens persist for
             Intelligence- and Wits-based dice pools for every drink  (8 minus Stamina) hours.
             your character consumes in excess of his Stamina in an  • Cocaine/crack/speed: Your character may gain a
             hour. (Defense is also reduced accordingly.) Meanwhile,  bonus die in Strength- or Stamina-based rolls, although
             Social rolls can gain a +1 bonus per drink (maximum +3).  he may also become edgy and paranoid (-1 to Social rolls).
             If your character is a mean drunk, turn this modifier into  The Storyteller bases the effects of the drug on the vol-
             a Social penalty. These effects fade at the rate of one die  ume that your character takes, on how pure it is and on
             per hour until all the alcohol is purged from your  your character’s state of mind.
             character’s system.                                • Heroin/morphine/barbiturates: Pain subsides
                • Marijuana: Lose one die from any Dexterity-, In-  (wound penalties are ignored), but your character enters
             telligence-, Resolve- and Wits-based dice pools for every  a dreamy state for (8 minus Stamina) hours. All dice pools
             hit your character takes from a joint or bong within an  and Resistance traits such as Defense are reduced by two
             hour. (Defense is also reduced accordingly.) This effect  during that time.
             fades completely an hour after the last toke, unless your
             character continues to “medicate” himself.      Electrocution
                • Hallucinogens: All dice pools lose one to three
             dice and traits such as Defense lose one to three points  Lightning strikes, a live wire hits your character or
             depending on the strength of the hallucinogen. Your char-  he touches a conducting item. Some supernatural beings
             acter may experience confusing, frightening or enraging  even possess mastery over electricity and can direct it at











































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                                           STATES OF BEING-DEPRIVATION-DISEASE-DRUGS
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