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
177
STATES OF BEING-DEPRIVATION-DISEASE-DRUGS

