Chemical Dependency

Value: 2CP per rank

You are dependant on a chemical substance. It could be a drug addiction, like cocaine or alcohol, or it could be a life-saving drug that you need in order to live. It can be anything else you and the GM dream up.

Your dependency can be on a known illegal drug (purchase DC 6) that you could be arrested for buying, possessing, or making yourself. It can be a legal drug that is expensive (purchase DC 10) and for which you would need a prescription from a medical doctor. It can be a legal drug that is commonly available and cheap, but has debilitating side-effects, like alcohol (Purchase DC 6). Finally, it could be a special substance you make yourself (purchase DC 8) that, though not technically illegal, pushes the boundaries of legality and could get you in legal trouble. For this last option, you must have an appropriate skill, most likely Craft (pharmaceuticals) or Craft (chemical), to make the chemical. Creating a single dose requires a skill check (DC 15) and one hour in a relatively clean space, like a kitchen or a bathroom. You can Take 10 on this check if you mix it up at home.

The effects of the Chemical itself stack with the effects of withdrawal. Thus, taking your Chemical affects you in specific ways, just as not taking your Chemical does. This is why addiction sucks. Different Chemicals have different side-effects, of course. Each one grants an equivalent of +2 to one or two different abilities and the equivalent of a -4 to up to four other abilities. For example, alcohol might make you charming (+2 Charisma) but totally remove your judgement (-4 Wisdom). Alternatively, it could make you insightful (+2 Wisdom) but weak and stupid (-2 Strength and -2 Intelligence). The possible combinations are at your discretion but the GM has final say on whether they’re appropriate and reserves the right to over-ride them as she sees fit. As always, complaining to the GM is highly unlikely to get you very far.

Feats, advantages, powers, or any other in-game effect that boosts your ability to resist poisons or other chemicals has no effect how how this Comp affects you.

Rank 1 (2CP): You must receive at least one dose of this substance every 24 hours or you suffer a -1 penalty to all die rolls, including but not limited to attack rolls, skill checks, saving throws, and damage rolls. You suffer another -1 penalty every 24 hours that you’re deprived of the substance. Eventually, craving and withdrawal will effectively leave you helpless.

Rank 2 (4CP): Rather than a -1 penalty, you suffer a -2 penalty after 24 hours, cumulative. When this penalty reaches -10, you must make a fortitude save (DC 18) or fall into a coma. You must make this save every six hours until you fall into the coma or get your substance. You can survive in a coma indefinitely if you are under professional care, but if you simply fall unconscious in an alley or on your bathroom floor, you must continue making Fortitude saves (DC 18) every six hours. If you fail, you die.

Rank 3 (6CP): In addition to the above, the DC of each fortitude save is 20 and rises by 2 with every subsequent save. If you fail a save, you die immediately.

Additional Comps

Additional Comp:  Controlled Supply

Value: 4CP

The substance is rare and proprietary, and someone else has a monopoly on it. You are entirely dependent on an NPC for your supply.

 

Additional Comp:  Side Effects

Value: 2CP

The substance has an intoxicating or debilitating side effect. For one hour following the intake of each dose, you suffer a -4 penalty to 2 abilities. You pick the two abilities and the choice is permanent.

 

Additional Comp:  Power Linked

Value:  2CP

You powers are linked to or granted by your substance. If and when you take penalties for withdrawal, you lose the use of 5CPs worth of powers (selected randomly). Every subsequent time you lose a save and/or take an additional penalty, you lose another 5CPs worth of powers, randomly selected.

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