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Stress and Stress Relief aka Vices
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Dredwulf60
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PostPosted: Sun Jan 10, 2016 12:37 am    Post subject: Stress and Stress Relief aka Vices Reply with quote

A bit of preamble:

There are things that drive people. When I was first fumbling around with D&D I was an adolescent boy. I thought about sex a lot, naturally, as a lot of people do. But there was no real incentive for characters to pursue anything like that. In fact, D&D characters often spent a lot of time in taverns...drinking. But what was the point. Obviously their characters enjoyed drinking, but there was no benefit to it. In fact, getting drunk can really handicap a character. So why would they do it?

Back then I used to give out a small XP award for character that 'got laid'. And I'd give out a couple bonus temporary hit points for characters that consumed X number of drinks compared to their constitution.

These ideas never really went away...they just...morphed and mutated.

And now we have the following monstrosity.


Last edited by Dredwulf60 on Tue Jan 12, 2016 2:19 am; edited 1 time in total
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Dredwulf60
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PostPosted: Sun Jan 10, 2016 12:48 am    Post subject: Reply with quote

Stress and Relief

Stress Accumulation
Stress accumulates naturally by the character dealing with difficult circumstances.

A character that rolls a ‘1’ on a wild die will accumulate 1 point of stress.
A character that gets injured will accumulate 1 point of stress per box of damage (Physical or stun).
A character living in spartan conditions, or on the move, (ie in a cramped starship) will accumulate 1 stress per day.
A character living in the wilderness will accumulate 1-4 stress per day depending on the harshness of the conditions and the situation.
A character having to wear his armor non stop for a few days.
Seeing a comrade get injured, or killed.

Basically the GM can assign some stress points for anything he feels the characters are going to suffer some discomfort for.


Maximum of 25 stress; after that a character cannot accumulate any more. Getting into some PTSD zones.

Stress factor
When Stress exceeds a character’s Willpower, it can begin to affect his performance.


When a character declared they want to spend a character point to augment a die roll, the character must first make a willpower skill roll.

the difficulty is equal to the amount of stress they currently have.


Stress Relief
Stress can be managed and reduced through pastimes and vices.

Interval: the minimum intake to have an effect, given in hours or doses.
Die code: The dice rolled for stress relief
Target attribute: Which attribute to compare against for tolerance/addictions.
Cost: Typical cost.
Effects: Any special effects or side-effects of the vice.

When rolling a vice, roll the listed number of dice.

You don't add up the total as you normally would. Instead you are only looking for '6's and '1's.


Every ‘6’ result will eliminate one stress point.

Every ‘1’ result is a potential point that can count toward tolerance or addiction. If the number of ‘1’s equal or exceeds the target attribute, then the character gets 1 point of tolerance.

If the number of ‘1’s is double the target attribute, the character gains 1 point of addiction.

Tolerance: The character has become conditioned to the vice. As a result it takes more to achieve the same effects. For every point of Tolerance, one ‘6’ result is ignored in all future vice rolls; ie that ‘6’ does not remove a stress point.

Thus a character needs more of that vice to have the same anti-stress effect it used to have.

Addiction: The character has developed a dependence on the vice. If the character does not get at least 1 stress relief from the designated vice daily, he accumulates 1 stress per level of addiction automatically. Daily.

Bravado:
When a character has 0 stress and receives a point of stress relief, give the character 1 bravado point. Bravado has no game effect itself, but if the character accumulates stress points in the future, it is deducted from the bravado points first. It acts as a stress buffer.

No character can generally accumulate more than 5 points of bravado.



Reducing tolerance and addiction
Tolerance can be reduced by abstaining from the vice and getting stress relief by other means. After a month of abstinence, a character can spend 1 character point to reduce a tolerance by 1 point.

Addiction is a more intense battle. After every week of abstinence, with the character accumulating stress from not having the vice in the usual way, the character can make an attempt to kick the habit. Spend 1 character point. Roll 1D6 per week of abstinence.
To determine the Difficulty roll 1D6 per point of addiction and tolerance.

If the character beats the DC, the addiction level drops by 1.



Types of Vices:

Drinking:


Light drinks
Interval: By Hour.
Casual: 2 drinks in an hour.
Moderate: 4 drinks in an hour
Binge: 6 drinks in an hour
Intense: 8+ drinks in an hour.

Die code: Strength.
Casual: 2D.
Moderate: 4D
Binge: 6D
Intense: 8D

Target attribute: Which attribute to compare against for tolerance/addictions.
Cost: Varies.
Effects: Intoxication. Each drink is 1 intox points.

Medium drinks
Interval: By Hour.
Casual: 2 drinks in an hour.
Moderate: 4 drinks in an hour
Binge: 6 drinks in an hour
Intense: 8+ drinks in an hour.

Die code: The dice rolled for stress relief
Casual: 3D.
Moderate: 6D
Binge: 9D
Intense: 12D

Target attribute: Strength..
Cost: Varies.
Effects: Intoxication. Each drink is 2 intox point.

Heavy drinks

Interval: By Hour.
Casual: 1 drink in an hour.
Moderate: 2 drinks in an hour
Binge: 3 drinks in an hour
Intense: 4+ drinks in an hour.

Die code: The dice rolled for stress relief
Casual: 4D.
Moderate: 8D
Binge: 12D
Intense: 16D

Target attribute: Strength.
Cost: Varies.
Effects: Intoxication. Each drink is 4 intox points.



Spices and Narcotics

Muon Gold
A golden powder that is snuffed directly or vaporized and inhaled.
Interval: Single dose. Influence is 1 hour.
Die code: 4D

Target attribute: Perception (/ Strength. See effects)
Cost: 20cr per dose.
Effects:
Every ‘6’ is an extra hour of influence.
Upside: While under the influence, Bravado points may be spent as character points to aid dice rolls.
Downside: At the end of the influence stage, roll 8D. Compare the number of ‘6’s to Perception attribute for tolerance/addiction purposes. Compare the number of ‘1’s to Strength attribute; if more than twice strength, the character is violently ill and vomits repeatedly: Moderate stun damage, with associated stress.

Shadowpaw
A sedative that reduces the effects of anxiety and provides a sense of confidence. Finely ground purple crystals. Mixed with liquid and consumed as a beverage/ tea.
Interval: Single dose. Influence is 3 hours.
Die code: 6D

Target attribute: Strength
Cost: 20cr per dose.
Effects:
No direct stress reduction.
Upside: Every ‘6’on the roll provides a point of bravado (on top of any stress the character has. This creates a buffer against accumulating future stress; if the character would normally get a stress point remove a bravado instead for the duration of the influence.)
Downside: ‘1’ results count toward tolerance and addiction as normal.

Giggledust
A sand colored powder made from dried flowers. It is a euphoric stimulant which makes a user elated and amused. Snuffed or inhaled.
Interval: Single dose. Influence is variable.
Die code: 1D

Target attribute: Strength
Cost: 50cr per dose.
Effects:
Upside: The giggledust causes every ‘6’ rolled in vice rolls to count as 2 points of stress relief; this is for the giggledust dose and for any other vice taken during the influence period.

Downside: If the character currently has more stress points than double his perception, the character will experience hallucinations. If the character’s current stress is more than quadruple his perception, the hallucinations can be disturbing and result in doubling stress level. ‘1’ results from any vice taken while under the influence of giggledust count for addiction to giggledust. There is no tolerance for giggledust.

Ryll
Finely ground grey mineral compound. Medicinal ingredient as a mild sedative or anesthetic. Recreationally smoked. Users typically become relaxed and mellow.

Interval: 1 Hour. Moderate use: 1-2 doses. Heavy use: 3-4 doses.
Die code: Moderate: 4D. Heavy: 8D

Target attribute: Strength.
Cost: 20cr per dose.
Effects:
Upside: In addition to stress relief, every ‘6’ results in a +1 to any self healing rolls made that week.

Downside: Any character with a tolerance to Ryl has a +1 penalty to the DC of any roll involving Knowledge/ Perception that require mental focus or memory.


Glitterstim
A psychic stimulant. Packaged in dark paper or black vials, this thin bundle of brittle crystalline fibres is activated by exposure to light, glows brightly and is then ingested. It gives the user a brief, yet pleasurable sensory burst that many perceive as a telepathic experience.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.
Die code: Casual: 4D. Moderate: 7D. Binge: 9D. Intense: 10D.

Target attribute: Perception
Cost: 100cr per dose.
Effects:
Upside: In addition to normal stress relief effects, if the user rolls at lease a single ‘6’ the telepathic effect is felt:
Anyone within 2m who has bravado points at the moment of ingestion gives the user 1 point of stress relief per point of bravado.
Anyone within 2m who gains a point of stress relief during the period of influence, the user also gains an equivalent stress relief.

Downside: Any character within 2m who gains a stress point during the period of influence, the user also gains an equivalent stress point.
Any ‘1’ results from the glitterstim roll is compared to Perception for tolerance and addiction purposes. Any character who achieves more than nine ‘1’s on a glitterstim roll will suffer a potentially lethal overdose.


Carsunum
A physical stimulant taken orally.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.
Die code: Casual: 1D. Moderate: 2D. Binge: 3D. Intense: 4D.

Target attribute: Dexterity
Cost: 100cr per dose.
Effects:
Upside: In addition to normal stress relief effects, add the die code from the dosage to the character’s Strength and Dexterity attributes. ie a casual use will make a strength of 2D into 3D for the influence period of one hour.

Downside: Any ‘1’ results from the dosage roll will cause 4 points of stress. This effect takes place at the end of the one-hour influence phase, and exhibits as nervous tics and shakes.
‘1’ results count normally for tolerance and addiction purposes.


Molarium
A body supplement taken orally. A pale yellow powder typically mixed into a thick drink. Used in conjunction with exercise. When rolling Strength for exercise as a form of stress relief, record the number of ‘6’ results. If the number is equal to the listing for dose effect, the user gets the upside. If the ‘1’ results are equal to the dose effect, the user gets the downside.

Interval: 1 Day. Casual: 1 dose. Moderate: 3 doses. Intense use: 6 doses.
Dose effect: Casual: requires 4 results.
Moderate: Requires 3 results
Intense: requires 2 results (see below)

Target attribute: Strength.
Cost: 100cr per dose.
Effects:
Upside: If the user gets ‘6’s equal to the number of results listed in the dose effect, he may spend character points to increase any strength-based skill, even thought it’s in the middle of a game session,

Downside: If the user gets ‘1’s equal to the number of results listed in the dose effect, he takes 1 stress point per die of Strength he has.


Asteroids
A body enhancement. Injected. Used in conjunction with exercise. When rolling Strength for exercise as a form of stress relief, record the number of ‘6’ results. Each counts as a character point toward boosting the character’s Strength attribute.

Interval: per week. Casual: 1 dose. Moderate: 2 doses. Intense use: 3 doses.
Dose effect: Casual: Roll normal strength.
Moderate: Roll double strength
Intense: Roll triple strength

Target attribute: Strength.
Cost: 600cr per dose.
Effects:
Upside: Allows the stockpiling of bonus points to use toward Strength attribute enhancement.

Downside: Any ‘1’s rolled cause ‘1’ stress point. If the user has or ends up with more stress than Knowledge dice (or willpower skill dice) then the user becomes momentarily aggressive and must inflict at least 1 stun damage or gain another stress point.

If stress would drop below 20, roll for a health effect.




Tabac aka T’bac
Dried leaves smoked in cigarra, pipe or hookah for mild relaxation.

Interval: 1 Day.
Casual smoker: 10. Light smoker: 20. Heavy smoker: 40. Chain smoker: 60.
Die code: Casual: 2D. Light: 4D. Heavy: 6D. Chain: 12D.

Target attribute: none.
Cost: 10cr per pack of 20.
Effects:
Upside: Normal stress relief effects. Can be performed concurrently with most normal tasks.

Downside:
There is no target attribute. Addiction and tolerance effects DC is a set value of 2. There is a distinctive odour associated with Tabac.


Miscellaneous Vices

Gambling
Involved in any number of games of chance. See doc for specific games.

Interval: 1-8hours.
Die code: 1D per hour.

Target attribute: Perception
Cost: Varies.
Effects:
Upside:
In addition to the standard die code roll, the user gets 1 automatic stress reduction per win.

Downside:
In addition to the standard die code roll, the user counts any wins as ‘6’ result, for purposes of tolerance and addiction.

.
Sabaac:
See separate doc for sabaac system.



Live Dancing
Watching stimulating activity, typically dancers of an attractive nature or activity that the character species or orientation finds exciting.

Interval: 1 hour.
Die code:
(Based on cultural and species convention) 1D – 10D.
Target value: Perception
Cost: 5 cr per rating point per hour.

Effects: Standard stress relief. Private dancers reduce 2 stress per ‘6’ but x4 standard cost.
Tolerance as normal. Addiction is an infatuation with that specific dancer.


Erotic Activity / sex
Watching (or participating in) stimulating activity, typically with beings the character finds attractive depending on character species and sexual orientation.

Interval: 1 hour.
Die code:
(Based on cultural and species convention) 1D – 10D.
Target value: Perception
Cost: Varies. Typically 200cr per rating point.

Effects: Watching: Every ‘6’ result reduces 3 stress points. Every ‘1’ result counts as 1 points for tolerance and addiction purposes. Addiction is an infatuation with that specific person.

Every ‘6’ result reduces 6 stress points. Every ‘1’ result counts as 2 points for tolerance and addiction purposes. Addiction is an infatuation with that specific person and counts as penalty points to resist persuasion or other manipulation when dealing with that person.

Carousing
General social interaction at a cantina or similar venue, with mild drinking, snacks, live or synthetic music; sports vids or entertainment holovids.
Optional cost includes generous tips to servers and entertainment.

Interval: 4 hours.
Die code: 2D +1D per 100cr spent.
Target value: NA
Cost: Typically 100cr.

Effects: Standard stress relief. No tolerance or addictions associated.
Live band: +1D6 to die code.
Professional touring entertainers: +2D6 to die code.
High quality cuisine: +1D6 die code.
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Dredwulf60
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PostPosted: Sun Jan 10, 2016 12:58 am    Post subject: Reply with quote

A more complete list of spices I have adapted:

Spices and Narcotics

Andris (base)
A crystalline sensory stimulant food additive.
When a dose is used as part of a meal or a beverage, allows re-roll of failed stress relief dice based on the number in the die code.
Interval: 1 Day.
Casual: 1 dose. Light: 2 doses. Heavy: 3 doses. Intense: 4 or more doses
Die code: The number of failed dice that can be re-rolled when using food or drink-based stress relief that day: Casual: 1D. Light: 2D. Heavy: 3D. Intense: 4D

Intox: 0

Target attribute: none* See downside.
Cost: 5cr per dose.
Effects:
Upside: Modifiers other food or drink based stress relief. No effect on its own.

Downside: addictive.
Any ‘1’s that result from re-rolled dice automatically count toward tolerance and addiction purposes, as compared to the character’s lowest attribute.


Asteroids
A body enhancement. Injected. Used in conjunction with exercise.

Interval: 1 week. Casual: 1 dose. Moderate: 2 doses. Intense use: 3 doses.
Die Code: As per Strength attribute.
Casual: Roll normal strength.
Moderate: Roll double strength
Intense: Roll triple strength
Intox: 0* special (see downside)

Target attribute: Strength.
Cost: 600cr per dose.
Effects:
Upside: Allows the stockpiling of bonus points to use toward Strength attribute enhancement. When rolling Strength for exercise as a form of stress relief, record the number of ‘6’ results. Each counts as a character point banked toward the boosting the character’s Strength attribute only.

Downside: Any ‘1’s rolled cause ‘1’ stress point. If the user has or ends up with more stress than Knowledge dice (or willpower skill dice) then the user is hit with a sudden bout of rage-based intoxication. Roll Strength dice to determine the DC to resist lashing out.

If the DC is calculated as 32 or higher roll for a health defect.


Avabush Spice
Brown dried leaves. Boiled and concentrated into a tea it caused sleep.
Die code: 4D
Intox: 5
Target attribute: Knowledge

Cost: 100cr per dose

Effects:
Upside: due to its prompt effect, it brings about deep sleep very quickly, allowing a full nights rest to be obtained in only 4 hours. This automatically relieves 1 stress point in addition to any ‘6’ results from the die code.

Downside: while under the effects, the sleeper is prone to talking in their sleep and will usually answer questions truthfully; this provides a +1D to interrogation or investigation skill when used in this manner upon a sleeping user.

If more than two ‘1’s result from the die code roll for stress relief, the subject wakes with a headache; this cancels the automatic stress relief point and generates 2 stress points.

Booster Blue
A chemical-based performance enhancing spice manufactured from industrial dye. Has properties that overload neurons allowing for increased perception and reaction. From the user’s perspective, everything slows down while the user thinks and reacts at normal speed.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 4 doses. Intense use: 8 doses.
Die code: Casual: 2D. Moderate: 4D. Binge: 8D. Intense: 16D.
Intox: 0.

Target attribute: Dexterity.
Cost: 200cr per dose.
Effects:

Upside: Every 6 results in an extra die added to all perception or dex-related skills for the duration of the interval.

Downside: While under the influence, when making a skill roll, a ‘1’ on the wild die creates 1 points of stress per dose of booster blue consumed.
After the interval, roll 1D6 for every point of stress the character has. Apply this as stun damage (attempt to soak with Strength).




Carsunum
A physical stimulant taken orally.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.
Die code: Casual: 1D. Moderate: 2D. Binge: 3D. Intense: 4D.
Intox: 5 per dose.

Target attribute: Dexterity
Cost: 100cr per dose.
Effects:
Upside: In addition to normal stress relief effects, add the die code from the dosage to the character’s Strength and Dexterity attributes. ie a casual use will make a strength of 2D into 3D for the influence period of one hour.

Downside: Any ‘1’ results from the dosage roll will cause 4 points of stress. This effect takes place at the end of the one-hour influence phase, and exhibits as nervous tics and shakes.
‘1’ results count normally for tolerance and addiction purposes.


Collafa Spice
A powerful hallucinogen.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 4 doses. Intense use: 8+ doses.
Die Code: Casual: 2xInt dice. Moderate: 4x Int Dice. Binge: 6x Int Dice. Intense use: 8x Int dice
Intox: 10 per dose.

Target attribute: Intelligence
Cost: 200 cr per dose.

Effects:

Upside: in a controlled and safe environment, the user sees and hears amazing and inspiring things. Roll the dice code indicated for stress relief.

Downside: A user who is free to roam can be in significant danger as they are experiencing a completely different world and will be oblivious to dangerous conditions.

Roll Intelligence against the Intoxication DC as if resisting damage. If failed, the difference indicates the level of damage the user could potentially get by wandering in an unsafe environment.

Normal results for tolerance and addiction purposes.

Deluge
A spice used as a food substitute. Although it neutralizes hunger, prolonged use produces lethargy as the user gets progressively malnourished.

Interval: 1 Week. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 2D. Moderate: 4D. Binge: 6D. Intense: 8D.
Intox: 0.

Target attribute: Dexterity.
Cost: 200cr per dose.
Effects:

Upside:
Roll the die code; deluge prevents the accumulation of that many stress points due to hunger for the week. A dose prevents the accumulation of stress from hunger for a day.

Downside:
Character is unable to track their own nutrition level; will suffer the negative effects of starvation if nutrition level drops too low.


Eldratz
A spice that provides a massive burst of pleasure chemicals in the user’s brain. Characterized by high stress relief, with users easily distracted, but receptive to suggestion. The spice has a sudden crash and is highly addictive. Heavy addicts can become increasingly withdrawn and eventually enter into a coma.

Interval: 4 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 10D. Moderate: 20D. Binge: 30D. Intense: 40D.
Intox: 15.

Target attribute: Perception.
Cost: 100cr per dose.
Effects:

Upside:
Very effective stress relief.

Downside:
Every ‘6’ relieves stress as normal, and with no stress will add a point of bravado to a maximum of 5 bravado. Any additional ‘6’ results will reduce knowledge and perception by 1.
Standard tolerance and addiction rules; note that lowered knowledge rating will leave the user more susceptible.
A user who reaches addiction level 2 will enter into a coma, known as ‘the living death’.


Engspice
A denatured variant of glitterstim. Injested.
This spice alters the user’s brain chemistry so that in addition to the standard high, the user comes to crave engspice exclusively.

Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 8D. Moderate: 16D. Binge: 20D. Intense: 22D.
Intox: 10.

Target attribute: Perception.
Cost: 100cr per dose.
Effects:

Upside: Very effective stress relief.

Downside: Every ‘1’ result counts as 2 for tolerance/addiction purposes.

However, tolerance counts toward every type of spice.
A user who reaches addiction level of Engspice will no longer receive stress relief or positive effect from any other spice.


Gannarian Narco-spice aka ‘Sniff’
A natural plant product from the gannarian tree that requires high levels of artificial processing and very high volumes of raw material to make even a single dose. A pale powder that is inhaled; typically nasally. An exceptional stress-reliever as well as a heavy intoxicant. Can be very addictive.

Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 4D. Moderate: 8D. Binge: 12D. Intense: 16D.
Intox: 15.

Target attribute: Perception.
Cost: 300cr per dose.
Effects:

Upside:
every ‘6’ is a stress relief, as normal, but can be re-rolled; additional ‘6’ results count as stress relief and can be re-rolled again, etc.

Downside:
every ‘1’ counts as tolerance, even on the re-rolled dice.



Giggledust
A sand colored powder made from dried flowers. It is a euphoric stimulant which makes a user elated and amused. Snuffed or inhaled.
Interval: Single dose. Influence is variable.
Die code: 1D
Intox: 5 per dose.

Target attribute: Strength
Cost: 50cr per dose.
Effects:
Upside: The giggledust causes every ‘6’ rolled in vice rolls to count as 2 points of stress relief; this is for the giggledust dose and for any other vice taken during the influence period.

Downside: If the character currently has more stress points than double his perception, the character will experience hallucinations. If the character’s current stress is more than quadruple his perception, the hallucinations can be disturbing and result in doubling stress level. ‘1’ results from any vice taken while under the influence of giggledust count for addiction to giggledust. There is no tolerance for giggledust.


Glitterstim
A psychic stimulant. Packaged in dark paper or black vials, this thin bundle of brittle crystalline fibres is activated by exposure to light, glows brightly and is then ingested. It gives the user a brief, yet pleasurable sensory burst that many perceive as a telepathic experience.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.
Die code: Casual: 4D. Moderate: 7D. Binge: 9D. Intense: 10D.
Intox: 8 per dose.

Target attribute: Perception
Cost: 100cr per dose.
Effects:
Upside: In addition to normal stress relief effects, if the user rolls at lease a single ‘6’ the telepathic effect is felt:
Anyone within 2m who has bravado points at the moment of ingestion gives the user 1 point of stress relief per point of bravado.
Anyone within 2m who gains a point of stress relief during the period of influence, the user also gains an equivalent stress relief.

Downside: Any character within 2m who gains a stress point during the period of influence, the user also gains an equivalent stress point.
Any ‘1’ results from the glitterstim roll is compared to Perception for tolerance and addiction purposes. Any character who achieves more than nine ‘1’s on a glitterstim roll will suffer a potentially lethal overdose.


Gree Spice
A sparkling purple crystalline powder.
When consumed, it gives the user a feeling of happiness and personal power.

Interval: 12 hours
Casual: 1 dose. Light: 2 doses. Heavy: 3 doses. Intense: 4 or more doses
Die code: Casual: 2D. Light: 3D. Heavy: 4D. Intense: 6D
Intox: 5

Target attribute: Knowledge.
Cost: 50cr per dose.
Effects:
Requires at least one ‘6’ result to activate.

Upside: In addition to normal stress relief on ‘6’ results; When activated, the user can spend character points to aid any task, regardless of usual restrictions such as stress level, specializations or offensive actions.

Downside: every character point spent adds 2 stress points.


Guilea
A spice made from grass from Cerea. Burnt, smoked and inhaled, typically in a pipe. Guilea is a benign spice. Frequent users describe a reduced effectiveness in the ‘high’ over long periods, but it is not known to be addictive.

Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 2D. Moderate: 4D. Binge: 6D. Intense: 8D.
Intox: 5.

Target attribute: Knowledge.
Cost: 50cr per dose.
Effects:

Upside:
Every ‘6’ is a stress relief, as normal. Although tolerance can be gained, Guilea is not addictive.

Downside:
Every ‘1’ counts as tolerance, as normal.


Gunjack
A performance-enhancing synthetic spice made from a cocktail of various chemicals.
A blue-grey liquid packaged in slim vials for self-injection. It gives the user and incredible boost of strength, but at the expense of fine motor skills.

Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 4 doses. Intense use: 8 doses.

Die code: Casual: 5D. Moderate: 9D. Binge: 11D. Intense: 12D.
Intox: 5.

Target attribute: Strength.
Cost: 50cr per dose.
Effects: No stress level effects; no tolerance or addiction.

Upside:
Upside: Every ‘6’ result provides an extra 1D to strength attribute for the duration.

Downside:
Downside: for every 1D of increase to strength, there is a -1D to knowledge and dexterity attributes for the duration.



Lesai
An expensive purple mold-based spice. Applied to the base of the user’s throat that removes the user’s need for sleep. Prolonged use leaves a purple stain on the skin where it is applied.

Interval: 1 day. Casual: 1 dose. Moderate: 2 doses. Binge: 4 doses. Intense use: 8 doses.

Die code: Casual: 5D. Moderate: 9D. Binge: 11D. Intense: 12D.
Intox: 0.

Target attribute: Knowledge.
Cost: 200cr per dose.
Effects:
Upside:
Upside: A 6 result gives the user the equivalent of 6 hours of sleep.

Downside:
In addition to normal tolerance/ addiction, Every ‘1’ results in a 1 point increase in all social DC as the user becomes irritable.
Addiction results in the inability to sleep without the dose. The skin on the throat takes on a purple stain.



Lumni Spice
A very rare lichen extract. Inhaled usually via nasal passage.

Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.
Die code: Casual: 5D. Moderate: 9D. Binge: 12D. Intense: 16D.
Intox: 5 per dose.

Target attribute: Knowledge.
Cost: 250cr per dose.
Effects:

Upside: Good value stress relief.

Downside: Potential for tolerance and addiction.



Magravian Cat Spice
A performance-enhancing synthetic spice purported to make a user’s as sharp as chrysalide claws. Heavy users were subjected to fatigue and burn-out.
An amber liquid packaged in slim vials for self-injection

Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use:4 doses.

Die code: Casual: 3D. Moderate: 6D. Binge: 9D. Intense: 12D.
Intox: 0

Target attribute: Strength.
Cost: 120cr per dose.
Effects: No tolerance or addiction.

Upside:
Upside: Every ‘6’ result provides an extra 1D to initiative rolls for the duration.

Downside:
Each ‘1’ result adds 3 stress instead of 1.




Molarium
A body supplement taken orally. A pale yellow powder typically mixed into a thick drink. Used in conjunction with exercise. When rolling Strength for exercise as a form of stress relief, record the number of ‘6’ results. If the number is equal to the listing for dose effect, the user gets the upside. If the ‘1’ results are equal to the dose effect, the user gets the downside.

Interval: 1 Day. Casual: 1 dose. Moderate: 3 doses. Intense use: 6 doses.
Die code: As per Strength attribute.
Casual: requires four ‘6’s. Moderate requires three ‘6’s. Intense requires two ‘6’s.
Intox: 0

Target attribute: Strength.
Cost: 20cr per dose. (400 cr for a jar of 20 doses.)
Effects:
Upside: If the user gets ‘6’s equal to the number required based on dosage, he may spend character points to increase any strength-based skill, even thought it’s in the middle of a game session.

Downside: If the user gets ‘1’s equal to the number of results listed in the dose effect, he takes 1 stress point per die of Strength he has.


Muon Gold
A golden powder that is snuffed directly or vaporized and inhaled.
Interval: Single dose. Influence is 1 hour.
Die code: 4D
Intox: 1 per dose.

Target attribute: Perception (/ Strength. See effects)
Cost: 20cr per dose.
Effects:
Every ‘6’ is an extra hour of influence.
Upside: While under the influence, Bravado points may be spent as character points to aid dice rolls.
Downside: At the end of the influence stage, roll 8D. Compare the number of ‘6’s to Perception attribute for tolerance/addiction purposes. Compare the number of ‘1’s to Strength attribute; if more than twice strength, the character is violently ill and vomits repeatedly: Moderate stun damage, with associated stress.



Neutron Pixie
An extremely potent hallucinogenic. Sold in tubes of ingested fruit-flavored multi-coloured powder. When activated in the body, it creates feelings of ecstasy, increased reaction time, feelings of strength, endurance and resistance to pain.


Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 3D. Moderate: 6D. Binge: 9D. Intense: 12D.
Intox: 4

Target attribute: Perception.
Cost: 80cr per dose.
Effects: Requires a ‘6’ result to activate.

Upside: When activated, the user roll’s their own Strength, Dexterity and
Perception dice, with every ‘6’ resulting in a stress relief point.

Downside
--Every ‘1’ resulting from the activation roll (not attribute roll) counts as a tolerance point.
Every ‘1’ resulting from the attribute rolls counts as a -1D penalty to Str, dex and perception once the high is gone due to persperation, nausea, weakness, aching bones or joints
The negative effects last for 2 hours per penalty.


Nyriaan Spice (aka DreamSpice Tea)
Green nettles steeped in boiling water and consumed. A relaxing euphoric.

Interval: 31 hour (with up to 12 hour effect.)
Casual: 1 dose. Light: 2 doses. Heavy: 3 doses. Intense: 4 or more doses
Die code: Casual: 3 hours. Light: 6 hours. Heavy: 10 hours. Intense: 12 hours
Intox: 2

Target attribute: none* See downside.
Cost: 5cr per dose.
Effects:
Upside: Sends the user into a pleasant sleep with vivid positive dreams. Does not prevent normal waking. For each hour of sleep caused by the dose, the user gains 2D of stress relief.

Downside:
If the user is awakened before the duration of the sleep, or forced to be active, they gain a penalty of -1D6 to all actions due to drowsiness. This lasts for the rest of the effect duration.



Phentaril

A synthetic addictive pain-killing chemical, often sold in small squares of solvent film. Medically intended to be absorbed through the skin; recreationally placed in the mouth or other moist body cavity. The effects pulse through the body in diminishing waves.
Generates a very pleasurable surge, described as sexual
Interval: 1 hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Interval: 3 hours. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 3D/ 2D / 1D.
Moderate: 6D/ 3D / 1D
Binge: 10D/ 5D/ 1D
Intense: 12D/ 6D/ 2D
Intox: 0

Target attribute: Dexterity.
Cost: 100cr per dose.
Effects: Die code is activated in 3 waves; one each hour.

Upside: Standard stress relief.

Downside: Tolerance/Addictive. Each ‘1’ result in the first wave counts as 3 points of tolerance.
Each ‘1’ result in the second wave counts as 2 points of tolerance
Each ‘1’ result in the third wave counts as 1 points of tolerance



Pyrepenol aka Pyrep
A synthetic psychotropic medication that can be imbibed recreationally. Injected.
It settles the person’s mind, induces calm and inhibits violent urges.

Interval: 6 hours. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4 doses.

Die code: Casual: 4D. Moderate: 5D. Binge: 6D. Intense: 7D.
Intox: 0

Target attribute: Perception.
Cost: 50cr per dose.
Effects:

Upside: Every ‘6’ generates 3 points of stress relief. While under the effects, the user cannot be angered or engage in aggressive actions, including combat. Defensive actions are not impeded.

Downside: Normal addiction/tolerance.


Ryll
Finely ground grey mineral compound. Medicinal ingredient as a mild sedative or anesthetic. Recreationally smoked. Users typically become relaxed and mellow.

Interval: 1 Hour. Moderate use: 1-2 doses. Heavy use: 3-4 doses.
Die code: Moderate: 4D. Heavy: 8D
Intox: 4 per dose.

Target attribute: Strength.
Cost: 20cr per dose.
Effects:
Upside: In addition to stress relief, every ‘6’ results in a +1 to any self healing rolls made that week.

Downside: Any character with a tolerance to Ryl has a +1 penalty to the DC of any roll involving Knowledge/ Perception that require mental focus or memory.



Scourge:
A synthesis of glitterstim refined by bio-organisms on Varl.
Scourge gives its users a complete out-of-body euphoria for up to an hour.
addicts are marked by a darkening of blood vessels and fits of uncontrollable rage.


Interval: 1 Hour. Casual: 1 dose. Moderate: 2 doses. Binge: 3 doses. Intense use: 4+ doses.
Die code: Casual: 4D. Moderate: 7D. Binge: 9D. Intense: 10D.
Intox: 10 per dose.

Target attribute: Perception
Cost: 100cr per dose.
Effects:
Upside: In addition to normal stress relief effects, the user automatically gets 5 stress relief per dose.


Downside Any ‘1’ results from the glitterstim roll is compared to Perception for tolerance and addiction purposes. In addition, the user gains 1D6 tolerance/addiction points per dose.
At each level of tolerance, the user’s veins get noticeable darker.
If the user fails their intoxication resistance by more than 20 they fly into a fir of violent rage.


Shadowpaw
A sedative that reduces the effects of anxiety and provides a sense of confidence. Finely ground purple crystals. Mixed with liquid and consumed as a beverage/ tea.
Interval: Single dose. Influence is 3 hours.
Die code: 6D
Intox: 1 per dose.

Target attribute: Strength
Cost: 20cr per dose.
Effects:
No direct stress reduction.
Upside: Every ‘6’on the roll provides a point of bravado (on top of any stress the character has. This creates a buffer against accumulating future stress; if the character would normally get a stress point remove a bravado instead for the duration of the influence.)
Downside: ‘1’ results count toward tolerance and addiction as normal.



Tabac aka T’bac
Dried leaves smoked in cigarra, pipe or hookah for mild relaxation.

Interval: 1 Day.
Casual smoker: 10. Light smoker: 20. Heavy smoker: 40. Chain smoker: 60.
Die code: Casual: 2D. Light: 4D. Heavy: 6D. Chain: 12D.
Intox: 0

Target attribute: none.
Cost: 10cr per pack of 20.
Effects:
Upside: Normal stress relief effects. Can be performed concurrently with most normal tasks.

Downside:
There is no target attribute. Addiction and tolerance effects DC is a set value of 2. There is a distinctive odour associated with Tabac.
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CRMcNeill
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PostPosted: Sun Jan 10, 2016 2:40 am    Post subject: Reply with quote

Too bad you didn't join up before the Medical Sourcebook wrapped.
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Dredwulf60
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PostPosted: Sun Jan 10, 2016 3:06 am    Post subject: Reply with quote

crmcneill wrote:
Too bad you didn't join up before the Medical Sourcebook wrapped.


I'll have to check that out.
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Dredwulf60
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PostPosted: Sun Jan 10, 2016 3:10 am    Post subject: Reply with quote

On Intoxication:

I track a character's intoxication level based on alcohol consumption and certain narcotics.

Every hour or so, or if it becomes relevant, I call for a sobriety check.

The character's current accumulated intoxication points is treated as if it were a damage roll. It is resisted/ 'soaked'with Stamina skill.

Any damage is applied as stun damage; the skill penalties that result are the effects of the intoxication.

If the character takes enough damage to be incapacitated...then they pass out.

Intoxication points reduce at the rate of 1 per hour.
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Dredwulf60
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PostPosted: Sun Apr 17, 2016 2:16 pm    Post subject: Reply with quote

TL;DR

Give the characters stress points whenever they encounter stuff their characters wouldn't be happy about.

Whenever the characters do things to 'have fun' let them roll a number of dice equal to the amount of 'fun' you imagine it is.

For every '6' result in the dice pool let them get rid of a stress point.


High stress interferes with CP use. Have them roll their willpower against their stress level before being allowed to use CP.

That's basically it.
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CRMcNeill
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PostPosted: Wed Apr 21, 2021 8:36 pm    Post subject: Reply with quote

Dred, regarding what I posted here about Luxury upgrades to starships, how would you apply your Stress rules in terms of luxury quarters being beneficial to stress relief?
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PostPosted: Fri Apr 30, 2021 9:48 pm    Post subject: Reply with quote

CRMcNeill wrote:
Dred, regarding what I posted here about Luxury upgrades to starships, how would you apply your Stress rules in terms of luxury quarters being beneficial to stress relief?


The way I originally worked the stress relief system, I gave stress points to characters based on how many days they were in space. 1 day in transit is 1 stress point.

The idea being that like sailors, 'spacers' are always looking forward to 'shore leave' to blow off some steam. The 'steam' is the low-key stress that inevitably accumulates.

A ship with luxury features would offer a buffer.

For example ,assigning a rating of 1 to 10 with 1 being bare bones and 10 being the proverbial lap of luxury...

Being on a rating 1 means you accumulate 1 stress every day.

A rating 2 means you accumulate a stress point every 2 days.

A rating 3 means you accumulate a stress point every 3 days, etc.

Or more simply, add up the number of days the character spends in space and then divide by the luxury or 'aesthetics' rating.
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PostPosted: Sat May 01, 2021 12:23 pm    Post subject: Reply with quote

People always include drugs and dancing as stress relief, and never "Quiet dinner at a restaurant with a good book" or "target shooting" or "hiking".
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PostPosted: Sat May 01, 2021 12:24 pm    Post subject: Reply with quote

Another thought: How does this affect Jedi? What about using something like Emptiness as stress relief?
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PostPosted: Sat May 01, 2021 3:43 pm    Post subject: Reply with quote

MrNexx wrote:
People always include drugs and dancing as stress relief, and never "Quiet dinner at a restaurant with a good book" or "target shooting" or "hiking".


The vices listed are not exhaustive. I developed the system when running a game centered around a gang of hoodlum swoop bikers and then further developed it for a criminal-oriented game of mandalorians loosely based off Sons of Anarchy...
Those types of stress relief tend to represent a 'high risk' lifestyle of vices that aren't necessarily healthy for the character, yet they still long to do them.

Characters are free to suggest other forms of stress relief for their character and then I worked up a system based on it that was fair.

For example, one character had 'weight lifting' as one of his forms of stress relief. I based the dice he rolled off of his Lifting skill, with a wild '1' representing a potential overstress injury.

Another character loved to watch movies...'the holonet features'. So the stress relief roll was based on his 'Holo-entertainment appreciation skill'. For such a simple form of stress relief, with very little downside, he had to obtain and potentially develop a specific skill to take advantage of it.

Of course any character is free to just go out an enjoy a feature, especially in a role-playing context. The GM just decides it's worth 3 dice. If the character gets a couple '6's they particularly enjoyed it. If not...well it just wasn't up to their standards.
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PostPosted: Sat May 01, 2021 3:49 pm    Post subject: Reply with quote

MrNexx wrote:
Another thought: How does this affect Jedi? What about using something like Emptiness as stress relief?


I had a separate system for Jedi. They aren't all about having a good time. They could meditate to dissipate their stress.

I worked potential darkside points into it as well. Things that were getting into the grey area, but not outright evil.

They could roll their meditation skill and if they succeeded, it meant they recognized their passions and could let them go and hope to do better next time.

If they failed they continued to be confused by them; for example not really being able to convince themself that what they had done was 'wrong', even though it violated the Jedi way.

They then had an opportunity to seek out a Jedi with a higher rating to help them. If it was successful, the Master had explained to them the situation so they could truly understand. If that failed, they accumulated a darkside point as, they couldn't shake the feeling that they had been right to do what they did, whether they could outwardly admit it or not.

I haven't looked at that system for a long time, so this is off the top of my head.
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PostPosted: Tue May 04, 2021 11:26 pm    Post subject: Reply with quote

Have you ever considered updating this? Your OP about how stress levels are applied seems like it could use some modification to be more in line with the RAW, like having to roll Willpower against the Stress Point total at either the beginning or end of a session to determine whether it’s a factor in the campaign.
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PostPosted: Sat May 08, 2021 12:46 pm    Post subject: Reply with quote

CRMcNeill wrote:
Have you ever considered updating this? Your OP about how stress levels are applied seems like it could use some modification to be more in line with the RAW, like having to roll Willpower against the Stress Point total at either the beginning or end of a session to determine whether it’s a factor in the campaign.


Well, actually, I have re-done the whole system as more of a lifestyle-based system. I thought I posted it here....but I guess I didn't.



The above OP system works better when I'm running a kind of day-by-day game, but feels less effective when the plot was spread out over multiple months.

What tended to happen was that the characters treated stress relief like a shopping list.

"We're going on a space voyage. Okay, lets pick up a couple cases of Alderaanian Ale, a dozen doses of narcospice. Ration them to 3 a day and we should be good."

Where on a day-by-day sort of game, vices are things to be taken advantage of as they become available.


As far as making a roll against stress at the start or end of a session, I don't like that idea. The downside of stress is not being at your most effective; not being at your 'A' game when and if the situation requires it. And you don't know before hand when that is.

So in practice, suddenly a charater needs to use some Character Points. First they check stress. Only then do they find whether they pass or fail. They always know the numerical value their stress level is at, so if it's high it's always in the back of their mind. They will jump at the chance to engage in some stress-relief to get rid of it.

So if a character rolled for stress at the start of the session and passed....they know there is no problem accessing CPs for the rest of the session?

Or if they failed at the start, they couldn't unwind during a few moments of downtime in preparation for whatever might be coming down the line?
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