Does it exist?

guitaristjason

First Post
Does any one know if there are stats for drug like substances in 4e? Stuff similar to what was the book of vile darkness in 3e. I want to temp the pcs to make their path along the good side more distince but I want to be ready if one pc is stupid enough to bite. If there is does anyone have ideas for some?
 

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Use the disease mechanics, with the Initial Effect having some positive effects as well as negative ones, and a difficult Improve DC at the top level.
Voila, addiction in 4e.
 

good idea using the diseases. So im going to take it as a no on some being published at the momment. Still open for mre ideas.

also this may need to be moved. If i can do it, i don't know how.
 

Nothing as of yet.

But.... off the top of my head...

You could have a disease track to reflect the effects of addiction to the drug, with each intake requiring an Endurance check to see if the character gets worse (but not better.)

Decide on a period of time between doses, then require an Endurance check after that period of time to see if the character's condition worsens or improves.

As for the drug itself, simply make it a potion with some encounter-long effect. Something useable, with no -immediate- downside. The downside comes later.

So....

Phial of Rakhasa's Whim
Lvl 6 150 gp
Lvl 16 3,600 gp
Lvl 26 90,000 gp
Alchemical Item
Power (Consumable): Minor Action. You get a +2 drug bonus to damage rolls until the end of the encounter. As well, every time you spend a healing surge, you heal 2 extra hit points. You are subject to an attack at the end of the encounter: +17 vs. Fortitude. If you are hit, you contract Whimsical Hunger, Level 8, or worsen if already under the effects.
Level 16: +4 to damage rolls, 4 extra hit points, +27 vs. Fortitude, Level 18 disease
Level 26: +6 to damage rolls, 6 extra hit points, +37 vs. Fortitude, Level 28 disease

Whimsical Hunger Level 8+ disease
Endurance: Improve DC 17+half disease level, maintain DC 11+half disease level, worsen 10+half disease level or lower.
Special: You cannot improve from this disease if you have taken a Phial of Rakhasa's Whim in the past week.

- The Target is Cured
- The Target heals 2 Points less when he spends a healing surge unless he is under the effects of Phial of Rakhasa's Whim
- Initial Effect - The target heals 2 points less when he spends a healing surge unless he is under the effects of Phial of Rakhasa's Whim and whenever he enters an encounter, he must roll Disease level+5 vs Will or be dazed until he consumes a Phial of Rakhasa's Whim.
- Final Effect - The target is dazed while not under the effects of Phial of Rakhasa's Whim, and gains 4 less hit points whenever he spends a healing surge.
 

I've done one that's worked marvelously in actual play. I started by trying to use the disease track, but ended up just using item mechanics.

Orcweed
Consumable Item

Power (Consumable): Once per encounter, chew this leaf to gain a +5 bonus to basic melee attack and damage rolls (save vs. poison ends). After chewing the leaf, increase "Total Consumed" by one and set "Addiction Level" equal to "Total Consumed." If this is the first leaf consumed, set "Total Consumed" and "Addiction Level" to 1.
Effect: Until the Addiction Level returns to zero, make an addiction check after every combat encounter.
Addiction Check: Roll one saving throw vs. poison for each Addiction Level. For each failed saving throw, gain a -1 cumulative penalty to attack rolls. This penalty lasts until the next addiction check. After the check is complete, reduce the Addiction Level by one for each natural 20 rolled. Also reduce the Addiction Level by one if no saving throws failed.

This basic mechanic works great it practice. It has a very nice cumulative penalty that seems harmless and first, but once it gets its claws into you it can be quite hard to shake. (I don't share the addiction check mechanic with my players, just the basic power.) I've also stacked some other things on it, such as allowing the bonus to work with at-will, encounter, and daily powers as Total Consumed goes up, that increases the temptation to use it. :devil:
 


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