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From: "Arno R. Lehmann" <arlehma@***.NET>
Subject: Re: Hallucinogens in SR
Date: Fri, 25 Jul 1997 16:26:31 +0200
On Wed, 23 Jul 1997 18:12:21 -0500, Joshua T Brown wrote:

>Here's a question to throw out to the list and watch get ripped to
>shreds....
>(I've always viewed starting a new thread around here as the Email
>equivalent to throwing a bloody steak into a pit filled with underfed
>rottweilers...<smirk>)

Interesting analogy :)

>Any ideas on the game mechanics/effects for the use of hallucinogens in
>SR? Peyote, LSD, Shrooms... How hard might they be to acquire? How might

Perhaps you can buy a lot of them at your talismonger, especially if
he/she/it is shamanic. And then there will be the "normal" illegal drug
market.

>they affect Magicians, especially shamans? (Keeping in mind the native
>belief in peyote as a method of inducing visions and becoming closer to
>the spirits) What nasty side affects might certain hallucinogens have

Let them affect shamans just like you suggested :) well, might mean
they are better at everything astral, but of course distracted from the
physical world. Astral perception might work better, perhaps
hallucinations prove to be views into astral ... Hey, there arise great
ideas to introduce shamans to magic ... in our campaign one player's
character is a boy just getting a shaman ... hallucinogens might help
him developing astral perception ...
Well, back to my point (if there is one). In little doses, a
hallucinogen might work just like using dual perception, that is +2 to
everything mundane (IIRC). Higer doses could make that modifier higher,
and in turn making things on astral level easier. For every two points
higer in physical world I'd give one bonuspoint on astral - up to a sum
of modifiers equal to willpower. Above that the character would take a
mental M-damage and lose all modifiers.
Example:
Shaman with willpower 4 takes enough Peyote to get 2/1 modifiers.
Spellcasting in astral plane would be one point easier, while running
away from mundane threads would get two points more difficult. The sum
of the modifiers is 3.
If he took more to get a better result he would get a 3/1 or even 4/2
modifier. 3/1 would be okay but gives no benefit, and 4/2 would be too
much: M damage.
(I would _not_ explain this rule to the player but let them find out
...)
A big hangover after using the drugs should be awarded ... and, of
course, flashbacks <EGMG>

I think these rules should not apply to hermetic magicians, but perhaps
it might be useful to allow mundane peolpe to use magic or astral
perception ... drug-induced temporarily astral perception syndrome
DITAPS - I like the idea, so I will keep the rules ...

Hope my 0.02 DM help you :)


--
Arno
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