From: | Marc Renouf renouf@********.com |
---|---|
Subject: | Diseases and Toxins |
Date: | Thu, 25 Feb 1999 16:58:47 -0500 (EST) |
> Since we're talking about chemical compounds rules, has anyone
> thought about rewriting the addiction rules to cover the fact taht
> most addicts don't die within 12 weeks...
Yes. I just ignore the Essence and condition monitor losses all
together. I make addiction a long, drawn-out process. What will
eventually kill you is either a) bad shit, b) overdose, or c) both. A
rare few drugs actually do permanent physical harm to you, but those are
handled on an individual basis.
> This has always seemed to be kinda off to me.Then again,
> it would be a really sneaky way to assasinate a heavily cybered
> individual ("essence of 0.1? well, since you lose 1/2 essence per
> week, that gives you about a day and a half to live...") <EGMG>
Basically the only reason FASA did it that way was so they could
say, "See, drugs are *bad*" and make all the concerned parents happy. If
they kept with the typical cyberpunk ideal (as seen in Gibson, Effinger,
Williams, and Stephenson novels), drug use would be damn near socially
acceptable, and there would be numerous samurai out on the street taking
drugs to get their edge rather than implanting cyberware. I've tried to
capture this in my campaign, and as a result one of my players is playing
a decker who uses a variety of drugs to get rid of wound modifiers before
going on major decking runs. He's not an addict yet, but it's coming.
Marc