Re: A 'Drug Predilection'
My current intention is to reduce stats, and apply STUN/Body damage as appropriate for the dosage, long-term usage, and any potential drug interactions.
A rough example of one drug would be:
[Rush mechanical design is based on the "Potion of Giant Strength" from 6E351 Trigger Examples]
Rush (Mix of adrenal boosters, circulatory enhancements, and healing agents)
Effects
+1 Speed, Trigger (Inject drug; +0.25) (12 Active Points); Time Limit (6 hours, -0.5), Focus (OAF Expendable, -1.25) [5 Total Points]
Resistant Damage Reduction - 25% (15 Active Points); Impenetrable (+0.25); Time Limit (6 hours, -0.5) [12 Total Points]
Detox. Effects:
-1 Str, -1 Con, -1 Body, and -2 Stun, Trigger (Elapsed time limit; +0.25) (5 Active Points); Time Limit (6 hours, -0.5) [3 Total Points]
+1 Str, +1 Con, +1 Body, and +2 Stun, Trigger (Inject Rush while in withdrawal from rush; +0.25) (5 Active Points); Variable Time Limit (6 hours or less, matching remaining withdrawal time; -0.5) [3 Total Points]
Addiction
- Make physiological/psychological addiction checks after duration expires
- For every 4 doses, there is a stacking -1 penalty to Con. and addiction checks
- Continuous (as in, the user wants to be on it all the time, as opposed needing a fix one or twice a day)
- Long term addiction (uncertain about length of time, probably measured in days to weeks) will permanently reduce Con, Stun, and Body. Life expectancy of an addict is 7 years or less.
Given the accumulation of negatives over time, I'm not sure if Damage Negation would be the best way to handle it. I like the straight % cut from damage, but I am not sure what the best mechanical way to handle Damage over Time and stat impairment. Having a relatively fine level of granular control would be nice as well, so this can be tuned enough that it isn't abusive.