Drogues et Dragons

Voici un système simple et modulable à intégrer dans vos sessions de dungeons et dragons pour gérer les différentes drogues de votre univers. J’ai bien sur ajouté quelque exemples pour vous inspirer, à commencer par la drogue la plus répandue de donjons et dragons, l’alcool.

Les drogues fonctionnent par rapport à l’attribut de constitution. Chaque drogue est liée à ses propres “wasted points”. Ces wasted points sont expliqués individuellement dans la description des dogues.

*Consommer une drogue prend au minimum une action (sauf spécifié).*

Overdose et dé d’overdose

Lorsque le seuil d’overdose est passée pour une drogue, le joueur souffre de plus d’effets qu’avant. Ces effets persistent même lorsque son nombre de consommation descend en dessous de ce seuil. Il faut que le PC retombe à 0 wasted point de cette drogue.

Addictions et manques

À chaque wasted points au dessus de un, vous faite un saving throw     Self-Control (Wisdom). Le DC équivaut à 5 + Wasted Points x Drug Modifier

En cas d’échec, vous devenez accroc. Vous subissez des malus de Drug Withdrawal. Ses effets se dissipe lorsque le joueur possède un ou plusieurs wasted points de cette drogue.

Une addiction reste active 3 mois après la dernière consommation de ce type de drogue

Classification

Les drogues sont classifiées comme “soft”, “medium” et “hard”. Les effets d’une drogue plus forte annule celle d’une drogue plus faible. Par exemple, si un personnage consomme une drogue ‘soft’, deux drogues ‘medium’ et une drogue ‘hard’, vous n’Appliquez seulement que les effets de la drogue ‘hard’. Vous pouvez quand même faire un overdose de n’importe quelle drogue consommée, mais ne subirez que les effets du dé d’overdose des drogues plus faibles.

Vous pouvez soigner une addiction à une drogue ‘soft’ et ‘medium’ avec le sortilège “Lesser Restoration” et à une drogue ‘hard’ avec “Greater Restoration”.

Exemple des Drogues:

Alcohol

(Medium Drug – wasted recovery : -1 wasted point after 1h after last consommation):

(Use the « object use in combat » rule : as a potion)

Wasted Points (consommation):

  • 1 wasted points = one consumption = 1 os of spirit
  • 1 wasted points = one consumption =  1/4 bottle of wine = a glass of wine = 10 os wine -> 1 bottle = 40 os -> 1 barrel = 4000 os
  • 1 wasted points = one consumption = 1 beer bottle = 15 os of beer = 1 glass of beer -> a pitcher = 240 os -> 1 barrel = 4000 os

Effects (0.5h):

  • +2 Charisma
  • -2 Dexterity
  • -2 Wisdom
  • Avantage on strength and constitution skill checks
  • Disadvantage on intelligence checks

Max consommation: 2*cons. mod. + proficiency (if proficient on « Fortitude ») (Min 1)

Overdose (2 x cons. mod. + proficiency (if proficient on « Fortitude ») +1) :

  • *Roll for overdose dice
  • +1 Max HP for each wasted point
  • Disadvantage on all ability checks

Addiction:

Drug modifier: x1

DC: 5 + 1x(Wasted Points)

Drug Withdrawal

  • Gain the flaw: “You feel cranky and impatient. You are a little more depressed and tremble very slightly.”
  • -2 Charisma

Alcohol Overdose Table

RésultatEffets
1Ethylic coma: You become unconscious until you got 0 alcohol wasted points and take 10d10 poison damage
2Falling: You fall on the floor, making you prone. You need to make an acrobatic (Dexterity) saving throw (DC 15) before getting up or stay prone until next turn.
3Intense vomit: You must take your next turn to vomit all around you. A zone within 5 feet of you become difficult terrain.
4Falling Asleep: You fall asleep as long as you are in  Overdose state
5Headaches: You have disadvantage on Intelligence, Wisdom checks.
6Drunk angry: You become angry and it is difficult for you to speak, making it hard to socialise. You suffer -3 charisma until you hit 0 wasted points, but it  makes you start raging.
7Party Party Yeah: You feel like drinking more. You need to take another alcohol consumption on your turn. 
8Vomit Breath: As an action, you vomit in front of you, dealing 1d4 acid damage on each enemy within the attack zone. The vomit zone is a direct line or a cone.
9Nothing happens: You feel dizzy but you seem ok after a bit.
10Vomit attack: If an enemy is in melee with you, you use your bonus action to vomit on it, dealing 1d4 acid damage. If not, you vomit on a square adjacent, making it difficult terrain.

Shamanic Herbs

(Light Drug – wasted recovery : -1 wasted point after 1h after last consommation):

(Needs an action to consume unless rolled, in which case it uses the  « object use in combat » rule : as a potion)

Wasted Points (consommation):

  • 1 wasted points = one consumption = 0.5g = 1 standatd joint = 4 bong hits

Effects (0.5h):

  • +(1d4 – 3) wisdom
  • -2 Passive Perception
  • You gain the flaw : “ Everything is funnier, and you feel happier “
  • You gain the flaw : “ You feel like eating tasty stuff “
  • Intelligence Checks are made at disadvantage
  • Immunity on Psychic Damage
  • Immunity against being Frightened or Charmed

Max consommation: 10*cons. mod. + proficiency (if proficient on « Fortitude ») (Min 1)

Overdose (10 x cons. mod. + proficiency (if proficient on « Fortitude ») +1) :

  • *Roll for overdose dice
  • You gain the flaw : “ You feel chill like a cucumber and a bit hungry “
  • -3 passive perception

Addiction:

Drug modifier: x0

DC: 5 + 0 x (Wasted Points)

Drug Withdrawal

  • Gain the flaw: “You are not very hungry and feels like smoking some herbs.”

Shamanic Herbs Overdose Table:

RésultatEffets
1Falling Asleep: You fall asleep as long as you are in  Overdose state
2Munchies: As an action, you eat whatever food is within your reach. If nothing edible is nearby, you use your action to suffer cramps while your stomach is growling.
3Business As Usual: Nothing seems to change and you feel as usual.
4Sleepy Head: You feel a bit sleepy. You gain the same effect as while being on the first level of exhaustion, but do not gain the exhaustion itself.
5Energized: You are more spontaneous and more inclined toward risk taking.
6Business As Usual: Nothing seems to change and you feel as usual.
7Smoke Two Joints: You feel like smoking more. You need to take another shamanic herb consumption on your turn. 
8Whoa Man… : You use your free speech action to say “Whoa man…” for no reason. 
9Business As Usual: Nothing seems to change and you feel as usual.
10Funny Guy: You use your next action to cast Vicious Mockery on the target of your choice. The spell DC is (8 + wis. mod. + wasted points)

Raging Dust

(Hard Drug – wasted recovery : -1 wasted point after 0.5h after last consommation):

(Needs an action to consume)

Wasted Points (consommation):

  • 1 wasted points = one consumption = 0.01g

On consumption:

  • 1d4 psychic damage

Effects (1 minute):

  • +1 Strength
  • +1 Intel
  • -2 Wisdom
  • You start raging
  • Intelligence Checks are made at advantage
  • You got two actions on your turn
  • You ignore all exhaustion effects

After-effects (After 1 minute up to the end of the trip ):

  • Half movement speed
  • Disadvantage on all attribute rolls

Max consommation: 0.5*cons. mod. + proficiency (if proficient on « Fortitude ») (Min 1)

Overdose (0.5 x cons. mod. + proficiency (if proficient on « Fortitude ») +1) :

  • *Roll for overdose dice
  • +1 Exhaustion (when you hit 0 wasted points) 

Addiction:

Drug modifier: x5

DC: 5 + 5x(Wasted Points)

Drug Withdrawal

  • You are shaking, giving you disadvantage on attack rolls and all dexterity rolls
  • Gain the flaw: “You feel cranky and impatient. You depressed and tremble a lot.”
  • Half your movement speed
  • You can’t take reactions or bonus actions
  • -1 Wisdom
  • -1 Intelligence
  • -2 Charisma

Ragin Dust Overdose Table:

RésultatEffets
1Heart Stroke: Your heart is under too much pressure and collapses. You fall unconscious with 2 failed death saves.
2Muscle Collapse: Your muscle no longer moves. You are paralyzed until you hit 0 wasted points.
3Heart Stroke: Your heart is under too much pressure and collapses. You fall unconscious with 2 failed death saves.
4Muscle Collapse: Your muscle no longer moves. You are paralyzed until you hit 0 wasted points.
5Muscle Collapse: Your muscle no longer moves. You are paralyzed until you hit 0 wasted points.
6Headaches: You have disadvantage on Intelligence, Wisdom checks.
7Scarface: You feel like taking more dust. You need to take another Raging Dust consumption on your turn. 
8Headaches: You have disadvantage on Intelligence, Wisdom checks.
9Heart Stroke: Your heart is under too much pressure and collapses. You fall unconscious with 2 failed death saves.
10Headaches: You have disadvantage on Intelligence, Wisdom checks.