Showing posts with label drugs. Show all posts
Showing posts with label drugs. Show all posts

Saturday, August 30, 2025

What Is Your Character's Vice?

Palavor arrived at the inn with leaves in his hair, and dark circles under his eyes. His robes were in disarray, and his boots had picked up new stains. He swayed where he stood, and he absently scratched the inside of his left wrist. Vitrin was the first to see him, and she sighed as she set her teacup down.

"Palavor," she said, her voice carefully neutral. He winced, ceasing his scratching and putting a hand to his head.

"Not so loud..." he moaned, dropping into a chair. Vitrin poured him a cup of tea, and set a bowl of porridge in front of him.

"You did it again, didn't you?" Vitrin asked. Palavor lowered his head, shame in his eyes. He started eating carefully, his hand trembling on occasion as he brought the gruel to his lips. Vitrin shook her head. "You have to stop this."

"I will," Palavor said around the tea as he poured it down his throat.

"I mean it," she said.

"So do I," Palavor gasped, reaching for the kettle.

"You always do on the morning after," Vitrin said. She pushed herself up from the table. "We depart in half an hour. We aren't waiting for you."

"I'll be there," Palavor said, wincing. "And I'll... try to clean up between now and then."

It's the only thing that lets me feel free from this prison of flesh...

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What Vices Does Your Character Have?


We are all just collections of experiences, memories, learned responses, and habits... and some of those habits are bad ones. Those are usually the ones we think of when it comes to vices. Whether it's the habit itself that's bad (they tend to indulge in random acts of violence against folks who don't deserve it) or merely the length to which someone takes it (they can never have just one drink, or one hit, but will go on a full weekend bender if no one stops them), vices often define characters just as much as their virtues.

So take a moment to ask yourself what your character's vices are, but in addition to that, where did they pick them up? How much of a problem are they in their day-to-day life? And are they trying to leave those bad habits behind, find some healthy outlet for them, or are they simply giving into their worst impulses with gusto?

What day is it? Huh... I seem to have lost a whole week. What MONTH is it?

As an example, does your sorcerer find their day-to-day life difficult to live because of the power burning inside of them? Do they seek out drink or drugs to dull the edge of living in a body that can only handle so much magic at a time? And is their vice the substances they abuse, or is it the magic itself, which they can only dip into so often before they burn out or burn up, feeling empty all the way to their bones?

Does the fighter have a need they don't like to talk about? A part of them that feels excited when they draw blood, or crush bones? Do they crave the sensation of watching the light bleed out of someone's eyes? Did they take up the life of a soldier, or a bodyguard, hoping they'd be able to shed blood with impunity? Does the cleric have a weakness for the pleasures of the flesh? Do they fight against it, or do they find themselves giving in when their will is weak? Or has it created problems with them being tricked by fey, or falling victim to devils in disguise?

Even if a character's vice doesn't put them or their companions in mortal danger, or risk losing their class features for violating their tenets, they can cause other sorts of problems. For example, if the bard has light fingers and a compulsion to steal things, that can put a bounty on their (and their companions') heads. Greed could lead to someone taking terrible risks in the pursuit of treasure, and those who have a need to gamble (with either their money or their lives) might end up taking foolish risks, or biting off far more than they can chew when it comes to their adventures.

Finding Balance For Your Vice(s)


All of us have vices. Some of them are small, and are really more of an indulgence, like smoking a pipe of an evening, or having a second cup of strong brew with breakfast to start the day. Sometimes they don't really rise beyond this "personal quirk" level. Sometimes they do, and they can become small (or even large) problems for a character and their companions.

However, and this cannot be overstated, make sure that your character's vices don't become an undue burden on the rest of the table.

We are not breaking you out again. Not after what you did.

On the one hand, there's the mechanical issues that can come with certain vices. Characters with addictions who can't get their fix often operate under serious negatives. Characters who have psychological compulsions might have to spend resources to resist giving into said compulsions, and so on and so forth. And this is something you need to consider as a player, because it might mean that under a lot of circumstances your character might end up becoming a burden on their companions. No one wants to deal with someone going through withdrawal while they're about to raid a dragon's lair, after all.

On the other hand, it's important to ask about the larger implications of your character's vices. Does giving into their vices create a pattern of arrests, angered NPCs, or tortured prisoners that actively creates problems for everyone else? And are these problems serious enough that the character's companions might decide it's better to part ways with them?

There is no right answer to this question; it's a matter of the sort of game you're involved in. One game might be focused on evil characters where someone flaying prisoners might be seen as little more than a hobby that others will just put up with if it keeps them on-task. However, if there's a game where everyone is trying to play a noble hero, that might not be a game that will appreciate a fighter with an old war injury, a taste for blood, and a monkey on his back thanks to the alchemical treatments he's taking to manage his pain.

Talk to your Game Master, and your fellow players, and find the answer that works for all of you!

Lastly, consider grabbing some of the following supplements to help flesh out your characters in the future:


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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Saturday, May 25, 2024

Everyone's Favorite Game: Fantasy Character or Prescription Medication?

Names are one of the hardest parts of any RPG character. Does this name convey the proper feeling you're looking for? Does it sound suitably fantastical? Is there a hidden joke in there for those who pay close attention?

Well, if you're getting stuck on this part of your character, consider looking through the names of medications for inspiration!

Afrin, elven cleric of the goddess of dreams.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

It's Ridiculous... But Roll With It!


This strategy is a little bit on the ridiculous side, but give it a whirl and see where it takes you! Because there are so many medicines out there for so many different conditions, and they can all act as a fun little in-joke for your next character.

As a for-instance, consider some of the following:

- Moxifloxacin: A drug that made me laugh just looking at the name, doesn't it sound like the stage name of a gnomish bard? If you really wanted to, you could event cut it into two names, if your party needs a little bit of Moxi!

- Warfarin: An ideal name for a dwarven fighter with a nasty, curved ax, Warfarin the Wanderer has a reputation that precedes him, and a road of bodies that stretch between his heels and the horizon. Blood thinning, indeed.

- Namenda, The Unwavering Eye: A monk of elven blood, Namenda has seen the world grow and change around them, and they have remained. Unchanging and unbowed, Namenda has never forgotten the things that came before.

- Naproxen: Trained by an obscure order of hospitalers, Naproxen's touch and a whispered prayer can remove pain, and get people back on their feet to march or fight again.

- Toridol: Toridol is a warrior who feels no fear, and feels no pain when in the grip of his battle fury. It is short lived, but during that brief window, he is all but invincible!

I'm not even feeling it!

These are just a handful of the medications on the market that have a fantasy-sounding names, and some examples of how you can tie them into your character's skillset, story, and powers.

If this little game isn't quite up your alley, though, you may find some of the following bundles from Azukail Games to be useful in coming up with some alternatives for your next characters!


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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, November 19, 2016

The Pill-Popping Paladin

Farran had cleaned the blood from his sword, and smoothed the nicks from the blade with a whetstone. He washed the sweat and stink from his body. He polished his armor and shield until they shone, and the dents from the day's battle were little more than irregularities in the steel skins. He said his prayers. When all was said and done, though, he could not banish the sound of the demon's roar from his mind. The madness in its gaze, and the hunger as it tore at his shield even as ichor spilled across the temple's floor, were seared into his mind like a brand. He raised his pipe, lit it, and breathed deep.

The smoke filled his lungs, and it quieted the memories. He would sleep tonight, and with the blessing of the gods, his sleep would be dreamless.

The gods were good, to bless us with such bounty.

Drugs are one of those mechanics that most players simply don't toy with, excluding the sheer number of PCs who get completely hammered before, during, or after an adventure. But while ale and wine flow commonly in most games, it's fairly rare for player characters to touch the harder stuff. Why? Well, because it gives you a temporary benefit, but it damages one of your stats, and has the potential to cause addiction.

Of course, paladins have ways around that.

The Pill-Popping Paladin


Hard drugs in Pathfinder can give small, but effective, bonuses. Silvertongue, invented by yours truly, gives you a 1d2 bonus to your Charisma score for an hour, for example. Zerk provides a +1 bonus to your initiative, and +1d4 to your Strength, for the next hour. These drugs also do 1d4 and 1d2 Constitution damage, respectively. Also, as I pointed out in The Best Drugs in Pathfinder, every time you take a dose of one of these substances, you have to roll a Fortitude save to avoid addiction. That can be problematic, because drug addiction can have crippling effects on a character.

It's important to remember, though, that drug addiction is considered a disease, and can be cured by applicable magics. Paladins are immune to diseases both normal and magical as of 3rd level, however, which renders the Fortitude save a moot point. Even better, paladins who cast spells (since there are archetypes that give up spellcasting) have the ability to restore ability damage. This gives them the ability to reap the benefits of drug use, without all the negatives that come with it.

Antipaladins are worse. So much worse..
 
But even though paladins can do this, mechanically, are they allowed to thematically? After all, drug use is one of those things we tend to think goes against a paladin's code... but why would it? Especially if the substances a paladin is using, like elven absinthe or harlot sweets, are not illegal to buy, or use, and there are no proscriptions against those substances in that paladin's faith?

The closest argument that could be made regarding drug use is that it may be seen as dishonorable to give yourself an advantage with a performance-enhancing substance. However, if that is true, then where do you draw the line? Is wearing enchanted armor, or wielding a magical sword, giving you too much of an advantage for you to still be honorable? Is using magic against a creature who cannot cast spells using an unfair advantage? Are you allowed to accept morale bonuses from the bard, or transmutation spells from the wizard, to help in the heat of battle? Are you allowed to drink strong coffee to stave off the penalties from fatigue (which is an actual ruling)?

What Drives The Drug Use?


The mechanical quirk is fun, but hardly game breaking. The benefits gained from imbibing drugs are small, variable, and they do cause damages that have to be healed. Even if you get a free pass on the addiction roll, there's still the question of why your paladin feels the need to shoot up.

Is your paladin a front-line warrior, who prepares for every possible situation? In much the same way he'd carry healing potions, and alchemical weapons, why wouldn't he pack battlefield drugs to help him keep going when the chips were down, and lives were on the line? Does your paladin take drugs to help stave off the long-term effects of staring into the abyss of horror and damnation that he took vows to protect others against? Or does your paladin take drugs in order to reach a higher state of consciousness, communing more clearly with the gods in an altered state of consciousness?

Are the drugs a crutch, or a tool? An escape, or a prison? Those choices are yours to make, and they remain particularly interesting choices.

For more inspiration, check out 5 Tips For Playing Better Paladins!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Thursday, October 30, 2014

The Best Drugs in Pathfinder

Pathfinder is a game that has accounted for everything. Need birth control for your wayward bard? Done. Need to know what the costs and upkeep are for a manor estate? We've got that too. Days of the week? Natural disasters? What happens when you lose a limb? Done, done, and done. There are in fact so many rules buried in the books that it's easy to lose track of some of the more common aspects of life in Golarion. Like great alchemical items, useful non-magical equipment, and more rules that players keep forgetting.

That's why today we're going to talk about drugs.

And why you should totally be doing them (in character).
You hear about the various controlled substances floating around Golarion a lot at lower levels. In adventure paths like Curse of the Crimson Throne you're even tasked with breaking up drug rings. However, while these addictive alchemical substances can be hell on your fortitude save, many of them offer some rather handy temporary bonuses for users. While they're certainly not a solution for every situation, the bonuses are almost as hard to resist as the addiction saves.

Alcohols


Given that practically every campaign starts in, near, or rolls through a tavern at some point it goes without saying that the PCs are going to get completely hammered at some point in time (this takes a number of drinks equal to 1 + double the PC's constitution modifier). Normal alcohol does you no favors and just like out of game results in you getting sick and addicted if you abuse it.

These exotic alcohols are not your run of the mill rotgut, however.

Pick Your Poison
Dwarven Fire Ale (Gamemastery Guide): A favorite of berserkers and northerners of all races, a single draught of this potent elixir provides cold resistance 5 for 1 hour, and 1d4 rounds of rage, as per the spell. It does 1d2 con damage.

Elven Absinthe (Gamemastery Guide): Never outdone in eloquence, the absinthe brewed and drunk by elves provides +1d4 charisma for 1 hour, but does 1d4 con damage when the effects wear off.

Dreamtime Tea (Pathfinder Campaign Setting: Rival Guide): While it might not be every adventurer's cup of tea, this beverage induces sleep in 2d12 minutes. While sleeping users gain dreams that function as augury, but they have only a 60% chance of success and the tea does 1d3 wisdom damage.

Midnight Milk (Pathfinder Campaign Setting: Lost Cities of Golarion): Midnight milk is a sleep aid, but it also lets you gain rest more quickly than you would (useful for spell casters). When drunk the user is fatigued for an hour and takes a -4 on resistances to sleep effects. If the user sleeps he has vivid dreams for 1 hour per dose used in the last month (including this one), and then awakens refreshed as if he'd just had 8 hours of sleep. The drug also does 1d2 wisdom damage.

Controlled Substances


Hardcore drug users in Golarion have a plethora of choices, from the magical fluids of exotic creatures to the refined saps of jungle vines. While these substances provide potentially life-saving bonuses, the crippling after effects make them something that should be used sparingly.

Only buy from high quality ruffians whom you trust.
Aether (Gamemastery Guide): Aether is a great aid to spellcasters who just need a little more juice. For one hour after taking a dose a spellcaster increases the DC of all spells by +1 (seriously though, here are some less harmful ways to increase your spell DC). The catch is that for 1d4 hours the caster must make a concentration check of DC 15 + the spell level to cast any spell, and aether does 1d2 constitution damage.

Angel's Trumpet (Pathfinder Player Companion: Alchemy Manual): This rare and unusual performance enhancer has a grab bag of bonuses. Users gain a +2 alchemical bonus to initiative, a +4 alchemical bonus on diplomacy and bluff checks, a +4 alchemical bonus on saves against fear and compulsion, and are fatigued for 1 hour. Additionally if the user fails a save on fear that has a duration other than instantaneous or permanent then the condition is ignored, but the user is dazed for a number of rounds equal to the duration. The bad stuff is that for 1d4 days after usage you gain light blindedness, and the drug does 1d4 constitution and 1d4 wisdom (once, not per day).

Blood Sap (Rival Guide): Extracted from swamp roots this potent red syrup can energize warriors for short bursts. For 30 minutes users gain a +1d4 strength bonus and +1d3 dexterity bonus, but then they're slowed (as the spell) for 3 hours. It also does 1d4 constitution damage.

Bloodbrush Extract (Pathfinder Player Companion: Numeria Land of Fallen Stars): Magic users and item crafters may find this unique substance invigorating, as well as recreational. For 2 hours users have a +2 on knowledge checks for planes, arcana, or religion and on spellcraft checks. The freed mind isn't concerned with mortal things though, so the users are distracted for purposes of perception checks. The drug also does 1d2 wisdom damage.

Daemon Seed (Horsemen of the Apocalypse: Book of the Damned): Only the desperate and the mad would think to taste the fluids found in a daemon's spine, but Golarion lacks for neither. The memories in the spinal fluid provide users with a +4 profane bonus on skill checks and saves, as well as a +1d6 profane bonus to a randomly selected skill. Users also have a 15% chance of going blind and deaf for 1 hour, and gaining a negative level (DC 20 to resist).

Flayleaf (Gamemastery Guide): Used by adventurers who know their enemies will try to dominate their minds, a single dose provides a +2 bonus on saves against mind affecting effects for 1 hour, and users are fatigued. It does a single point of wisdom damage.

Harlot Sweets (Rival Guide): Despite their amusing name, these lozenges provide users with a +1d4 bonus charisma and +1 dexterity for an hour. They also do 1d2 intelligence damage.

Honeydust (Bastards of Golarion): Used widely across Golarion this sweet scented dust provides a +1d2 bonus to charisma and a -2 on saves against illusions for 1 hour. There's a 75% chances that the user is sickened after an hour, and it does 1d2 wisdom damage.

Keif (Gamemastery Guide): Widely used by those who need an edge in a fight, keif provides a +1d2 bonus on strength, and imposes a -2 penalty on saves against illusions and mind-affecting effects. It also does 1d2 constitution and 1d2 wisdom damage.

Golden Keif (Gamemastery Guide): While it provides all the same bonuses as regular keif, golden keif has an additional gift for drug users. It provides a +2 alchemical bonus against non-keif drugs (including rolls to resist addiction), and if the user is under the effects of another drug that gives penalties to saves or skill checks then those penalties are reduced by 1. Golden keif does 1 constitution and 1 wisdom damage.

Mumia (Pathfinder Campaign Setting: Lost Kingdoms): In case the name didn't give it away, Mumia is made from the flesh of mummified corpses. Those who can overcome their distaste for the drug's base components will be able to cast all spells at +1 caster level, and will gain +1d8 of temporary hit points along with a +2 alchemical bonus to saves against spells and effects that have the curse or disease descriptor. Mumia also renders users fatigued for 1 hour. The drug does 1d2 wisdom damage, but for every week one remains addicted there's a cumulative +5% chance that he or she will become a ghoul. Use at your own peril.

Opium (Gamemastery Guide): Used as a real-world painkiller, opium is a commonly used drug for those who need relief in Golarion. Users gain +1d8 temporary hit points and a +2 alchemical bonus on fortitude saves for an hour, but users are also fatigued. It does 1d4 constitution and 1d4 wisdom damage.

Scour (Gamemastery Guide): A favorite of duelists, thieves, and those who'd rather be quick than dead, scour provides a +1d4 bonus to dexterity and imposes a -1d4 penalty to wisdom for 3 hours. It also does 1d6 constitution damage.

Shiver (Gamemastery Guide): A popular street drug in Korvosa, shiver is a crap shoot. There's a 50% chance that the user will sleep for 1d4 hours, or gain immunity to fear for 1d4 minutes. It does 1d2 constitution damage.

Silvertongue (Bastards of Golarion): The mechanics for this drug were created by your author. Silvertongue is commonly used by those who can't afford to mis-speak in public, and it provides users with a +1d2 bonus to charisma for 1 hour, and it provides a +2 alchemical bonus against mind-affecting effects. It does 1d4 constitution damage, and addicts are easily picked out by their mercurial smiles.

Starspore (Numeria: Land of Fallen Stars): Starspores are released from a mold that grows on adamantine and other star metals. The spores have the powerful effect of opening up the senses, granting 60 feet of darkvision and the ability to see invisible creatures for 1 hour. Users also take 1d2 constitution damage, gain vulnerability to sonic damage, and experience 1 wisdom drain. A hefty price indeed.

Wyrm Keif (Pathfinder Player Companion: Dragonslayer's Handbook): Introducing a vial of dragon's blood to keif as it's being concocted creates a very different beast. For 1 hour it provides 25 temporary hit points, and for 1 day it provides a +2 alchemical bonus on saves against sleep and paralysis. It also does 1d2 wisdom damage.

Zerk (Gamemastery Guide): This unusually named drug provides a +1 bonus to initiative for 1 hour. Addicts will also receive a +1d4 bonus to their strength. Zerk does 1d2 constitution damage.

Other Rules About Drugs


Before you start running out to create your very own hopped up heroes and heroines it's important to keep in mind that drug use has another risk; addiction. Whenever you take a drug you have to roll a fortitude save to resist becoming addicted. If you succeed then bully for you, the effects and the damage persists as normal. If you fail though, then you become an addict.

Like this, only smelling terrible.
Addiction comes in three forms; minor, moderate, and severe. It's a disease, and has to be overcome like any other disease with magic or fortitude saves. Also, if you take another dose of a drug while you still have ability damage from the last dose, your save takes a -2. Additionally while you're addicted you can't naturally heal ability damage caused by the drug you're taking. This can lead to all sorts of problems, and one bad roll can set you on a path to selling off your best gear just so you can keep your fix going.

On the other hand it is entirely possible to put together a performance-enhanced paladin with no risk whatsoever. You can have that idea for free.

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