Slightly confused about the wording for both chem hunter (tome of blood) and the addiction rules. Mainly
1. Can the fatigue from addiction be removed normally by rest, or only by another dose of a drug?
2. Can the chem hunter acquire and make multiple doses of his unique drug in one hour if he accepts multiple item penalty to his acquisition test as normal?
3. What happens if a chem hunter never takes a dose of his unique drug in game? He starts out with addiction, but so long as he never actually takes a dose it seems he will never actually suffer a level fo fatigue from it wearing off.
4. Was the permanant addiction line even intended to reference the use of the addiction rules, or was it a bit of fluff that was unfourtunately worded?
Because at this point the RAW seems to indicate that it takes him an hour to prepare a single dose of drugs which last between 2-20 minutes, taking multiple doses in a day may not work, and whenever he isn't under the effect he has a -10 to all tests, unless he says to hell with his character concept and never actually uses the drug in the first place.
In short I'm hoping I'm misreading something, or that tome of excess revamps drug/addiction rules, because the archetype's unique abilities are more downside than benefit.
1- Page 56, Removing Fatigue. "…removed normally by rest…?" Yes. Any character suffers Fatigue if he/she doesn't administer another dose, but the Fatigue may be recovered without resorting to another dose of drug X. Addiction can be overcome by any character making (and succeeding on) Very Hard (-30) Toughness and Willpower Tests. Addiction and Fatigue are distinctly different. "…or by the use of another drug?" Yes. See De-Tox, pg 182, Core Rules..
2- "Can the Chem-Hunter acquire multiple doses…if he accepts the multiple item penaly…?" Page 306, Acquisition Test Modifiers. Yes. 2-5 doses is a modifier of +/-0, 5-10 doses is a -10 modifier, and so on. In order to craft drugs one would assume the Chem-Hunter must have the Medicae Skill (Special Use: Chem Use)…unless the Special Abilities of the Chem-Hunter are considered to be naturally intuitive…, pg 104. See also pg 94, Crafting: Chem Use, though I think the manufacture time indicated in the Chem-Hunter Archetype (ToB, pg 35) would supercede crafting times on pg 94. Manufacturing multiple doses would increase the Chem-Hunters time investment accordingly: 1 dose = 1 hour, 2 doses = 2 hours, and so on. However, it does read as the Chem-Hunter must first acquire the chemicals (which takes time) and then combine them (which consumes more time). Apparently, no one but Chem-Hunters know the proper mixture…
3- Page 35, Taste of Home, (ToB): "Chem-Hunters are permanently addicted…" This means you start the game with a grace period of 2d10 minutes before the current dose wears off. However, there are no deleterious effects associated with this chem-cocktail wearing off, only with taking multiple doses; see pg 182, Black Crusade Core Rules, Sidebar, Excessive Drug Use and Addiction, second paragraph: "Every time the effects of one of the drugs indicated below…" The Taste of Home is not indicated anywhere on that page, or within the DRUGS AND CONSUMABLES section of the Armoury, or anywhere within the Core Rules for that matter. Technicality? Yes. In your favor? Yes. Can a GM rule otherwise? Yes. Even so, refer to 1, above.
4- See 3, above.
You, the Player, are not forced to admisiter/take drugs, and by extension neither is your character. However, the more you do turn to drugs for their benefits, the more the character will suffer "withdrawal" Fatigue (which you can recover normally).