Addictions
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Addiction represents a growing dependency on a drug, magical effect, or ritual substance.
Addiction Chance
Each time a character is exposed to an addictive effect, they must roll an opposed Mental Resistance vs. the effect's Potency value as a number of dice. On a failure, they gain 1 step of Addiction. Addiction is tracked separately for each substance.
Addiction Steps
| Step | Name | Description | Days until Withdrawal | Withdrawal Effect |
|---|---|---|---|---|
| 1 | Craving | The character develops a subtle urge. | 7 days | -2d10 to Concentration effects. |
| 2 | Dependency | The character begins to build daily routines around consumption. | 5 days | –1 to all Skill rolls, restless sleep prevents natural Fatigue recovery. |
| 3 | Need | The character finds it difficult to function normally without the substance. | 3 days | –2 to all Skill rolls and Dodge; cannot naturally recover Mana. |
| 4 | Addiction | Obsession dominates the character’s life; obtaining the substance becomes a compulsion. | 2 days | –3 to all Skill rolls, –2 Dodge, –1 Physical Resistance; lose 1 Health per day (not healed naturally). |
| 5 | Severe Addiction | The character’s body and spirit collapse without the substance daily. | 1 day | –4 to all rolls, –2 Dodge, –2 Resistance; lose 1 Lethal per day; cannot naturally recover Health, Mana, or Fatigue; may only take 1 Action per round. |
Recovery
- Medicine Skill: A character may attempt a Medicine + Intelligence roll once per day while abstaining. Each roll equal or greater to the Rank of the Addiction reduces the Addiction by 1 step. A maximum of 1 step may be affected per day in this manner. A failed roll results in 1 lethal damage.
- Cleanse (or equivalent) generating a number of successes equal to the Rank of the Addiction reduces Addiction by 1 step.
- Regenerate cures Addiction entirely.