Addictions (no ontology)
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=== Alcohol withdrawal === | === Alcohol withdrawal === | ||
*Substances: All alcoholic [[List of food items|drinks]] | *Substances: All alcoholic [[List of food items|drinks]] | ||
- | *Addiction chance per use: | + | *Addiction chance per use: 2% multiplied by the amount of Inebriation gained. |
*NOTE: If this addiction is acquired, withdrawal effects as soon as the [[Inebriation]] counter falls under 20%. | *NOTE: If this addiction is acquired, withdrawal effects as soon as the [[Inebriation]] counter falls under 20%. | ||
Revision as of 19:01, 5 June 2017
Many meds are addictive substances, which means they have a chance to cause their users to develop an addictive behavior and require to keep consuming the med in question, or suffer the consequences of withdrawal.
Addictions are classed by group. Certain substances, not all of which are medical aids, may generate addictions. The chance to develop an addiction, as well as the effects of withdrawal, all depend on what kind of substance and thus, of addiction group, is involved.
Developing addictions
Each substance has an addition chance per use, which refers to the chance of developing an addiction to this substance every time one instance is consumed.
If an addiction is indeed developed, the contestant will start feeling intense cravings for the relevant substance, and will suffer from withdrawal effects as soon as the substance's effects wane off.
Once withdrawal effects begin, a counter starts: (1d8*100)+200 turns (between 300 and 1000 turns). One counter is started per addiction - there can be as many withdrawal effect counters as there are addictions developed. When the counter runs out, the addiction and the withdrawal effects wane away.
If an addiction has been developed, withdrawal effects can only be removed in one of two ways:
- Temporarily, by taking more of the substance to ward the withdrawal effects away. This temporarily disables withdrawal effects for as long as the drug's effects last, but this also resets the withdrawal effect counter to its previously rolled maximum.
- Permanently, by 'toughing it out' and enduring the withdrawal effects until the counter runs out, at which point the negative effects will cease. This comes with its own problems, as addiction takes an exceedingly long time to run out.
- With the help of a hospital room, which can now give an estimation of how much time remains until the withdrawal counter runs out, and may offer treatment to at least partially cut down the remaining time (500 P$ to remove 150 turns from ONE addiction's withdrawal counter; full treatment of multiple addictions may cost more).
Withdrawal effects are, majoritarily, a collection of negative Secondary effects.
Addiction effects
The different types of addictions and withdrawals are as follows:
Nicotine withdrawal
- Substances: Cigarette
- Addiction chance per use: 15%
Withdrawal effects:
- FT+1
- Moderate anxiety
- Accelerated fatigue
Alcohol withdrawal
- Substances: All alcoholic drinks
- Addiction chance per use: 2% multiplied by the amount of Inebriation gained.
- NOTE: If this addiction is acquired, withdrawal effects as soon as the Inebriation counter falls under 20%.
Withdrawal effects:
- Nausea
- Hallucinations
Opioid addiction
- Substances: Morphine, Heroin, Codeine, Oxycodone
- Addiction chance per use: 25%
- NOTE: Each time the withdrawal kicks in, the sufferer is afflicted with three random effects from the list below.
Possible withdrawal effects:
- Forced wakefulness
- Bowel pains
- Nausea
- Strength -20%
- Inaccuracy Range +2
- FT+2
- Pain sensitivity +20%
- Mild anxiety
- Extreme accelerated fatigue
Cannabis withdrawal
- Substances: Cannabis
- Addiction chance per use: 10%
Withdrawal effects:
- Intense accelerated hunger
- Strength -10%
Benzo withdrawal
- Substances: Diazepam, Lorazepam (Benzo is short for "Benzodiazepine", which those substances all are.)
- Addiction chance per use: 30%
- NOTE: Each time the withdrawal kicks in, the sufferer is afflicted with three random effects from the list below.
Possible withdrawal effects:
- Increased alertness
- Forced wakefulness
- FT+2
- Inaccuracy Range +2
- Intense anxiety
- Rage
- Strength -10%
- Hallucinations
- Agility -2
- Intense accelerated fatigue
Cocaine withdrawal
- Substances: Cocaine
- Addiction chance per use: 25%
Withdrawal effects:
- Strength -20%
- Forced wakefulness
- Intense accelerated hunger
- Intense anxiety
- Intense accelerated fatigue
Amphetamine withdrawal
- Substances: Amphetamines, Desoxyn (Methamphetamine)
- Addiction chance per use: 30%
Withdrawal effects:
- Intense accelerated hunger
- Inaccuracy Range +1
- Agility -2
- Hallucinations
- Severe anxiety
- Extreme accelerated fatigue
Anabolic steroid withdrawal
- Substances: Steroids
- Addiction chance per use: 10%
Withdrawal effects:
- Severe anxiety
- Forced wakefulness
- Rage
- Inaccuracy Range +1
MDMA withdrawal
- Substances: Ecstasy
- Addiction chance per use: 20%
Withdrawal effects:
- Morale loss
- Moderate anxiety
- Intense accelerated fatigue
- IS tier +1
Sick Hakutaku syndrome
- Also known as "Sick magician syndrome" or simply "Magic mushroom addiction"
- Substances: All magic mushrooms
- Addiction chance per use: 20%
- NOTE: Each time the withdrawal kicks in, the sufferer is afflicted with three random effects from the list below.
Withdrawal effects:
- Bowel pains
- FT+1
- Hallucinations
- Accelerated hunger
- Mild anxiety
- Pain sensitivity +20%
- Strength -20%
- Inaccuracy Range +1
- Agility -1
- IS tier +1
- Accelerated fatigue