Addictions (no ontology)
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- | 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. | + | Many consumables ([[food]] and [[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. | 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. | ||
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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. | 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 | + | If an addiction is indeed developed, the Contestant will start feeling the '''Level 1 withdrawal effects'''. A 50-turn counter is then started. |
- | + | * If the Contestant does not seek treatment, or takes more of the same substance before that counter ends, then the Contestant will be under '''Level 2 withdrawal''', and the corresponding effects are applied instead. | |
- | + | * While under Level 2 withdrawal, a 100-turn counter begins. If the Contestant still doesn't consume or seek treatment before that counter ends, then the Contestant will start suffering '''Level 3 withdrawal''' and its corresponding effects, and those effects will last indefinitely, until treatment or consumption occurs. | |
If an addiction has been developed, withdrawal effects can only be removed in one of two ways: | If an addiction has been developed, withdrawal effects can only be removed in one of two ways: | ||
- | * Temporarily, by | + | * Temporarily, by consuming more substances from the addiction group, to ward the withdrawal effects away. This temporarily disables withdrawal effects for as long as the drug's effects last, but this also means the addiction remains and is only temporarily warded away. |
- | * Permanently, | + | * Permanently, with the help of a [[hospital room]], which may offer treatment to permanently get rid of addiction and addiction symptoms ('''1000 P$ to cure the body of one addiction'''; full treatment of multiple addictions may cost more). |
- | + | ||
Withdrawal effects are, majoritarily, a collection of negative [[Secondary effects]]. | Withdrawal effects are, majoritarily, a collection of negative [[Secondary effects]]. | ||
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Withdrawal effects: | Withdrawal effects: | ||
- | * | + | |
- | * | + | * '''Level 1:''' One-time Stress increase +(1d6 x 1.0%), no effects otherwise |
- | * | + | * '''Level 2:''' Failure Threshold +1 |
+ | * '''Level 3:''' Moderate anxiety, Failure Threshold +2 | ||
=== 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: 1% multiplied by 10 times the amount of Inebriation gained in one use. (E.g.: +0.8 inebriation in one turn = 8% addiction chance) |
*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%. | ||
- | Withdrawal effects: | + | Withdrawal effects: |
- | * Nausea | + | |
- | * | + | * '''Level 1:''' Hallucinations (2d10 turns) |
+ | * '''Level 2:''' Nausea, Agility -2, Moderate anxiety | ||
+ | * '''Level 3:''' Nausea, Agility -2, IS tier +1, Moderate anxiety, Decompensation | ||
=== Opioid addiction === | === Opioid addiction === | ||
* Substances: [[Morphine]], [[Heroin]], [[Codeine]], [[Oxycodone]] | * Substances: [[Morphine]], [[Heroin]], [[Codeine]], [[Oxycodone]] | ||
* Addiction chance per use: 25% | * Addiction chance per use: 25% | ||
- | |||
- | + | Withdrawal effects: | |
- | + | ||
- | * | + | * '''Level 1:''' Mild anxiety |
- | * Nausea | + | * '''Level 2:''' Nausea, Moderate anxiety |
- | * | + | * '''Level 3:''' FT+1, Intense anxiety, Accelerated fatigue |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
=== Cannabis withdrawal === | === Cannabis withdrawal === | ||
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* Addiction chance per use: 10% | * Addiction chance per use: 10% | ||
- | Withdrawal effects: | + | Withdrawal effects: |
- | * | + | |
- | * | + | * '''Level 1:''' No effects |
+ | * '''Level 2:''' One-time Stress increase +(1d6 x 1.0%), no effects otherwise | ||
+ | * '''Level 3:''' One-time Stress increase +(2d6 x 1.0%), mild accelerated hunger | ||
=== Benzo withdrawal === | === Benzo withdrawal === | ||
* Substances: [[Diazepam]], [[Lorazepam]] (Benzo is short for "Benzodiazepine", which those substances all are.) | * Substances: [[Diazepam]], [[Lorazepam]] (Benzo is short for "Benzodiazepine", which those substances all are.) | ||
* Addiction chance per use: 30% | * Addiction chance per use: 30% | ||
- | |||
- | + | Withdrawal effects: | |
- | + | ||
- | * | + | * '''Level 1:''' Mild anxiety, Accelerated fatigue |
- | * | + | * '''Level 2:''' Nausea, Moderate anxiety, Accelerated fatigue |
- | * | + | * '''Level 3:''' Nausea, Moderate anxiety, Accelerated fatigue, Forced wakefulness |
- | + | ||
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- | + | ||
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=== Cocaine withdrawal === | === Cocaine withdrawal === | ||
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Withdrawal effects: | Withdrawal effects: | ||
- | + | ||
- | * | + | * '''Level 1:''' Accelerated fatigue, Mild accelerated hunger |
- | + | * '''Level 2:''' Moderate anxiety, Accelerated hunger | |
- | * | + | * '''Level 3:''' Intense anxiety, Intense accelerated hunger, Forced wakefulness |
- | * Intense accelerated | + | |
=== Amphetamine withdrawal === | === Amphetamine withdrawal === | ||
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Withdrawal effects: | Withdrawal effects: | ||
- | + | ||
- | * | + | * '''Level 1:''' Accelerated fatigue |
- | * | + | * '''Level 2:''' Intense accelerated fatigue, Accelerated hunger |
- | * | + | * '''Level 3:''' Intense accelerated fatigue, Accelerated hunger, IS tier +1, Agility -1 |
- | + | ||
- | + | ||
=== Anabolic steroid withdrawal === | === Anabolic steroid withdrawal === | ||
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* Addiction chance per use: 10% | * Addiction chance per use: 10% | ||
- | Withdrawal effects: | + | Withdrawal effects: |
- | + | ||
- | * | + | * '''Level 1:''' Strength -10% |
- | * Rage | + | * '''Level 2:''' Rage (2d10 turns), Strength -20% |
- | * | + | * '''Level 3:''' Intense accelerated fatigue, Strength -40% |
=== MDMA withdrawal === | === MDMA withdrawal === | ||
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Withdrawal effects: | Withdrawal effects: | ||
- | * | + | |
- | * Moderate anxiety | + | * '''Level 1:''' Hallucinations (2d5 turns), Mild accelerated thirst |
- | * Intense | + | * '''Level 2:''' Hallucinations (2d10 turns), Accelerated thirst, Accelerated fatigue |
- | * | + | * '''Level 3:''' Accelerated hunger, Accelerated thirst, Accelerated fatigue, Hallucinations |
+ | |||
+ | === PCP withdrawal === | ||
+ | * Substances: [[PCP]] | ||
+ | * Addiction chance per use: 10% | ||
+ | |||
+ | Withdrawal effects: | ||
+ | |||
+ | * '''Level 1:''' Moderate anxiety | ||
+ | * '''Level 2:''' Intense anxiety, Hallucinations (2d10 turns) | ||
+ | * '''Level 3:''' Intense anxiety, Hallucinations (2d10 turns), Rage (2d10 turns) | ||
=== Sick Hakutaku syndrome === | === Sick Hakutaku syndrome === | ||
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* Substances: All [[Mushrooms|magic mushrooms]] | * Substances: All [[Mushrooms|magic mushrooms]] | ||
* Addiction chance per use: 20% | * Addiction chance per use: 20% | ||
- | |||
Withdrawal effects: | Withdrawal effects: | ||
- | * | + | |
- | * FT+1 | + | * '''Level 1:''' IR+1, Strength -10% |
- | + | * '''Level 2:''' FT+1, Mild anxiety, Strength -20% | |
- | + | * '''Level 3:''' FT+1, Moderate anxiety, Strength -40%, Hallucinations | |
- | + | ||
- | + | ||
- | + | ||
- | * | + | |
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== See also == | == See also == | ||
* [[Medical aids]] | * [[Medical aids]] | ||
* [[Secondary effect]] | * [[Secondary effect]] |
Latest revision as of 14:08, 7 September 2019
Many consumables (food and 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 the Level 1 withdrawal effects. A 50-turn counter is then started.
- If the Contestant does not seek treatment, or takes more of the same substance before that counter ends, then the Contestant will be under Level 2 withdrawal, and the corresponding effects are applied instead.
- While under Level 2 withdrawal, a 100-turn counter begins. If the Contestant still doesn't consume or seek treatment before that counter ends, then the Contestant will start suffering Level 3 withdrawal and its corresponding effects, and those effects will last indefinitely, until treatment or consumption occurs.
If an addiction has been developed, withdrawal effects can only be removed in one of two ways:
- Temporarily, by consuming more substances from the addiction group, to ward the withdrawal effects away. This temporarily disables withdrawal effects for as long as the drug's effects last, but this also means the addiction remains and is only temporarily warded away.
- Permanently, with the help of a hospital room, which may offer treatment to permanently get rid of addiction and addiction symptoms (1000 P$ to cure the body of one addiction; 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:
- Level 1: One-time Stress increase +(1d6 x 1.0%), no effects otherwise
- Level 2: Failure Threshold +1
- Level 3: Moderate anxiety, Failure Threshold +2
Alcohol withdrawal
- Substances: All alcoholic drinks
- Addiction chance per use: 1% multiplied by 10 times the amount of Inebriation gained in one use. (E.g.: +0.8 inebriation in one turn = 8% addiction chance)
- NOTE: If this addiction is acquired, withdrawal effects as soon as the Inebriation counter falls under 20%.
Withdrawal effects:
- Level 1: Hallucinations (2d10 turns)
- Level 2: Nausea, Agility -2, Moderate anxiety
- Level 3: Nausea, Agility -2, IS tier +1, Moderate anxiety, Decompensation
Opioid addiction
Withdrawal effects:
- Level 1: Mild anxiety
- Level 2: Nausea, Moderate anxiety
- Level 3: FT+1, Intense anxiety, Accelerated fatigue
Cannabis withdrawal
- Substances: Cannabis
- Addiction chance per use: 10%
Withdrawal effects:
- Level 1: No effects
- Level 2: One-time Stress increase +(1d6 x 1.0%), no effects otherwise
- Level 3: One-time Stress increase +(2d6 x 1.0%), mild accelerated hunger
Benzo withdrawal
- Substances: Diazepam, Lorazepam (Benzo is short for "Benzodiazepine", which those substances all are.)
- Addiction chance per use: 30%
Withdrawal effects:
- Level 1: Mild anxiety, Accelerated fatigue
- Level 2: Nausea, Moderate anxiety, Accelerated fatigue
- Level 3: Nausea, Moderate anxiety, Accelerated fatigue, Forced wakefulness
Cocaine withdrawal
- Substances: Cocaine
- Addiction chance per use: 25%
Withdrawal effects:
- Level 1: Accelerated fatigue, Mild accelerated hunger
- Level 2: Moderate anxiety, Accelerated hunger
- Level 3: Intense anxiety, Intense accelerated hunger, Forced wakefulness
Amphetamine withdrawal
- Substances: Amphetamines, Desoxyn (Methamphetamine)
- Addiction chance per use: 30%
Withdrawal effects:
- Level 1: Accelerated fatigue
- Level 2: Intense accelerated fatigue, Accelerated hunger
- Level 3: Intense accelerated fatigue, Accelerated hunger, IS tier +1, Agility -1
Anabolic steroid withdrawal
- Substances: Steroids
- Addiction chance per use: 10%
Withdrawal effects:
- Level 1: Strength -10%
- Level 2: Rage (2d10 turns), Strength -20%
- Level 3: Intense accelerated fatigue, Strength -40%
MDMA withdrawal
- Substances: Ecstasy
- Addiction chance per use: 20%
Withdrawal effects:
- Level 1: Hallucinations (2d5 turns), Mild accelerated thirst
- Level 2: Hallucinations (2d10 turns), Accelerated thirst, Accelerated fatigue
- Level 3: Accelerated hunger, Accelerated thirst, Accelerated fatigue, Hallucinations
PCP withdrawal
- Substances: PCP
- Addiction chance per use: 10%
Withdrawal effects:
- Level 1: Moderate anxiety
- Level 2: Intense anxiety, Hallucinations (2d10 turns)
- Level 3: Intense anxiety, Hallucinations (2d10 turns), Rage (2d10 turns)
Sick Hakutaku syndrome
- Also known as "Sick magician syndrome" or simply "Magic mushroom addiction"
- Substances: All magic mushrooms
- Addiction chance per use: 20%
Withdrawal effects:
- Level 1: IR+1, Strength -10%
- Level 2: FT+1, Mild anxiety, Strength -20%
- Level 3: FT+1, Moderate anxiety, Strength -40%, Hallucinations