Addictions (no ontology)

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(Addiction effects)
 
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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.
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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.
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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.
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If an addiction is indeed developed, the Contestant will start feeling the '''Level 1 withdrawal effects'''. A 50-turn counter is then started.
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* 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.
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Once withdrawal effects begin, a counter starts: '''(1d6*100)+400 turns''' (between 500 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.
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* 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:
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* 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.
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* 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.
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* 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.
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* 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).
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* 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
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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 counter - Estimations:
 
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* 500 turns and more: '''Completely addicted''' (or, if it reset recently, '''Relapsed''')
 
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* 401 - 499 turns: '''Addicted'''
 
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* 251 - 400 turns: '''Moderately addicted'''
 
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* 101 - 250 turns: '''Recovering'''
 
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* 50 - 100 turns: '''Rehabilitating'''
 
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* Under 50 turns: '''Almost clean'''
 
== Addiction effects ==
== Addiction effects ==
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Withdrawal effects:
Withdrawal effects:
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* Inaccuracy
 
-
* Morale loss
 
-
=== Alcoholism ===
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* '''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 [[List of food items|drinks]]
*Substances: All alcoholic [[List of food items|drinks]]
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*Addiction chance per use: 20%
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*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)
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*NOTE: If this addiction is acquired, withdrawal effects as soon as their [[Inebriation]] counter falls under 40%.
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*NOTE: If this addiction is acquired, withdrawal effects as soon as the [[Inebriation]] counter falls under 20%.
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Withdrawal effects:
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Withdrawal effects:  
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* Nausea
+
 
-
* Hallucinations
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* '''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%
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* NOTE: Each time the withdrawal kicks in, the sufferer is afflicted with three random effects from the list below.
 
-
Possible withdrawal effects:  
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Withdrawal effects:  
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* Forced wakefulness
+
 
-
* Bowel pains
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* '''Level 1:''' Mild anxiety
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* Nausea
+
* '''Level 2:''' Nausea, Moderate anxiety
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* Strength -20%
+
* '''Level 3:''' FT+1, Intense anxiety, Accelerated fatigue
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* Inaccuracy
+
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* FT+1
+
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* Pain sensitivity +20%
+
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* Morale loss
+
=== Cannabis withdrawal ===
=== Cannabis withdrawal ===
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* Addiction chance per use: 10%
* Addiction chance per use: 10%
-
Withdrawal effects:
+
Withdrawal effects:  
-
* Intense accelerated hunger
+
 
-
* Forgetfulness
+
* '''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.)
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* Addiction chance per use: 25%
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* Addiction chance per use: 30%
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* NOTE: Each time the withdrawal kicks in, the sufferer is afflicted with three random effects from the list below.
+
 
 +
Withdrawal effects:
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Possible withdrawal effects:  
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* '''Level 1:''' Mild anxiety, Accelerated fatigue
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* Increased alertness
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* '''Level 2:''' Nausea, Moderate anxiety, Accelerated fatigue
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* Forced wakefulness
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* '''Level 3:''' Nausea, Moderate anxiety, Accelerated fatigue, Forced wakefulness
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* FT+2
+
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* Inaccuracy
+
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* Morale loss
+
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* Rage (same effects as steroid rage)
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* Strength -10%
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* Hallucinations
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=== Cocaine withdrawal ===
=== Cocaine withdrawal ===
* Substances: [[Cocaine]]
* Substances: [[Cocaine]]
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* Addiction chance per use: 20%
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* Addiction chance per use: 25%
Withdrawal effects:  
Withdrawal effects:  
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* Strength -20%
+
 
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* Nausea
+
* '''Level 1:''' Accelerated fatigue, Mild accelerated hunger
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* Forced wakefulness
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* '''Level 2:''' Moderate anxiety, Accelerated hunger
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* Intense accelerated hunger
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* '''Level 3:''' Intense anxiety, Intense accelerated hunger, Forced wakefulness
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* Morale loss
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=== Amphetamine withdrawal ===
=== Amphetamine withdrawal ===
* Substances: [[Amphetamines]], [[Desoxyn]] (Methamphetamine)
* Substances: [[Amphetamines]], [[Desoxyn]] (Methamphetamine)
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* Addiction chance per use: 25%
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* Addiction chance per use: 30%
Withdrawal effects:  
Withdrawal effects:  
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* Intense accelerated hunger
+
 
-
* Forgetfulness
+
* '''Level 1:''' Accelerated fatigue
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* FT+2
+
* '''Level 2:''' Intense accelerated fatigue, Accelerated hunger
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* Inaccuracy
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* '''Level 3:''' Intense accelerated fatigue, Accelerated hunger, IS tier +1, Agility -1
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* Hallucinations
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* Severe morale loss
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=== Anabolic steroid withdrawal ===
=== Anabolic steroid withdrawal ===
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* Addiction chance per use: 10%
* Addiction chance per use: 10%
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Withdrawal effects:
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Withdrawal effects:  
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* Severe morale loss
+
 
-
* Forced wakefulness
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* '''Level 1:''' Strength -10%
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* Strength -20%
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* '''Level 2:''' Rage (2d10 turns), Strength -20%
-
* Inaccuracy
+
* '''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 ===
=== 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%
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* NOTE: Each time the withdrawal kicks in, the sufferer is afflicted with three random effects from the list below.
 
Withdrawal effects:  
Withdrawal effects:  
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* Bowel pains
+
 
-
* FT+1
+
* '''Level 1:''' IR+1, Strength -10%
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* Hallucinations
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* '''Level 2:''' FT+1, Mild anxiety, Strength -20%
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* Accelerated hunger
+
* '''Level 3:''' FT+1, Moderate anxiety, Strength -40%, Hallucinations
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* Morale loss
+
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* Pain sensitivity +20%
+
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* Strength -20%
+
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* Forgetfulness
+
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* Inaccuracy
+
== 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

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

See also