Cost: Varies widely depending on the availability, cost, and legality of the substance you are addicted to, as well as the effect of missing a dose. See the chart below to calculate cost.
Description: You are addicted to some drug. You and the GM must agree on the vital aspects of the drug in question.
Detriment: Every time you miss a dose, you must make a successful Con roll or take physical damage. In a worst-case scenario, a severe enough failure on your Con roll could result in death.
Specifics of the drug the character is addicted to:
Availability | CP | Legality | CP | |
---|---|---|---|---|
Easy to Find | 0 | Legal and tolerated | 0 | |
Hard to Find | -5 | Legal but not tolerated | -5 | |
Very Hard to find | -10 | Illegal, but tolerated | -5 | |
Illegal and not tolerated | -10 | |||
Amount | CP | |||
Less than 20 pennies/dose | -5 | Effects | CP | |
20 – 100 pennies/dose | -10 | Per die of damage | -5 | |
101 – 200 pennies/dose | -15 | Required Ss on Con roll | -1 | |
200 pennies per dose or more | -20 |
Example: Francis is addicted to a drug called Cold Brew. Cold Brew is illegal, though since it doesn’t routinely make its addicts behave anti-socially, most people turn a blind eye toward those who use it (-5 CP). It is hard to find (-5 CP), and fairly expensive, at 125 pennies/dose (-15 CP). Unfortunately for Francis, Cold Brew addicts have it rough. When they miss getting their “fix”, they must achieve 4Ss (TN=4; -4 CP) on a Con roll or suffer 5 dice of damage (-25 CP). This is a harsh addiction, but accepting it nets Francis 54 CP to spend elsewhere.