These rules are meant to provide deep roleplay around drug use and its effects. As such, they're a bit cumbersome when that kind of roleplay isn't interesting.
When exposed to a mind-altering substance, there are two rolls that are usually made. The first roll is to resist the immediate effects of the drug. The second roll is to fight off the onset of addiction to the drug.
The effects of a drug are typically automatic, but may be overcome by rolling Stamina + Resolve. This roll is typically penalized by the potency of the drug, and gains a bonus for every dot of Toxin Resistance. Additionally, characters with Toxin Resistance must always roll to overcome the drug's effects, as their bodies automatically try to fight off even beneficial drugs.
The roll to avoid becoming addicted to the drug is usually made after every exposure. It, too, varies based on the drug in question, but is often the same as the roll to overcome the drug's effects. The drug's physically addictive effects are handled with an addiction modifier, but the psychological risks for addiction should be handled by assessing additional modifiers based on the character's behavior and reasons for using that drug.
Dice Pool: Resolve + Stamina + Addiction Modifier
Action: Reflexive
Dramatic Failure: You develop a severe addiction to the drug. This is always a Major Derangement. When addiction to the drug would be a Major Derangement anyway, the required interval for indulging the drug is increased as though the character was a long-time user.
Failure: You develop an addiction to the drug. These usually start as a Minor Derangement.
Success: You stave off addiction, for now.
Exceptional Success: You become a bit resistant to the drug. You gain a +1 bonus on all rolls to resist the drug's effects and to avoid becoming addicted to this drug. The bonus lasts for one month.
Modifier | Situation |
---|---|
-1 | Each recent, successives use of the drug |
+1 | Each dot of Toxin Resistance |
These are the addiction modifiers for various common addictive substances.
Modifier | Substance |
---|---|
+2 | Alcohol |
+1 | Nicotine |
0 | Oxycodone |
0 | Morphine |
-1 | Heroin |
-2 | Cocaine |
-2 | Crack* |
-3 | Meth |
* Crack has a very short high, so multiple doses are often taken in quick succession. This rapidly stacks the -1 penalty for recent repeated use, making its addiction in practice much greater than cocaine, even though the base substances have the same modifier.
Once addicted to a drug, it becomes part of the character's lifestyle and daily routines. Going too long without a hit feels depressing at best, and cripplingly painful at worst.
An addict must use their drug at least once every so often, as defined by the drug. If they choose not to do so -- or are prevented -- then they must roll to avoid the indulgence. This is part of their Addiction derangement.
Dice Pool: Resolve + Composure
Action: Instant
Interval: Varies by drug
Dramatic Failure: Withdrawal is a bitch. All rolls suffer a cumulative -3 penalty until you indulge your addiction. Once you do, these penalties go away.
You also become helpless to the compulsions of your addiction. Whenever your character is exposed to situations where they would normally indulge, they must do so.
Failure: You feel the teeth of withdrawal sinking into you. All rolls suffer a cumulative -1 penalty until you indulge your addiction. The moment you do, all of these penalties go away.
You also become vulnerable to the compulsions of your addiction. Whenever your character is exposed to situations where they would normally indulge, they must roll to avoid triggering their Addiction derangement and succumbing.
Success: It sucks, but you fight off the cravings and soldier on.
Exceptional Success: You power through your cravings and minor withdrawal symptoms, and gain a +3 to the next roll made to resist indulging your addiction.
Modifier | Situation |
---|---|
-2 | The character is in a place or doing an activity that usually goes along with their addiction. Chatting in a bar for alcoholics, getting berated at work for smokers, etc. |
+1 | Each dot of Toxin Resistance |
Once you start fighting your addiction, you start to suffer. Once you've forgone at least one dose, you start to feel compelled to use the drug again. This can be resisted like the effects of any
derangement.
The triggers for the derangement should reflect the reasons why the character started using the drug in the first place. Additionally, it is often triggered by any failure of a skill roll. That failure highlights the effects of denial and pushes you toward your drug of choice.
Support groups really shine here. Other people can help your character fight off their cravings with a teamwork test using any number of social skills (Empathy, Intimidation, Persuasion, etc.).
Dice Pool: Resolve + Composure
Action: Instant
Dramatic Failure: You need more right now. Dumb ideas sound great if they have a chance of getting you another hit, and everything else takes a back seat.
Failure: It's just too much. You have to get more of the drug. If it's in ready supply, you use it. If it isn't, getting more becomes a primary goal.
Success: You're fine. You've got this. You push through your compulsions for the time being.
Exceptional Success: You're actually fine, and you've really got this. Not only do you avoid succumbing to the compulsions, you clear away any penalties you've accumulated from denying your indulgence (see above).
Modifier | Situation |
---|---|
+1 | Your character is somewhere safe where they don't have a history of using |
-1 | Your character often uses the drug in the current location |
-1 | Every consecutive failure on a Deny Indulgence roll |