Addictions

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Addiction represents a growing dependency on a drug, magical effect, or ritual substance.

Addiction Chance

Each time a character is exposed to an addictive effect, they must roll an opposed Mental Resistance vs. the effect's Potency value as a number of dice. On a failure, they gain 1 step of Addiction. Addiction is tracked separately for each substance.

Addiction Steps

Step Name Description Days until Withdrawal Withdrawal Effect
1 Craving The character develops a subtle urge. 7 days -2d10 to Concentration effects.
2 Dependency The character begins to build daily routines around consumption. 5 days –1 to all Skill rolls, restless sleep prevents natural Fatigue recovery.
3 Need The character finds it difficult to function normally without the substance. 3 days –2 to all Skill rolls and Dodge; cannot naturally recover Mana.
4 Addiction Obsession dominates the character’s life; obtaining the substance becomes a compulsion. 2 days –3 to all Skill rolls, –2 Dodge, –1 Physical Resistance; lose 1 Health per day (not healed naturally).
5 Severe Addiction The character’s body and spirit collapse without the substance daily. 1 day –4 to all rolls, –2 Dodge, –2 Resistance; lose 1 Lethal per day; cannot naturally recover Health, Mana, or Fatigue; may only take 1 Action per round.

Recovery

  • Medicine Skill: A character may attempt a Medicine + Intelligence roll once per day while abstaining. Each roll equal or greater to the Rank of the Addiction reduces the Addiction by 1 step. A maximum of 1 step may be affected per day in this manner. A failed roll results in 1 lethal damage.
  • Cleanse (or equivalent) generating a number of successes equal to the Rank of the Addiction reduces Addiction by 1 step.