Difference between revisions of "Addict"
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{{physicalFault | {{physicalFault | ||
− | |xp= | + | |xp=4/8 |
− | |description=You just can't quit the juice or whatever your particular vice may be. For | + | |description=You just can't quit the juice or whatever your particular vice may be. For an addiction to something easily procured such as food, caffeine, alcohol, tobacco products, or gambling, this Fault is worth four points. For an intense addiction to expensive and hard-to-find substances or situations, such as addiction to the blood of a powerful and exotic creature, or dependence on a potent drugs or chemicals, the bonus is eight XP. The addiction should prove an ever present menace, not only to the character whom it afflicts, but also to that character's comrades and loved ones. Note that the long-term chemically-addicted usually develop a resistance to their drug of choice reducing the potency and duration of the high to half, thus requiring more frequent use of larger amounts of the product to achieve the same effect. Any benefits usually gained from a vice are halved (round down) in the case of the addict. Each day an addict must indulge in their vice. If they do not, they suffer a −2 or −4 penalty to all rolls until they once again indulge in their vice. |
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Latest revision as of 15:35, 15 April 2012
You just can't quit the juice or whatever your particular vice may be. For an addiction to something easily procured such as food, caffeine, alcohol, tobacco products, or gambling, this Fault is worth four points. For an intense addiction to expensive and hard-to-find substances or situations, such as addiction to the blood of a powerful and exotic creature, or dependence on a potent drugs or chemicals, the bonus is eight XP. The addiction should prove an ever present menace, not only to the character whom it afflicts, but also to that character's comrades and loved ones. Note that the long-term chemically-addicted usually develop a resistance to their drug of choice reducing the potency and duration of the high to half, thus requiring more frequent use of larger amounts of the product to achieve the same effect. Any benefits usually gained from a vice are halved (round down) in the case of the addict. Each day an addict must indulge in their vice. If they do not, they suffer a −2 or −4 penalty to all rolls until they once again indulge in their vice.