Substance Abuse and Addiction

People use. It’s a fact of life on the streets of the Sixth World: People use substances to escape reality, and more often than they want to admit, they abuse those substances. Sometimes it’s for recreational escapism, sometimes it’s to get an edge on the competition. When people abuse substances, they run the risk of becoming addicted.   Substance abuse and addiction should be handled in terms of role-playing. Part of a character’s portrayal and actions should be influenced by his choices, his temptations, and his struggle to overcome (or succumb to) those temptations. While the player should ultimately be allowed to decide his character’s choices and fate, the gamemaster should be ready to take advantage of opportunities for drama during the game. If the game they’re playing leans that way, dealing with addictions can provide tremendous drama. A long-sober character can be pushed to her limits by events around her, or she may discover a stash of her intoxicant of choice, which she had long thought destroyed. An active addict can find herself in jail, unable to get a fix and forced to go cold turkey.   Characters can start the game with the Addiction Negative quality (p. 77), or they can get it at the gamemaster’s discretion during the game. This gives the gamemaster the ability to determine how common substance abuse is in his own game, including whether or not it’s a part of the game they’re comfortable including.  

Addiction Tests

When you starts using drugs (or chips, or foci, or hot-sim, or anything else in this spirits-forsaken world that’s addictive), you might need to make an Addiction Test when you do too much of it. Each substance that can hook you has an Addiction rating and an Addiction Threshold, listed on the Addiction Table (at right).   Addiction can be physiological, psychological, or both. Psychological dependence usually stems from the emotional gratification, euphoria, and escapism derived from use of a drug. Physiological addiction results from the body’s dependence on the substance for its continued “survival.” Some drugs can confer both types of addiction, making them among the most difficult to kick.   Every time you use an addictive substance during (11 — Addiction Rating) weeks in a row, you need to make an Addiction Test. The clock on this keeps ticking even if you skip a week, but every week you go without indulging reduces the Addiction Threshold by 1 (it returns to normal when you use again). If the threshold hits 0, you’re off the hook until you use the substance again. This means that substances with high Addiction ratings (like kamikaze) could get you hooked in a single dose.   When it’s time for an Addiction Test, check to see if the addiction type is psychological, physiological, or both—that will tell you what you’ll be adding to your dice pool for the test. If it’s psychological, use Logic + Willpower; if it’s physiological use Body + Willpower. If it’s both, you need to make two tests: one psychological and one physiological. The threshold for the test is given on the Addiction Table (at right). If you’re using more than one addictive substance, you need to make tests for each of them every time an Addiction Test comes up.   If you fail the Addiction Test, you gain the Addiction quality for the substance you’ve been using (without picking up any bonus Karma for it). If you already have the Addiction quality for the substance, it gets more severe by one step (Mild to Moderate to Severe to Burnout). If you’re already at Burnout … well, it’s not good.   If you fail an Addiction Test when you’re already burnt out, your Body or Willpower—whichever is higher—is permanently reduced by 1, along with your maximum Rating for that attribute. If they’re tied, reduce Body for a physiological addiction or Willpower for a psychological addiction (if it’s both, flip a coin). If either attribute drops to 0, you fall into a coma. Fill your Stun and Physical Condition Monitors and then start taking one box of overflow damage (Exceeding the Condition Monitor, p. 170).  

Role-Playing Addiction

Everyone handles addiction differently. In game terms, this is based on their Addiction level (p. 77).   Mild addiction indicates more social use of the drug. They’ll feel a craving “every now and then” and don’t see any kind of problem with indulging their habit. There’s no reason not to, as they see it. Most don’t realize that they have a problem, even when they notice problems with their attempts to cut back on their use. Mild addictions are as close to manageable as addictions get.   Moderate addiction indicates that the character has developed a tolerance for his drug of choice, and displays stronger cravings. They begin to use more frequently, up their dosages, or move on to something harder. Others have begun to notice the problem, in spite of attempts to conceal it. Repercussions from his habit begin to increase; these generally include mood swings, a drop in reliability, and the beginnings of financial problems as he begins spending more on his habit.   Severe addictions are typical of stereotypical junkies. Their lives are out of control, they’re constantly strung out and need their fix, and every shred of income goes to feed their habit. They’ll steal, borrow from loan sharks, prostitute themselves, and just about anything else to finance their next fix. It’s up to the gamemaster and the player to figure out where the bottom is. One thing to keep in mind is that when someone hits rock bottom, he could die … or he could be inspired to climb out of the pit.   Burnout addictions are what happen when someone bottoms out and then proceeds to go lower. They’re longterm addicts who now display physiological and psychological side effects from continual substance abuse. Characters who continue in this state usually have life expectancies measured in weeks, if not days, and they suffer deteriorating health effects along the way.   Once a character has reached the Burnout stage, things start getting bad very quickly. They begin to show physiological health problems and slurred speech. As the downward spiral progresses, they might also develop abscesses, infections, incontinence, and other unpleasant side effects. In addition to the physical effects, the addict suffers psychological effects including blackouts, flashbacks, drastic mood swings, schizophrenia, and paranoia, among many others.  

Getting a Fix

Once addicted, users need a dosage, or fix, on a regular basis, as appropriate to the severity of their Addiction quality (p. 77). To resist the craving, make a Withdrawal Test (use rules for Addiction Test), applying modifiers appropriate to the addiction level. If you don’t resist, you need your fix or you’ll go into withdrawal.  

Withdrawal and Staying Clean

Withdrawal is a bitch, whether it’s voluntary or forced. Depending on the drug and the degree of addiction, withdrawal may take a while. When you go too long without using what you’re addicted to, you enter withdrawal, with the effects listed under the Addiction quality description (p. 77). If you can stay off the stuff for a number of weeks equal to the Addiction rating, you can make an Addiction Test for the substance—if you succeed, you can buy off your Addiction quality with the appropriate amount of Karma. If you fail or can’t afford to buy off the quality, you’re still in withdrawal and the process starts again.  

Overdosing

Too much of anything can hurt you, or even kill you. Whenever you take a substance while you’re already on that substance or one that has a shared effect (like the way cram and novacoke both affect Reaction), you take Stun damage with a DV equal to the sum of the Addiction Ratings of the overlapping drugs, resisted with Body + Willpower.