
Addiction and the abuse of intoxicants
Rule, Optional rules
Addiction steadily erodes attributes, builds tolerance, and brings harsh withdrawal; even after quitting, temptation must be resisted with Will saves.
From the book
A character hooked on any intoxicant pays a steady price. Every two months he or she must save vs Constitution or lose a point of it, permanently or until the habit is broken, and once a year must save against each other attribute or lose a point there as well. A monthly Constitution save that succeeds means tolerance has set in, and the dose has to go up by 25% to have the same effect.
Missing the daily dose brings a save vs Constitution every six hours to hold off withdrawal. The symptoms come in stages: heavy sweating for 2-12 hours, then violent shaking for 2-12 hours (all combat rolls and DEX saves halved, and a 50% chance for casters that any spell fails), and finally crippling pain broken by bouts of exhausted unconsciousness for 1-3 days. Once these pass the character has kicked the habit. Taking the substance ends the symptoms within 2-20 minutes, but keeps the addiction going.
Even a recovered addict must save vs WILL whenever the substance is nearby, with +1 for each month of sobriety. A failure means giving in and taking it; a second failed save vs WILL means the character is addicted once more.
At a glance
- Constitution loss
- Save vs CON every 2 months or lose 1 CON
- Other attributes
- Save vs each other attribute yearly or lose 1 point
- Tolerance
- Monthly save vs CON; success = must raise dose by +25%
- Withdrawal
- Save vs CON every 6 hours when dose missed; sweating (2-12 hrs), shaking (halve combat rolls and DEX saves, 50% spell failure; 2-12 hrs), incapacitating pain (1-3 days)
- Relief
- Taking the dose stops symptoms in 2-20 minutes but continues the addiction
- After quitting
- Save vs WILL near the substance (+1 per sober month); failing twice means relapse