Difference between revisions of "Addictions"

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* '''Level 2:''' FT +1, Mild anxiety, Strength -20%
 
* '''Level 2:''' FT +1, Mild anxiety, Strength -20%
 
* '''Level 3:''' FT +1, Moderate anxiety, Strength -40%, Hallucinations (permanent)
 
* '''Level 3:''' FT +1, Moderate anxiety, Strength -40%, Hallucinations (permanent)
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==== Naming ====
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{{Lore}}
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The term '''sick hakutaku syndrome''' to refer to magic mushroom addiction was coined in reference to the hakutaku, a youkai subspecies, which are reputed for their ability to identify mushrooms on sight. A similar, much more recent term, '''sick magician syndrome''', was coined, in reference to the eponymous 'magician' and 'wizard' species of magic-attuned humanoids.
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The exact origin of both terms is unknown, though it has been suggested that "sick hakutaku syndrome" was coined much earlier than "sick magician syndrome"; magicians first appeared in the Mazes during Year 291 of Era 7, whereas hakutaku, alongside other youkai species, first appeared in the Mazes at the start of Era 5, and references to their relations with mushrooms likely appeared early during that period.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 14:30, 28 September 2019

Navigation: Main Page Game mechanics Addictions




Many types of meds and even certain types of food and mushrooms are addictive.

Every time a creature consumes an addictive substance, there is a chance they may become addicted to that substance (category of substances). When not under the effects of a substance to which one is addicted, the creature is said to be in a state of withdrawal.

Developing addictions

Each substance has an addition chance per use, which refers to the chance of developing an addiction to this substance every time one instance is consumed.

If an addiction is indeed developed by a creature and they are not currently under the effects of the corresponding substances, they will enter Level 1 withdrawal and sustain the corresponding Effects. A 50-turn counter is then started.

  • If a creature under Level 1 withdrawal fails to seek treatment or an appropriate substance before that counter ends, then they will enter Level 2 withdrawal, and the corresponding effects are applied instead. A 100-turn counter then begins.
  • The same principle applies while under Level 2 withdrawal; failure to seek treatment or an appropriate substance before that counter ends will result in entering Level 3 withdrawal. These effects are permanent until treatment or consumption occur.

Each level usually brings worse effects than the last. When entering a higher level, the effects of the higher level replace that of the lower level.

If an addiction has been developed, withdrawal effects can only be removed in one of two ways:

  • Temporarily, by consuming more substances from the addiction group, to ward the withdrawal effects away. This temporarily disables withdrawal effects for as long as the substance's effects last, but this also means the addiction remains and is only temporarily warded away.
  • Permanently, with the help of a hospital room, which may offer treatment to permanently get rid of addiction and addiction symptoms (1000 P$ to cure one addiction; full treatment of multiple addictions may cost more).

Addiction effects

The different types of addictions and withdrawal effects are as follows:

Nicotine withdrawal

  • Substances: Cigarette
  • Addiction chance per use: 15%

Withdrawal effects:

  • Level 1: One-time Stress increase +(1d6 x 1.0%), no effects otherwise
  • Level 2: Mild anxiety, FT +1
  • Level 3: Moderate anxiety, FT +2

Alcohol withdrawal

  • Substances: Alcoholic beverages
  • Addiction chance per use: 10 x Inebriation gained in one turn (E.g.: +0.8 inebriation in one turn = 8% addiction chance)
    • NOTE: Withdrawal effects kick in when Inebriation is under 20% (Sober or Buzzed state).

Withdrawal effects:

  • Level 1: Hallucinations (20 turns), Mild anxiety
  • Level 2: Nausea, Agility -1, Moderate anxiety
  • Level 3: Nausea, Agility -2, IS tier +1, Intense anxiety, Decompensation

Opioid addiction

Withdrawal effects:

  • Level 1: Mild anxiety, Minimum Fatigue set to 25.0%
  • Level 2: Nausea, Moderate anxiety, Minimum Fatigue set to 35.0%
  • Level 3: FT +1, Intense anxiety, Minimum Fatigue set to 45.0%

Cannabis withdrawal

  • Substances: Cannabis
  • Addiction chance per use: 10%

Withdrawal effects:

  • Level 1: No effects
  • Level 2: One-time Stress increase +(1d6 x 1.0%), Mild munchies
  • Level 3: Mild anxiety, intense munchies

Benzo withdrawal

  • Substances: Diazepam, Lorazepam
    • "Benzo" is short for "Benzodiazepine".
  • Addiction chance per use: 30%

Withdrawal effects:

  • Level 1: Mild anxiety, Minimum Fatigue set to 25.0%
  • Level 2: Nausea, Moderate anxiety, Minimum Fatigue set to 35.0%
  • Level 3: Nausea, Moderate anxiety, Minimum Fatigue set to 45.0%, Forced wakefulness

Cocaine withdrawal

  • Substances: Cocaine
  • Addiction chance per use: 25%

Withdrawal effects:

  • Level 1: Minimum Fatigue set to 25.0%, Mild munchies
  • Level 2: Minimum Fatigue set to 35.0%, Mild munchies, Moderate anxiety
  • Level 3: Minimum Fatigue set to 45.0%, Intense munchies, Intense anxiety, Forced wakefulness

Amphetamine withdrawal

Withdrawal effects:

  • Level 1: Minimum Fatigue set to 25.0%
  • Level 2: Minimum Fatigue set to 35.0%, Mild munchies
  • Level 3: Minimum Fatigue set to 45.0%, Mild munchies, IS tier +1, Agility -1

Anabolic steroid withdrawal

Withdrawal effects:

  • Level 1: Strength -10%
  • Level 2: Rage (2d10 turns), Strength -20%
  • Level 3: Minimum Fatigue set to 45.0%, Strength -40%

MDMA withdrawal

  • Substances: Ecstasy
  • Addiction chance per use: 20%

Withdrawal effects:

  • Level 1: Hallucinations (2d5 turns), Mild thirst
  • Level 2: Hallucinations (2d10 turns), Minimum Fatigue set to 25.0%, Mild thirst
  • Level 3: Mild munchies, Intense thirst, Minimum Fatigue set to 35.0%, Hallucinations (permanent)

PCP withdrawal

  • Substances: PCP
  • Addiction chance per use: 10%

Withdrawal effects:

  • Level 1: Moderate anxiety
  • Level 2: Intense anxiety, Hallucinations (2d10 turns)
  • Level 3: Severe anxiety, Hallucinations (2d10 turns), Rage (2d10 turns)

Sick Hakutaku syndrome

  • Also known as "Sick magician syndrome" or simply "Magic mushroom addiction"
  • Substances: All magic mushrooms
  • Addiction chance per use: 20%

Withdrawal effects:

  • Level 1: IR +1, Strength -10%
  • Level 2: FT +1, Mild anxiety, Strength -20%
  • Level 3: FT +1, Moderate anxiety, Strength -40%, Hallucinations (permanent)

Naming

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This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.


The term sick hakutaku syndrome to refer to magic mushroom addiction was coined in reference to the hakutaku, a youkai subspecies, which are reputed for their ability to identify mushrooms on sight. A similar, much more recent term, sick magician syndrome, was coined, in reference to the eponymous 'magician' and 'wizard' species of magic-attuned humanoids.

The exact origin of both terms is unknown, though it has been suggested that "sick hakutaku syndrome" was coined much earlier than "sick magician syndrome"; magicians first appeared in the Mazes during Year 291 of Era 7, whereas hakutaku, alongside other youkai species, first appeared in the Mazes at the start of Era 5, and references to their relations with mushrooms likely appeared early during that period.