Addictions

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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 addiction chance per use, which refers to the chance of increasing the current dependency level by 1 every time the corresponding substance is consumed (up to the maximum of 3). By default, every character starts with Level 0 dependency on all substances.

If a character has developed a Dependency Level of 1 or more, they suffer from the corresponding withdrawal effects. These effects are permanent and stack with substance effects; in other words, a character under the effects of a substance they're addicted to will feel both the substance effects and withdrawal effects.

If a character's Dependency Level is under 3, then every time they use an addictive substance, they must roll to check if the level increases by 1. At Level 3, it can no longer increase.

Addiction effects can only be removed by visiting a hospital and purchasing the relevant medical services. It costs Parallar symbol.png250 and 2 day periods of mandatory rest to remove 1 level for one addiction.

  • For characters with a Permanent addiction trait, any addiction marked as "permanent" cannot be completely removed; it can only be brought back down to level 1.

Addiction effects

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

Nicotine withdrawal

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

Withdrawal effects:

  • Level 1: Minimum Stress set to 15.0%
  • Level 2: Minimum Stress set to 30.0%, FT +1
  • Level 3: Minimum Stress set to 60.0%, FT +1

Alcohol withdrawal

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

Withdrawal effects:

  • Level 1: Need a drink (level 1) applies to this character
  • Level 2: Need a drink (level 2) applies to this character, Agility -1
  • Level 3: Need a drink (level 3) applies to this character, Agility -2, IS tier +1, Hallucinations

Opioid addiction

Withdrawal effects:

  • Level 1: Minimum Stress set to 30.0%, Minimum Fatigue set to 25.0%
  • Level 2: Minimum Stress set to 60.0%, Minimum Fatigue set to 35.0%, FT +1
  • Level 3: Minimum Stress set to 90.0%, Minimum Fatigue set to 45.0%, FT +2

Cannabis withdrawal

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

Withdrawal effects:

  • Level 1: Mild munchies
  • Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
  • Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst

Benzo withdrawal

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

Withdrawal effects:

  • Level 1: Minimum Stress set to 30.0%, Minimum Fatigue set to 25.0%
  • Level 2: Minimum Stress set to 60.0%, Minimum Fatigue set to 35.0%
  • Level 3: Minimum Stress set to 90.0%, Minimum Fatigue set to 45.0%, Forced wakefulness

Cocaine withdrawal

  • Substances: Cocaine
  • Addiction chance per use: 30%

Withdrawal effects:

  • Level 1: Minimum Fatigue set to 25.0%, Mild munchies
  • Level 2: Minimum Fatigue set to 35.0%, Mild munchies, Minimum Stress set to 30.0%
  • Level 3: Minimum Fatigue set to 45.0%, Intense munchies, Minimum Stress set to 60.0%, 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: Minimum Stress set to 30.0%
  • Level 2: Minimum Stress set to 60.0%
  • Level 3: Minimum Stress set to 90.0%, Rage

MDMA withdrawal

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

Withdrawal effects:

  • Level 1: Mild thirst
  • Level 2: Minimum Fatigue set to 25.0%, Mild thirst
  • Level 3: Minimum Fatigue set to 35.0%, Mild munchies, Intense thirst

PCP withdrawal

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

Withdrawal effects:

  • Level 1: Minimum Stress set to 30.0%
  • Level 2: Minimum Stress set to 60.0%, Hallucinations
  • Level 3: Minimum Stress set to 90.0%, Hallucinations, Rage

Sick Hakutaku syndrome

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

Withdrawal effects:

  • Level 1: IR +1
  • Level 2: FT +1, IR +1
  • Level 3: FT +1, IR +1, Hallucinations

Naming

Lorebook.png
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.