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

Withdrawal levels are tied to the Daily Reset. Each addiction brings 3 levels of withdrawal, each one worse than the last. When entering a higher level, the effects of the higher level replace that of the lower level.

If an addiction is indeed developed by a creature and they are not currently under the effects of the corresponding substances, they will immediately enter Level 1 withdrawal and sustain the corresponding Effects.

If a creature already under Level 1 withdrawal has failed to either seek treatment or more of the substance by the next Daily Reset, then they will enter Level 2 withdrawal, and the corresponding effects are applied instead.

If a creature already under Level 2 withdrawal has once again failed to either seek treatment or more of the substance by the next Daily Reset, then they will enter Level 3 withdrawal, and the corresponding effects are applied instead. Level 3 effects are permanent until treatment or consumption of more.

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 all levels of withdrawal effects for as long as the substance's effects last. When the effects of the substance dissipate, the creature returns to withdrawal level 1, but the addiction remains and has a chance to get worse again.
  • 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: Minimum Stress set to 30.0%, FT +1
  • Level 3: Minimum Stress set to 60.0%, FT +2

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: Hallucinations (20 turns), Minimum Stress set to 30.0%
  • Level 2: Nausea (40 turns), Agility -1, Minimum Stress set to 60.0%
  • Level 3: Nausea (80 turns), Agility -2, IS tier +1, Minimum Stress set to 90.0%, Decompensation

Opioid addiction

Withdrawal effects:

  • Level 1: Minimum Stress set to 30.0%, Minimum Fatigue set to 25.0%
  • Level 2: Nausea (40 turns), Minimum Stress set to 60.0%, Minimum Fatigue set to 35.0%
  • Level 3: FT +1, Minimum Stress set to 90.0%, 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: Minimum Stress set to 30.0%, intense munchies

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: Nausea (40 turns), Minimum Stress set to 60.0%, Minimum Fatigue set to 35.0%
  • Level 3: Nausea (80 turns), Minimum Stress set to 90.0%, 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, 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: 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: Minimum Stress set to 30.0%
  • Level 2: Minimum Stress set to 60.0%, Hallucinations (2d10 turns)
  • Level 3: Minimum Stress set to 90.0%, Hallucinations (2d10 turns), Rage (2d10 turns)

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, Strength -10%
  • Level 2: FT +1, Minimum Stress set to 30.0%, Strength -20%
  • Level 3: FT +1, Minimum Stress set to 60.0%, 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.