The document discusses addiction mechanics in a roleplaying game. It describes how to determine if a substance is addictive using an addiction rating and threshold. It explains how to make addiction tests when using addictive substances regularly, with the potential outcomes being gaining or worsening an addiction quality. It also provides guidance on roleplaying different levels of addiction from mild to severe.
The document discusses addiction mechanics in a roleplaying game. It describes how to determine if a substance is addictive using an addiction rating and threshold. It explains how to make addiction tests when using addictive substances regularly, with the potential outcomes being gaining or worsening an addiction quality. It also provides guidance on roleplaying different levels of addiction from mild to severe.
The document discusses addiction mechanics in a roleplaying game. It describes how to determine if a substance is addictive using an addiction rating and threshold. It explains how to make addiction tests when using addictive substances regularly, with the potential outcomes being gaining or worsening an addiction quality. It also provides guidance on roleplaying different levels of addiction from mild to severe.
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 8 3 4 7 3 3 5 3 4 6 4 Initiative 9 + 1D6 Movement x2/x4/+2 Condition Monitor 12/10 Limits Physical 9, Mental 5, Social 5 Armor 0 Skills Assensing 6, Animal Calls (Professional Knowledge) 8, Artisan 6, Athletics skill group 3, Perception 6, Sneaking 8 Powers Dual Natured, Mimicry, Sapience Notes Sasquatches have +1 Reach. Some sasquatches may have the Adept, Magician, or Mystic Adept qualities. VAMPIRE Human victims of HMHVV, vampires prey on other metahumans, drinking their blood and sucking out their Essence in order to survive. Unlike many of the Infected, vampires can usually restrain their hungers if they choose to do so. Some try to be “civilized;” they refuse to drain either blood or Essence from an unwilling victim. Others thrive on the hunt, reveling in the role of monster. Vampires must consume metahuman blood in order to survive, in addition to the Essence they consume from their victims. In fact, they can’t consume anything but blood; they become physically sick within an hour if they consume anything else, and the less said about their reaction to alcohol, the better (treat as Nausea, p. 409). The majority of vampires are magically active; the transformation often unlocks hidden magical potential. These vampires can learn magic just like humans. Some of the more outlandish tales of vampiric powers, such as the ability to change into animals or control the minds of their victims, might have been the result of an extremely rare vampire sorcerer in the Fifth World. Natural Habitat/Range: Worldwide, wherever there are human populations to feed on. B A R S W L I C E ESS M 4 3 5 4 4 3 4 5 3 2D6 * Initiative 9 + 2D6 Movement x3/x5/+3 Condition Monitor 10/10 Limits Physical 6, Mental 5, Social 5-9 (depending on Essence) Armor 0 Skills Perception 5, Running 4, Sneaking 6,, Unarmed Combat 5 Powers Dual Natured, Enhanced Senses (Hearing, Smell, Thermographic Vision), Essence Drain, Immunity (Age, Pathogens, Toxins), Infection, Mist Form, Natural Weapon (Bite: DV (STR+1)P, AP –1, –1 Reach), Regeneration, Sapience Weaknesses Allergy (Sunlight, Severe), Allergy (Wood, Severe), Dietary Requirement (Metahuman Blood), Essence Loss, Induced Dormancy (Lack of Air, (Essence) Minutes) Notes Some vampires may have the Adept, Magician, or Mystic Adept qualities. They always have a Magic rating, whether they are magically active or not; their starting Magic is equal to 6 or their Essence, whichever is lower. Vampires can consume only blood, and they suffer Nausea (p. 409) within an hour when they consume anything else. Vampires have less buoyancy than humans and receive a –4 dice pool modifier to all swimming-related tests. Damage taken due to their Allergy to Sunlight cannot be healed with Regeneration, even after they are no longer being exposed. Normal and magical healing still work. DRACOFORMS Dracoforms is a fancy word for dragons—enormous, magical reptilian creatures straight out of the myths and legends of humankind. They are intelligent, devious, and virtually immortal, which affords them the opportunity to make elaborate plans with multiple contingency options and to take the (very) long view on just about any subject. Most dragons are solitary creatures who avoid unnecessary contact with the “younger races,” as they call them. Many dragons, though, have been taking more public roles in the Sixth World in recent years. This may or may not work out well for metahumanity. What we know about dragons is limited but has grown substantially over the years. Those things that we do know come mostly from interviews conducted by the greatns (usually with a 180-degree firing arc) or on slide-mounted track systems. These systems are typically loaded with basic sensors and Targeting autosofts and follow all the standard rules for drones (see p. 269). Containment systems entail a kind of trap mechanism: when an alarm is triggered, shutters drop down over windows, doors shut and lock, and sliding walls or gates may be activated. They may also include laser or monowire mazes and radio jamming. The objective is to detain intruders within a confined area, after which they may be either removed or “neutralized.” Gas delivery systems can be insidious, dispersing gas in a potentially undetectable manner. Dispersal systems can fill an area of 30 cubic meters in one Combat Turn. The gamemaster determines how far and how quickly a gas spreads. The gamemaster may secretly conduct Perception Tests to see if any characters detect the gas, basing the threshold on how noticeable the gas is (many gases are colorless and odorless). Characters equipped with an olfactory scanner (see p. 452) may be alerted by their gear. See p. 408 for details on various gases and how they will affect characters. Marking systems are designed to tag intruders with a discreet mark so that they can be identified later if captured. Marking methods include ultraviolet dye, RFID tags, DNA-encoded material, or even nanite tags. The markers are typically sprayed unobtrusively over exits and other traffic areas. IDENTIFICATION Your average Joe Wageslave in the Sixth World doesn’t give a second thought to their identity in the system. They get up in the morning, go to work, buy the groceries, pay the bills, and go to bed in their living space. They don’t think about who knows who they are, how much their employer controls them, who those bill payments are going to, how their commlink knows what groceries they need this week, and who knows where they live. Yes, Joe Wageslave is pretty oblivious to the system that surrounds everything they do. But anyone who chooses to live off the grid (like shadowrunners) are all too aware of how the system of identity works. SYSTEM IDENTIFICATION NUMBER (SIN) The foundation of an identity in the Sixth World is the System Identification Number (SIN). If someone wanted to divide the world into two groups of people, it could be done by saying there are those who have a SIN and those who don’t. That is, if you even consider the SINless to be “people,” which some don’t. Modern society in 2075 produces a staggering amount of information every second of every day: where you are, what you buy, and what you do. With the system producing all of these pieces of information, there needs to be an easy way to store, track, and correlate it. All of that information needs to be associated with a person somehow lty for not being able to pay attention to ranged attacks when he’s in a melee fight, but the attacker doesn’t take a penalty for the increased difficulty of shooting into a mass of bodies. Doesn’t seem fair, right? So here’s where we even the playing field a little. If the defender gets more successes on the Opposed Test for the gun shot, the attacker’s allies in melee need to make Defense Tests with all the same penalties, including the Defender in Melee penalty, against the attacker’s initial hits. If everybody avoids the shot, yay for everybody. If somebody catches the projectile, move on to damage resistance and see how pissed she’ll need to be with her buddy. of outright killing them. If this is the case the attacker can choose to call a shot to split damage between the damage tracks. Shots like this represent things like intentionally shooting the trauma plate on an armor jacket or shooting for the thicker padding on armor clothing. To make a Split Damage attack, the target has to be wearing armor and the attacker’s AP needs to be less than that armor. So you cannot use this attack when shooting APDS at someone in armor clothing—in that situation, you just can’t keep the bullet from drawing blood. If the attack is successful the damage is split between the two condition monitors; if the damage was an odd number, make the Stun Damage the higher value. If the modified total Damage Value of the attack is less than the modified Armor Value of the defense, the attack ends up doing only half damage, all of it applied to Stun. Trick Shot: Sometimes you just need a good trick shot to make someone rethink their current life path. Shooting a nic-stick out of someone mouth, tacking an opponent’s sleeve to a wall with a knife, or slicing that playing card in half in midair are all good examples that might help to get the point across that you are not one with whom to trifle. The attacker gains a bonus on Intimidation rolls after this shot. Making an attack like this usually requires some kind of set up, so it can’t happen in the middle of combat. No one is paying that much attention to whether you shot their hat off intentionally or just missed their braincage. These attacks suffer the standard –4 dice pool modifier and any other situational modifiers. Note the number of hits scored on the test. Those hits act as a positive dice pool modifier for an Intimidation Test made by the attacker or a known ally of the attacker after the shot is made. giving him 12 dice. He splits the pool, attacking with 6 dice on each bouncer, and he also gains the Rule of Six and can ignore his Physical limit for the attack. This might not be the best plan, but in Wombat’s current imperfect mental state, it’s golden. >> COMBAT <<