Addiction: The character becomes addicted to some substance or situation, whether it is chemical stimulation, food, the love of a woman, or the thrill of danger. The focus of the Addiction should not be readily obtainable - illegal drugs, rare metals, works of art in another's possession, the touch of a lover 100 years dead, and so forth. If the addiction is to simple things - food, adventure, sensation - the addict must obtain ever greater ammounts to satisfy their cravings. Once you eat one Twinkie (TM), or jump off one cliff, you have to find a bigger Twinkie (TM), or a higher cliff next time.
To simulate the effects of the Addiction, the character suffers a +1 penalty to all actions for every scene that they do not fulfill their needs. This penalty is cumulative, so that by the end of a long adventure, an abstinant character might be totally paralyzed by their craving. (Some GM's may wish to allow the character a Willpower check - at a base 8 plus the penalty - to ignore the penalty for some period of time, from one round to no more than one scene. An additional +1 penalty is assessed for any round in which the Addiction is deffered and not satisfied. Satisfying the Addiction immediately resets the penalty to zero.
Note: Due to the Law of Ordeal and Lanala's Love of Life, characters from or in the CyberPapacy or the Living Land receive two possibilities per act for the Addiction subplot.

Flashback: This acts as a normal Setback, with special emphasis on addictions: abstinant characters may find their resolve tested, current users may have a bad reaction, and former addicts may find their cravings resurfacing.

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