Addictions are sinful urges specific to each character, and every character has one inherent addiction.

Examples of Addictions:

For the record, this game is not attempting to judge what acts are or are not sinful, but rather is basing sinful urges on the puritanical standards of common slasher movie villains such as Mrs. Voorhees and her wacky son.

A GM should not allow addictions that cannot be acted upon. For example, if a scenario is set in the middle of the desert with no available food, the player shouldn’t choose food as an addiction.

When a character has the urge to feed their addiction (discussed below), there are three possible outcomes: the addiction is fulfilled, unfulfilled, or overcome. Each outcome has its own effects.

Fulfilling an addiction is simply giving into it: drink some booze, steal a wallet, beat up a kid with asthma. In doing this, a player gains one Sin Point; they are on the road to damnation.

Overcoming an addiction means a player has exerted enough willpower to stave off the urge. They gain one Virtue Point; they are on the road to salvation.

Failing to fulfill the addiction means the player hasn’t overcome it, but is unable to fulfill it: they can’t find any booze, they’re being watched by their boss, etc. The player loses one attribute point; they are going through withdrawals.

The effect of the addiction being unfulfilled can be nullified if the player is eventually able to fulfill it. Say, for example, they crave a cigarette, but they’re stuck in detention. The player might try to persuade the teacher (Appeal) to let them leave to use the restroom. If they do not succeed, they will lose an attribute point. If, however, the player manages to sneak out at some later point before their next addictive urge, they will gain that point back (but also gain a Sin Point). Once they are hit with another urge, they cannot fulfill the previous one.

There may be other consequences from giving in to addictions. If a player gets raging drunk, their attributes will be negatively affected. If they steal a wallet, they may have to roll Luck to determine if they get caught.

Determining whether a player successfully overcomes their addiction is the same as a pass/fail Luck roll. Roll a d10. 1-5 fails, 6-10 succeeds. The roll is raised by 1 for every positive Karma point the player has, and lowered 1 for every negative Karma point the player has. A roll of 10 is always a success, and a roll of 1 is always a failure—there’s always a chance to succumb or overcome.

If a player wants to make things harder on themselves (or perhaps get more Cheats—see Cheats) they can elect to simply give in to their Addiction and take the negative Karma Point. That’s what free will is all about.

Addiction urges occur once every in-game hour, as well as when a player is confronted with temptation. If a character who’s addicted to booze passes by a bar, they will be overcome by the urge to get a drink. This happens even if a full hour has not passed since their last urge. However, a new urge having occurred, the hour is reset. Unless they pass another bar, the character won’t have their next urge for another full hour.

An addiction for one person won’t have a negative effect on another. The negative effect comes from a person giving into their weaker nature, such as someone who is addicted to junk food eating a greasy pizza. Another character without said addiction isn’t going to be equally punished just because they also have a slice pizza (though eating it in front of the addicted individual to deliberately bring on their urge would be a sin in its own right).

Return to Karma

Return to Home Page