Anytime a character takes a drug he must make a saving throw, noted in the drug’s description, to resist becoming addicted. If a character makes the save, he is not addicted and the effects of the drug persist as normal. If he fails the save, he contracts the noted form of addiction. Should a character take multiple doses of the same drug in a short period of time, addiction becomes more difficult to resist. The DC of a drug’s saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease.

Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction.

Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return. At the start of any day in which the character is not benefiting from the effects of a drug, they must make a Will save vs the drug’s addiction DC or is compelled to indulge their addiction. This DC decreases by –1 for everyday the character does not make use of the drug, to a minimum equal to 10 + the Addiction’s DSR.

Minor Addiction:
Effect: –2 penalty to Con
Cure: 2 consecutive saves
DSR: 4

Moderate Addiction:
Effect: –2 penalty to Con and Str
Cure: 3 consecutive saves
DSR: 6

Severe Addiction:
Effect: –2 penalty to Dex, Con, Str, and Wis
Cure: 3 consecutive saves
DSR: 8

As Flaw
Each form of addiction has it’s DSR listed in its stats (see above). In addition to those rules listed above, should the player wish for an addiction to have a higher DSR, all they must do is increase the Addiction DC of the drug by the number they wish to increase the DSR by.

Curing Addiction
As addictions are diseases, they can be cured as such, through the use of spells like remove disease, or by succeeding at Fortitude saves over time. Unlike with other diseases, an addicted character can only make a Fortitude save to overcome his addiction after a day of not taking the drug he is addicted to. The DC of this Fortitude save is equal to the highest addiction DC his drug use has reached (not necessarily the DC that addicted him if he has continued to make use of the drug while addicted). This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug’s base addiction DC.

Depending on the severity of the character’s addiction, it might take two or three consecutive successful Fortitude saves to overcome the disease. Should a character take a dose of the drug he’s addicted to, he immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.

Going into remission:
A player who wishes for their character to retain the addiction flaw can, instead of curing their addiction, place it into remission. The flaw then only comes up when your character decides to indulge, and of course, if they become addicted again.

Character Creation:
At character creation, if selected as a flaw, a character’s addiction is considered to be in remission.


The Secret Fates of Heroes EugeneGM