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> Drain Modifier: Addictive
bibliophile20
post Oct 18 2007, 01:25 AM
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Alright, I was cleaning up my apartment today when I came across a stack of books sitting on the floor. As I reshelved them, I spotted the Babylon 5 Technomage trilogy and started thinking.

In the story, Galen, an apprentice technomage, discovers a peculiarity in his spell language (the mental visualizations that he uses to control his internal tech). To make a long story short, he finds that using the most basic "term" (he visualizes his spells as equations) for spheres alone essentially creates a spherical pocket universe that swiftly shrinks and crushes its contents.

The dangerous parts are, one, it's the most basic equation in the series--a single term, not the potentially dozens it takes to cast other spells, making it easy for him to cast, and two, it's essentially addictive for him to cast--he experiences a rush, a "burning, racing energy", when he casts the spell, making it quite dangerous to be within a few miles of him.

So, here's my thought, a proposal for a new drain modifier for the table in Street Magic, pg 163:

Addictive: this modifier modifies part of a spell's Drain from "damaging" to a rush that borders on euphoria. Combat spells only, -2 Drain modifier, but the mage must make an Addiction test (Willpower+(Drain Attribute))(Spell Force/2) each time he casts the spell. Once the mage is addicted, he must succeed in a Willpower+(Drain Attribute) (3) test to voluntarily stop casting the spell if targets are still available.

It sort of goes without saying that, unless you trust your players incredibly well, this is for NPCs only.

Now, as for uses...
  • Magical researcher gone awry... and berserk.
  • A combat mage looking for that extra edge gets more than he bargained for.
  • A mundane spell designer gives a new combat spell to a friend to test and now has to stop him.
  • The runners 'jack some notes and old tablets from an Aztechnology research lab; the Azzies want them back (of course), but once the word gets out, every Awakened terrorist organization is going to want to get their hooks into it.
Thoughts? Suggestions? Ideas for the list of uses?
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Fortune
post Oct 18 2007, 01:35 AM
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I'm thinking a -2 DV might be a bit much.
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Adarael
post Oct 18 2007, 02:36 AM
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Not for a Toxic (addiction) caster.
Like that bad guy from Cartoon All-Stars Against Drugs!
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Fortune
post Oct 18 2007, 02:40 AM
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QUOTE (bibliophile20)
Once the mage is addicted, he must succeed in a Willpower+(Drain Attribute) (3) test to voluntarily stop casting the spell if targets are still available.

Ok, then maybe once addicted, instead of what I would consider a minor temporary drawback, have it so that the caster always has to cast that Spell (the one or more that he failed his Addiction test for) at maximum possible Force unless he succeeds in his Willpower/DA test.
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NightRain
post Oct 18 2007, 03:09 AM
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Awesome idea for a spell modifier! Lots of roleplaying potential.

How's this for a more subtle version of the addiction though that might just fit well enough for a PC.

As you said, get the PC to make an adddiction test (Willpower+(Drain Attribute))(Spell Force/2) each time they cast the spell. If he fails the test and becomes addicted, note the force, because he must cast the spell at this force or higher when he fails future addiction tests.

Once addicted, the addiction means that whenever they are in a situation where the spell would be useful, they need to make an addiction test in order not to cast /this/ spell, even if there are other spells or even mundane approaches that may work just as well or better.

Where it gets nasty though, is if the character glitches, he's effectively developed a tolerance for the spell at that force. From this point onwards, when he fails an addiction test, he must cast the spell at one force point higher to feed the addiction.

It means that the PC doesn't turn in to a psycho killer taking down anything that moves, but instead, faces a real and ongoing risk of having to cast the spell at ever higher forces, including overcasting, just to continue to get a hit. It also means the PC is more likely to see the spell as a solution in situations where something else may work better
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Cabral
post Oct 18 2007, 04:34 AM
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Why not skip the modifier to drain and say this is one possible effect of non-critically glitching a Spell Design (in addition to or in lieu of normal hit reduction)?
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Gelare
post Oct 18 2007, 04:37 AM
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Ooh, neat. Flavorful, too. I like NightRain's version best. It doesn't force mages to blow themselves and their allies up, but it has a nice creeping feeling going on. Also, when the addicted force goes into overcasting territory, it provides an adventure hook for that PC to seek help quickly or die from his addiction. I might want to try this for a character, actually...
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DTFarstar
post Oct 18 2007, 05:07 AM
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It would suck so much to have this happen with an indirect area spell.

Chris
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bibliophile20
post Oct 18 2007, 05:36 AM
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Alright, so then, after some thinking...

Addictive: -2 Drain Modifier. Modifies the spell formula so that some of the debilitating and damaging Drain is modified into an euphoric rush/high that is extremely addictive.

Each time the mage casts the modified spell, he makes an Addiction Test (Willpower+(Drain Attribute)(Spell Force/2)). The first time he fails and/or glitches on the test, he becomes addicted to the spell at that Force. Subsequent glitches/failures on the Addiction test force him to cast the spell at a higher Force to satisfy the addiction. Additionally, the mage must make a Willpower+Logic(Force/2) test to avoid casting the spell at any occasion in which the spell might be of use (or if they convince themselves that the spell will be useful; afterall, a Fireball is a perfectly reasonable and valid response to annoying Lone Star patrol officers, right?)

Eventually a feedback cycle will form, where failure on the Addiction test increases the threshold for future Addiction tests, making it difficult to succeed on future Addiction tests, which then raises the threshold. This will then rapidly head into overcasting territory and real danger for the mage; even the -2 Drain modifier can only stave off the inevitable Physical damage for so long.

Additionally, there is one other effect that doesn't exist for other addicts: mages addicted to these spells have their fix right there; they can give themselves a hit with just a thought. They don't need to go out and rob/mug/attack people to get the money for their fix--the only pay needed is their frail metahuman body and the willingness to risk frying it via excess mana. In a similar vein, detox and rehab present unique difficulties, for the mage needs to be deprived of their memory of the spell formula before there is any possibility of recovery.



So now I'm debating on two points: One, what happens if he undercasts the Force at which he is addicted? Does he get a bonus to the next Addiction test, because the addiction is partially satisfied? Or does he get a penalty, because it didn't satisfy the addiction? And should he need to make a Willpower+Charisma(2) test to even be able to undercast?

And two, combat spells only, or should it be allowed for any spell in any category? (I would disallow it from positive health spells for game balance reasons; as for in-game, I would say that something about the structures of the Addiction modifier and positive health don't get along well)
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NightRain
post Oct 18 2007, 08:05 AM
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QUOTE
So now I'm debating on two points: One, what happens if he undercasts the Force at which he is addicted? Does he get a bonus to the next Addiction test, because the addiction is partially satisfied?


I'd say undercasting would be part of the long drawn out process of getting rid of the addiction, in the same way that addicts lower their dosages to wean themselves off. Of course, lower dosages don't fulfill the addiction, but from a roleplaying point of view, they may ease the withdrawal symptoms. One or two undercasts isn't going to be much help, but as part of a long involved weaning process, it would be essential if they don't want to go cold turkey :)

I'd probably be more inclined to make the player assiduously roleplay the whole experience over several sessions, and finish it off with an addiction roll to help them kick the habit. Of course, if they even once cast it at full force whilst trying to kick it, the whole process would need to be started again. They still need to make rolls to avoid casting it at full force if the situation warrants the spell being used, so the best way to avoid it might literally be some kind of retreat where they don't find themselves in need of using the spell constantly. Of course, they still need to fight the mental addiction, but they're not putting themselves in temptations way

And if they do kick it, it's still sitting there in their memory, constantly tempting them (and tempting the player as well with its low drain), and the moment they given in, the cycle begins again.

QUOTE
And two, combat spells only, or should it be allowed for any spell in any category? (I would disallow it from positive health spells for game balance reasons; as for in-game, I would say that something about the structures of the Addiction modifier and positive health don't get along well)


I'd allow it for any spells. Healing spells might be the worst of all. You can't heal the drain, and the need to cast the spell will come along fairly often in most groups. Increase stats is useful for each and every member of the party, each and every fight. Heal is useful whenever someone is wounded, even minorly (and the addiction forces you to cast it stronger than you may actually need to heal someone). Antidote is useful whenever someone is drunk. Prophylaxis is useful each and every single day the runner steps outside of his house (ie, avoiding infection from the common cold etc). Hibernate, Stabilize and Oxygenate are probably the only spells that can't be made to be useful on a regular basis, run after run
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bibliophile20
post Oct 19 2007, 04:42 PM
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Yup. Thing of it is, the modifier needs to be rare to work properly in terms of plot and game balance and it needs to be kept out of the hands of munchkin players.

Hmmm... so, if you were to use this in your game, how would you introduce it? Would you have it be...
  • just a standard spell option?
  • a new breakthrough, the end results of which were unforseen by the researcher?
  • something taught by a spirit with a grudge?
  • rediscovered from Fourth World aritifacts?
  • created by Aztechnology?
or something else?
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Kyoto Kid
post Oct 19 2007, 05:43 PM
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The Jopp
post Oct 19 2007, 08:37 PM
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AAARGH!

Just DONT allow a Pornomancer character have this...

I can just imagine the ramifications of a characters ONLY solution to a problem is the area effect Orgy spell...at higher and higher force...

...And then he's gonna get RID of the addiction by throwing it at a lower force? On OTHERS? on Him/herself?

:rotfl:
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Kyoto Kid
post Oct 19 2007, 08:55 PM
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...agree 100% on that. Already had enough trouble as a GM a with PC who liked slinging that spell around seemingly at whim.
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NightRain
post Oct 19 2007, 10:31 PM
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QUOTE (bibliophile20)
Hmmm... so, if you were to use this in your game, how would you introduce it? Would you have it be...
  • just a standard spell option?
  • a new breakthrough, the end results of which were unforseen by the researcher?
  • something taught by a spirit with a grudge?
  • rediscovered from Fourth World aritifacts?
  • created by Aztechnology?
or something else?

Any one of a thousand ways. You could find the formula on a run you do. It could be given to you by a spirit, your tutor could give you the formula with dire warnings about its power and the risk of using it (think Yoda and the dark side). If a PC ever gets a spell designed for him (ie, it's not a spell listed in the books and he can't design it himself) then conveniently, the person writing the formula might glitch and throw in this effect.

The modifier isn't inherently /bad/, it's just dangerous to the caster, so it doesn't need to be some kind of evil spirit/blood mage cabal inventing or using it. Any mage interested in increasing their own power and knowledge would have to be tempted by a spell that offers less drain with sacrificing anything in the more traditional areas (range, damage, elemental effects etc). Of course, with great power comes great responsibility :)
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Narse
post Oct 19 2007, 11:33 PM
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To throw in my 2 :nuyen:, I think the part about having to make the addiction test EVERY time the spell could be useful is a little extreme. How about using the craving periods established in the sr4 descriptions of the addiction qualities?
It would work like this:
After acquiring the spell, the GM decides after how many 'doses' (castings) an addiction test is required [will + drain stat (F/2 round down, min 1)] if failed then the character acquires Mild Addiction [spell] to the use of this spell. This causes cravings at least once a week. Will + Drain Stat tests to resist cravings suffer a -2 penalty at this level.
So a GM would determine when and in what circumstances the character develops cravings. I'd say GM discretion on what Force is required to satisfy a craving, but it should increase on critical glitches on the tests as a result of use as per SR4's suggestion of increasing tolerance. Keep in mind that under these rules undercasting still requires an addiction test, however it is easier to resist. The force at which the spell is cast at could also be used to determine the threshold for craving resistance tests. In this way, undercasting would be an effective method for making your cravings easier to resist. However, any time the addict casts at higher force the thresholds still are calculated with the same formula.

For example: Joey has a Moderate Addiction to Fireball and Will 5, Charisma 4. Joey has to resist his cravings every day rolling 9 - 4 = 5 dice. Joey's been casting only Force 3 fireballs this last month and has successfully made his threshold Will + Cha (1) test to resist becoming severely addicted. Joey ends up in a combat situation though... the GM rules that Joey has to resist a craving or cast fireball [5 dice, threshold 1]. Joey successfully resists but ends up casting a Force 6 fireball during the course of combat. He then has to make a Will + Cha (6/2=3) addiction test to resist becoming severely addicted. He fails. So the next day Joey is looking at making two Will + Cha - 6 (3) tests to avoid giving in to his cravings.

This system has the added danger of loosing essence and therefore magic due to becoming a burnout level addict.

Feel free to modify this as you think appropriate.
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NightRain
post Oct 20 2007, 08:37 AM
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QUOTE
To throw in my 2 :nuyen:, I think the part about having to make the addiction test EVERY time the spell could be useful is a little extreme. How about using the craving periods established in the sr4 descriptions of the addiction qualities?


I chose to do it a bit differently to make up for the fact the fact the drain has been modified. If I were playing someone addicted to magic in general, then the by the book rules are what I'd use. But if we're talking about a spell that has the addiction modifier /and/ lowers drain, making it easier to cast, I think there needs to be some sort of rule based way of encouraging it to be cast less, and making the roll each time is how I figured that could work.

Remember, the idea is to make this spell liable to be used over something else. If you've got the choice between shooting someone and zapping them, make the test or you'll choose the spell. If you've got the choice between zapping them with the addictive spell or a more flashy firethrower to scare off the rest of the bad guys, make the test or you'll use the addictive spell.

If your options are "sneak past to avoid detection" and "blow the crap out of someone with the spell" I'm not suggesting that you need to make the roll. It's just that when it comes to taking someone down, you'll nearly always choose the spell over your other options. You won't throw an area affect addictive spell and take down your mates, but you may throw an area affect combat spell to take down the entire gang rather than just taking out the leader and scaring the rest off.

The only way to /increase/ the force the spell is required to be cast at is with a glitch (or voluntarily casting it higher, and then failing the corresponding addiction test). Though you'll find reason to use this spell regularly over other options under this system, the slide in to overcasting will be a gradual one, as it's based on glitches, not mere failures.
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