On Friday afternoon I went to a particular bar and got 2 darth vaders for 6 dollars. Since I'd been drinking before hand this caused me to get really drunk. I have vague memories on the way back home of buying unnecessary fast food and pausing by some people playing chess on the street while making comments like "BRUTAL!" and "OWNED!". Although nothing bad happened, I was sort of upset by how easily I ended up buying superfluous fast food while heavily under the influence. I mean, with superfluous fast food there's no telling how much % of RDA of fat and cholesterol you ate while on autopilot.
In celebration of this event I decided to write up an Advanced Alcoholism flaw for SR3. I also figure it's a good idea to create an Advanced Alcoholism flaw since we'll all become alcoholics when SR4 comes out. The reason that I think it's worthwhile to specifically make an Advanced Alcoholism flaw rather than just rely on the rules in Man and Machine is twofold.
1.) By making a specific flaw, we can work on making alcoholism funnier than it would be if it were part of a large mechanic rather than just a stand alone thing.
2.) I was talking to a psychiatrist the other day who told me that advanced alcoholics get cool side effects like frightening hallucinations during withdrawl, and just off the top of my head I don't think that M&M has rules for alcohol and frightening hallucinations.
Advanced Alcoholism (-5 points)
A character who takes the Advanced Alcoholism flaw can proudly consider themselves the member of an elite corps of alcoholics. They have gone beyond simple inability to stop drinking at the point of nausea and drinking to relieve constant feelings of psychological stress and gotten to the point where they have a pretty serious chemical dependency on the good old brew. It has gotten to the point where not drinking becomes extremely dangerous.
As a role play note, alcoholism tends to make you physically weak as well as mentally weak for a variety of reasons, including cirrosis of the liver and malnutrition. Therefore, if you make a character with Advanced Alcoholism you might consider giving him or her really abysmal Body and Strength scores depending on how washed up you want to be.
The normal state of a character with Advanced Alcoholism is intoxicated. So long as the character is paying for a lifestyle he or she is assumed to have alcohol to drink; the character spends less money on food and more money on alcohol and dosen't care as much about hunger due to an intoxicated state so it all works out. At any given time during the game the character will always have a +2 TN to all TNs except for damage resistance tests to represent staggering drunkenness. This even hits social TNs, since most people who are unable to stop their alcoholism tend to get depressed and feel inwardly disgusted with themselves, and this would probably show itself when talking to others.
Additionally, since the character is always drinking, whenever the character goes to sleep he or she must resist 6 S stun upon waking up to represent being hung over; this can be done with unaugmented Body or unaugmented Willpower, whichever is higher. It dosen't matter if the character specifically wasn't drinking right before sleeping since the assumption is that the character was drinking all day anyway. While this isn't really realistic per se, I think it's incredibly funny.
Lastly, if the character wants to not be drunk (i.e. have a +2 TN) at any given time, he or she may stop drinking in order to do so, although unassisted cessation of a drunken state should probably take an hour or two. The problem is that since this is *advanced* alcoholism it is actually dangerous to stop drinking. An advanced alcoholic who goes without alcohol can suffer from potentially fatal convulsions, hallucinations, mental confusion, and partial paralysis. Therefore, whenever the alcoholic tries to be alcohol-free for a while, the GM should roll a d6 to find out what happens.
A roll of 1 or 2 means that convulsions and/or paralysis sets in. The character must make an unaugmented Body test to resist 6D damage. A deadly wound means that the convulsions and paralysis have caused cardiac arrest.
A roll of 3 or 4 means that frightening alcoholic withdrawal hallucinations have set in. For example, when I discussed the issue of alcoholic hallucinations with the psychiatrist I mentioned earlier she told me that one of her patients who was recovering from alcoholism once thought that a giant spider was chasing him. The character must make an unaugmented Willpower test against TN 6. If the character gets 0 successes, he or she enters a catatonic state of terror that can only be cured by getting drunk again. If the character gets 1 success, the GM will see a PC or NPC as a giant scary monster and consequently probably should either flee or open fire. If the character gets 2 successes, he or she will experience only neutral hallucinations which while they prevent the character from interacting intelligently with the rest of the world probably won't cause an impromptu shootout. 3 successes are required for the character to overcome the hallucinations and be sober without incident.
A roll of 5 or 6 means that the alcoholic feels extremely confused. Temporarily divide the character's intelligence score in half, and for all INT-linked skilltests apply a +2 TN penalty.
If the character remains sober for a long time, the GM must make them take this test again every 5 hours for a new alcoholic withdrawal side effect. Any negative impacts from alcoholic withdrawal, except for the damage caused by convulsions and paralysis, will go away as soon as the character re-enters a drunken state.
In this way, it is possible for a character with a low Willpower score to literally drink him or herself into a perpetual state of psychosis, which is somewhat realistic.
In keeping with the distopian nature of Shadowrun, Advanced Alcoholism can never be overcome. Once you're hooked you're hooked forever.
And obviously, this flaw puts fun over realism.