Addiction

Whenever a character consumes an addictive substance, they must make a saving throw using an ability and against a DC determined by the substance in question. On a failed saving throw, the character gains a level of addiction. Addiction is measured in three levels.

A character can have multiple addictions, each with its own addiction level.

Level Effect
1 Disadvantage on ability checks while in withdrawal. +2 to the DC of saving throws against addiction to this substance.
2 Disadvantage on attack rolls and saving throws while in withdrawal. +5 to the DC of saving throws against addiction to this substance. +2 to the DC of saving throws to resist giving in to addiction while in withdrawal.
3 Speed halved and cannot concentrate while in withdrawal. +10 to the DC of saving throws against addiction to this substance. +5 to the DC of saving throws to resist giving in to addiction while in withdrawal.

If an already addicted creature suffers another effect or fails a saving throw that results in addiction, its current level of addiction increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of addiction as well as all lower levels.

While addicted, a creature may feed its addiction by regularly taking the substance to which it has become addicted. It must take the substance at least once every 24 hours to avoid the effects of withdrawal caused by its addiction levels.

If a creature chooses not to take the addictive substance, or cannot do so, it enters withdrawal and suffers the withdrawal effects for its addiction level for a period of 7 days, or until the creature takes the addictive substance. If the creature is in possession of the substance or in a position to acquire some, it must make a saving throw using the ability the original check against addiction and a DC equal to 12 plus the modifier associated with their current addiction level. On a failed save, the creature does everything it can to feed its addiction.

Recovering Addicts

The Recovering Addict condition is an optional rule that can be used to increase the impact of addiction.

After a creature goes through withdrawal, it loses its addiction levels and gains the Recovering Addict condition instead. As with Addiction, a creature can have multiple instances of Recovering Addict.

A creature that manages to go 7 full days of withdrawal without feeding its addiction loses all levels of addiction for that particular substance, and gains the Recovering Addict condition.

Ending an addiction through the use of addictol does not result in becoming a Recovering Addict.

A recovering addict no longer has a physiological need to imbibe the substance to which they were addicted, but it retains a powerful psychological hold.

For a period of time equal to 3d4 months after gaining this condition, the character must make a DC 12 Wisdom saving throw against temptation whenever they come into contact with the substance to which they were addicted. On a failed save, they acquire and make use of the substance if they have the opportunity to do so and if doing so will not put them in immediate danger. They may repeat their saving throw after each long rest, and they succeed automatically if the substance becomes inaccessible.

The character has disadvantage on their saving throw if they are under stressful circumstances.

The Recovering Addict condition is removed after the months are up, but an addict is never truly “cured”— the GM may call for a temptation roll at their discretion any time the former addict is suffering or recently suffered conditions of extreme stress. In the world of Fallout, “extreme stress” should entail more than physical pain or dangerous encounters. Grief or intense and long term pressure are two possible stressors.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.