Addict (5e Background)

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Addict[edit]

Addiction can happen to anyone. While genetics can help increase or decrease the chances of addiction, everything that causes pleasure—the release of dopamine in the brain—can become an addiction.

You've became dependent on some sort of substance or activity. You become jittery and unreasonable if you don't feed your addiction for a while. You may be working on disencumbering yourself of this addiction or you may have become numb to it and unwilling to change.

When you pick this background, talk with your GM about any addictive substances in the campaign. Is there support for addicts or is knowledge on addictions vague or nonexistent? How long have you been addicted? Is your addiction deadly? What are your withdraw symptoms and when do they start occurring? And do you do anything to help subdue withdraw and/or the addiction itself?

Skill Proficiencies: Choose between Deception or Persuasion, your 2nd skill is must be related to something you've learned from your addiction (ie: sex could be drugs could be medicine because of counteractive measures, gambling, especially card-based games, could be sleight of hand).

Tool Proficiencies: Game set (if your addiction is gambling/gaming).

Equipment: Medical diagnosis papers, paraphernalia that relates to your addiction (could be a game set), common clothes, and a pouch containing 5gp.

Addiction[edit]

Not all addicts are the same. Anything can become addictive with the right person; even symptoms can vary from addict to addict.

d6 Addiction
1 Drugs (can be recreational or medicinal, be sure to know the drug and its intended effects)
2 Food (whether this shows up as a crazy chocolate hunter/lover type, or an unhealthy reaction to purging and unhealthy diets type, is up to you)
3 Gambling and/or gaming.
4 Sex and/or masturbation.
5 A certain activity (maybe you just REALLY love climbing trees, perhaps your fingers tingle and shake to knit scarves, you just can't go very long without needing to do that activity)
6 You have a rare genetic disorder that makes anything remotely pleasurable addictive.

Feature: High & Low[edit]

When you feed your addiction you get a strong high. Under this high you start to feel euphoric and powerful. You start making more risky decisions and become stupidly cockamamie. On the other side of the spectrum, if you don't feed your addiction you start to feel withdraw. You start feeling anxious, jittery, and weak. You may even become dangerously erratic while under withdraw.

Talk with you GM about your high and withdraw symptoms.

ALT Feature: Addict for fun[edit]

When you feed your addiction you get a strong high. Under this high you start to feel euphoric and powerful. Depending on your addiction, you gain advantage on checks (ie: drinking/food related addictions may have advantage on constitution rolls, adrenaline type addictions may have advantage on dexterity or strength checks). On the other side of the spectrum, if you don't feed your addiction you start to feel withdraw. You start feeling anxious, jittery, and weak. Depending on your addiction, you gain disadvantage on checks (ie: drinking/food related addictions may have disadvantage on constitution rolls, adrenaline type addictions may have disadvantage on dexterity or strength checks).

Talk with you GM about specific skills pertinent to your addiction that you may have advantage and disadvantage on, as well as how much time the advantage lasts, how long you have neither advantage nor disadvantage, and how long you can go on disadvantage before your character feels withdrawal too strongly to continue normally.

ALT Feature: Recovering/Struggling Addict[edit]

When you feed your addiction you get a strong high. Under this high You start making more risky decisions and become stupidly cockamamie. Depending on your addiction, you gain disadvantage on checks (ie: drinking/food related addictions may have disadvantage on constitution rolls, adrenaline type addictions may have disadvantage on dexterity or strength checks). On the other side of the spectrum, if you don't feed your addiction you start to feel withdraw. Because this withdrawal can be felt as a proud moment, as you are fighting your addiction, it acts in-game as improving your health. Depending on your addiction, you gain advantage on checks (ie: drinking/food related addictions may have advantage on constitution rolls, adrenaline type addictions may have advantage on dexterity or strength checks).

Talk with you GM about specific skills pertinent to your addiction that you may have advantage and disadvantage on, as well as how much time the disadvantage lasts, how long you have neither advantage nor disadvantage, and how long you can go on advantage before your character feels withdrawal too strongly to continue normally (longer than Addict for Fun, but nobody can go cold turkey without feeling the effects, there must be repercussions).

Suggested Characteristics[edit]

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 Love and Betterment I'm trying to get a better handle on my addiction so that I can be better for someone I love. (<-Alignment->)
2 Magic Cure I'm chasing the cure for my addiction cause the process to quit is WAY too much work. (<-Alignment->)
3 <-Ideal->. (<-Alignment->)
4 <-Ideal->. (<-Alignment->)
5 <-Ideal->. (<-Alignment->)
6 <-Ideal->. (<-Alignment->)
d6 Bond
1 My addiction is my choice, if I want to let it run my life, that's my prerogative.
2
3
4
5
6
d6 Flaw
1 I'm allergic (to the material, substance, food, drink, activity, etc, required for my addiction)
2 I've become a bit defined by my addiction.
3 I have to bring the supplies to aid/sustain my addiction and sometimes people say it's more trouble than it's worth.
4
5
6

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