What is the Addiction Flaw?
The addiction flaw, according to the book reads:
Addiction (3-pt. flaw)
You suffer from an addiction to a substance, which must now be
present in the blood you drink. This can be alcohol, nicotine, hard
drugs or simply adrenaline. This substance always impairs you in some
fashion (see "Poisons and Drugs, " p. 231, for particulars).
We are not allowing nicotine as an addiction.
The way of the Addict
This is how certain substances can effect your char. This not only
applies to those who HAVE to drink such tainted blood to feed their
residual addiction, but those vampires who feed upon mortals for the
"high" or "rush".
As undead, vampires have little fear of conventional poisons.
However, they may succumb to poisons or drugs contained within the
bloodstream of their victims. Indeed, certain vampires, known as
"lushes" or "heads," actively seek out victims under the influence of
alcohol or drugs, that they might receive a vicarious buzz.
Obviously, we cannot present the effects of every drug and poison
in a work of this size. Following are some examples of what might
happen if a vampire drinks the blood of a poisoned or drugged victim.
A vampire with low Willpower (4 or less) and/ or an
appropriate Nature (Bon Vivant, Child) might risk addiction to a certain
substance, but this is unlikely.
In general, the effects of most drugs on vampires are far less
than their effects on the humans in whose bloodstreams the substances
run.
Substances
Alcohol
The vampire subtracts one from Dexterity and Intelligence dice pools
for every two drinks' worth of alcohol in his victims' blood. This
effect fades at the rate of one die per hour, as the alcohol purges
itself from the bloodstream.
Marijuana
The vampire experiences slightly altered perception of time, as well
as a one-die reduction to Perception dice pools. Difficulties of frenzy
rolls are decreased by one, due to the calming effect of the drug. The
effects last for about an hour.
Hallucinogens
The vampire lowers all dice pools by one to three (inability to
concentrate). He suffers effects similar to the Level Two Dementation
power The Haunting. Depending on the precise nature of the "trip," he
may gain extra dice in one particular Ability or find his Auspex
Discipline raised by a dot or more.[AT AN ST's DISCRETION] The effects
last for (8 minus Stamina) hours.
Cocaine/crack/speed
Difficulties to resist frenzy are increased by one. The vampire is
prone to angry outbursts and frenetic behaviour for 30 mins/bp obtained
Heroin/morphine/barbiturates
The vampire subtracts two from Dexterity and all Ability dice pools
for (10 minus Stamina) minutes, and experiences a dreamlike state for
(12 minus Stamina) hours. Difficulties of frenzy rolls are decreased by
one.