Seems like a separate enough post to make separate from my campaign one. Two of my players are using the addiction obligation (death sticks, and alcohol). I'm struggling to come up with really good sub-plots for these, especially when rolling obligation. Other than having them go on a bender and end up low on credits or so hung over they suffer setback the whole session, the only idea I have is that an imperial intelligence official or some other 'bad guy' type tries to buy their regular bar for one reason or another, figuring they will try to fight it tooth and nail to keep their addiction safe haven. Has anyone else had PCs with an addiction obligation, and come up with good sub-plots around them?
Sub-plots for addiction obligations
How about having the characters "Dealer" getting them to carry out a shady task with the promise of unlimited deathsticks and/or a way into the organisation that supplies them! The task can be as dark as you want to go.... i.e. killing off a rival or scaring the hell out of a client who refuses to pay their debts! Obviously the task will never be as easy as the dealer says it will be & the dealer will also always have an excuse as to why he can't deliver on the reward he promised... "But... If you could just do this one more easy job for me then maybe..."
I like it. Their locale is a semi-lawless hive of scum and villiany so it would be super easy to work in. Thanks!
Glad I could help
- The drugs are bad (either too stretched or rotten) requiring medical attention. Without a good doctor on your team it's a race against the clock to the nearest hospital. Maybe even your doc needs some special meds to save his ass.
After all this lovely help, I thought I'd let you guys know what I came up with. In the first session I'm going to introduce a dealer that comes up to him between locations, selling what he dubs 'Murder sticks', a mix of death sticks, ryll spice, and blue booster, for a very affordable price. He'll have a whole song and dance about them, and hopefully he'll bite and buy some. Whenever he does them, it will have no effect. However, the next time he is in a social or combat encounter, it'll turn out to be a delayed reaction drug, and he will TRIP BALLS. Sounds distorting, colors flying everywhere, hallucinations. He'll take a setback die and a difficulty upgrade on every check that encounter, and afterwords I'll tell him it was the best high he's ever had.
Then I can make said dealer hard to find, and have him re-surface when he rolls addiction obligation, giving him nasty little tasks in exchange for another ride on the murder train, or simply just say he went on a bender, just remembering something about murder sticks the night before, and have the dealer show up saying he owes him big time, and can pay up some exorbitant amount of credits or do him a favor.
Thoughts? This player is not the kind of metagaming person that would avoid them just because they have a negative game impact, he'll get very into his character and I think he'll play along.
Edit to add: definitely inspired by the luze scene in Wolf of Wall Street
Edited by Ian2400Sweeeet!! Let us know how it pans out in game
You could have a fun "Hangover" type session.
The PCs wake up in a hotel room that is absolutely trashed, tons of weird $*%& scattered about, and one of them is married to a female Pa'lowick named "Rosebud"!
Update: The murder sticks. Went. Well. He haggled him down to a mere 5 credits for the first one and slammed it on the spot. Upon feeling nothing, he managed to get his money back and chase off the dealer. Later on, we had a lot of fun during space combat when the enemy ships turned into flying unicorns with streaks of color coming out of their butts, though he never rolled despair with the challenge dice so nothing truly crazy happened. Overall quite fun and now I've got a solid recurring NPC to bring in for his obligation, and one that he is interested enough in that he may seek him out without my forcing it.
Quick ideas that come to mind;
- A loved one from the past has an intervention. The rehab center is a front for a drug smuggling ring.
- A victim indirectly created by his\her addiction pops up for revenge.
- Due to the character's addition, he is targeted to try out an experimental drug by a drug syndicate.
Of course these are at least a session or two adventures cause that's how I roll with obligation.