You  are  addicted  to  a  drug,  which you  must  use  daily  or  suffer  withdrawal. The value of this disadvantage depends on the cost, effects, and legality of the drug. 

Please use the "Note" section of your abilities page to detail how this ability works for you and how its point cost was calculated. To do this, you'll want to view the full text here: Addiction

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Full Text

Cost (per day)
Cheap  (up  to  0.1%  of  average  starting wealth): -5 points.
Expensive  (up  to  0.5%  of  average starting wealth): -10 points.
Very expensive (more than 0.5% of average starting wealth): -20 points

Effects
Incapacitating  or  hallucinogenic:-10 points.
Highly addictive (-5 on withdrawal roll): -5 points.
Totally addictive (-10 on withdrawal roll): -10 points.

Legality
Illegal:+0 points.
Legal:+5 points.

Examples: Tobacco is cheap, highly addictive,  and  legal;  a  chain-smoker has  a  -5-point  Addiction.  Heroin  is very  expensive,  incapacitating,  totally addictive,  and  illegal;  a  heroin  addict has a -40-point Addiction.

Non-Chemical  Addictions:  You  can take Addiction to an activity instead of a  drug – for  instance,  telepathic  con-tact or spending time in virtual reality. If this costs money, price the Addiction based on its daily cost. If it is free (e.g., telepathic contact), treat it as  “Cheap”  if  it  you  can  do  it  almost anywhere  (telepathic  contact  with anyone) or as “Expensive” if restrictive conditions  apply  (telepathic  contact with   one   specific   person).   Such Addictions  almost  always  cause  psychological   dependency   (see   Withdrawal, below).

Effects of Drugs
A stimulating drug leaves you feeling  energized  .  .  .  until  it  wears  off. Then  you  are  depressed  and  irritable. An incapacitating drug  renders  you unconscious (or just blissfully, uselessly drowsy) for about two hours. A hallucinogenic drug  renders  you  useless for work or combat, though you might be  active  and  talkative.  Some  drugs(e.g.,  tobacco)  have  none  of  these effects,   while   others   have   unique effects.  Side  effects  are  also  possible. For detailed rules, see Addictive Drugs (p. 440).

Withdrawal
Sometimes,  voluntarily  or  other-wise,  you  must  try  to  give  up  your Addiction.  Addiction  to  a  drug  that causes psychological  dependency is  a mental    disadvantage;    withdrawal from  such  a  drug  requires  a  series  of Will  rolls,  and  may  result  in  mental problems.  Addiction  to  a  drug  that induces physiological  dependency is  a physical disadvantage; withdrawal is a function  of  your  HT,  and  may  cause physical  injury.  For  details,  see  Drug Withdrawal (p. 440).  Should  you  successfully withdraw from an Addiction, you must immediately buy off this dis-advantage.

Minor Addictions
For  an  Addiction  worth  only  -5points,  the  GM  may  rule  that  the expense,   stigma,   and   detrimental long-term effects of use are the whole of  the  disadvantage,  and  waive  the usual withdrawal rules. This is appropriate  for  such  drugs  as  tobacco  and caffeine.  If  forced  to  go  without,  you must make a Will or HT roll as usual, but  the  only  effects  on  a  failure  are general anxiety, irritability, or restless-ness. This manifests as a temporary -1to  DX,  IQ,  self-control  rolls,  or  reaction rolls (GM’s choice) – not as insanity  or  injury.  Successive  failures  pro-long  the  duration  of  the  effects;  they do not increase the size of the penalty. If you can make 14 successful rolls in succession,  you  must  buy  off  your Addiction.

It  is  also  possible  to  create  a  0-point  Addiction  using  these  rules. Such  Addictions  are  always Minor Addictions, and you may take them as-1-point quirks (see Quirks, p. 162).