It seems a great deal of the questions revolve around how addiction works. This has been a question for me as well (my street sam player has been thinking that the mage character we call "Combustion Man" should be dealing with magic addiction), so I will attempt to summarize how it all works so we know how it works. If I have any inaccuracies, please point them out. Normally I try to discuss how it works in 4th and 5th edition, but 5th is much more complete so I'm going to focus on that.
Once a trigger (magic foci, drugs and stimulant magic spells) is used, a countdown timer of (11 - Addiction Rating) weeks starts. Most drugs are in the table on SR5 414, for Foci use the total Force of all active foci to determine the addiction rating. I presume that magic spells like Crank (4E SM 169) will use Force as the addiction rating and will use an Addiction Threshold of 2 like simsense stimulation although a threshold of 1 like Long Haul is also possible.
Algernon is a troll with with Body 7, Will 4. Sometimes in combat, he has an allotment of Kamikaze to use to boost his chances and has a Mild addiction. Late on Monday, his building is raided and he takes a dose, which begins a (11-9)=2 week timer, at a threshold of 3.
As of now, any time Algernon wants to use Kamikaze, he has to worry about rolling to strengthen the addiction. Technically that week counter would start exactly at that time he used, but most tables probably use a lot of abstractions to simplify bookkeeping and might decide that counter begins on the next day. That would be "week 1". He would need to stay clean for 9 weeks (the Addiction Rating) before being able to make an Addiction Test to see if he can kick (buy off) the negative quality. Since Kamikaze is a Physical addiction he would roll (Body 7 + Will 4 - 2 Mild Addiction)=9.
As he posted it cleanly and simply, I'm going to modify a quote from ZeConster for the coming timing process:
If at any point in the next (Addiction Rating) weeks you use, the Addiction Threshold resets to its base value.
- Every 7 days after the trigger without using, the Addiction Threshold reduces by 1.
- If the threshold reduces to 0 you're in the clear and don't have to track it anymore...until you use again.
- Keep the addiction threshold marked. If you make it (Addiction Rating) weeks, you can make an Addiction Test (or 2 if the addiction type is psychological and physiological), with appropriate modifiers.
- If you succeed in staying clean for (Addiction Rating) weeks and pass the Addiction Test(s), then you may buy off the addiction quality.
- If you failed any Addiction Test during this period, you now have a shiny new (or stronger) addiction to keep you company and impose negative dice pool modifiers.
So let's go back to Example 0 and see what happens if, on that following Tuesday, he gets into combat and has to take a dose to keep up.
Algernon is now in the addiction window, so he rolls to (7 Body + 4 Will - 2 Mild Addiction)=9 to resist. He rolls 4 hits, statistically above average and enough to exceed Kamikaze's threshold of 3.
Later that day, another melee starts and he has to take a dose to 'keep the edge'. Assuming he's been fully patched up from the previous fight, he would roll 9 again to resist (although with such a short span, I could see the GM imposing a penalty for having taken the drug recently). This time he only gets 3 hits
At this point, I'm not sure whether you have to equal or exceed the threshold - in Shadowrun, ties go to the defender except in the case of touch attacks, and in a sense the character is the defender so I suppose this would count as sufficient to stave off the addiction. However, what if it was 1 fewer hits? Even with a troll's dice pool, you're courting addiction if you're repeatedly using and if you've got a player wantonly using drugs then I see no problem with having a player have to pay karma for buying off an earned quality.
If the substance was soykaf (enough to warrant a new addiction test), it would look something like this:
During lunch on Monday, Algernon guzzles the 2-liter pot of soykaf in the break room. Although the book doesn't explicitly say what type, I'm guessing that caffeine is a psychological addiction given the lack of research to date to indicate that it rewires the brain like alcohol or heroin does. He rolls (4 Logic + 4 Willpower) and gets 2 hits, meeting the threshold. If Tuesday comes and he downs another liter of soykaf, he's got to resist again, and he would have to be cautious until next Monday (for the 1 week, the Addiction Rating).
If the substance was alcohol, it would look something like this:
During dinner on Monday, Algernon downs a case of beer. Being a physical addiction, he rolls (7 Body + 4 Willpower)=11 to resist and gets 3 hits, enough to beat the threshold of 2 for addiction to alcohol. He would have to watch himself for the next 3 weeks (alcohol's Addiction Rating) or risk another Addiction Test.