Saturday, 11 September 2021

Equipment/Alchemy: Drugs Revisited

Equipment/Alchemy: Drugs Revisited

I was not content with how drugs work in my Metatronic Alchemy system, so I decided to rewrite them. The cost is now not based on mechanics, but is arbitrary. Also added a drug from my setting, and a drug from Dragon Magazine.


Agony (Liquid Pain)

This thick, reddish liquid is the distilled essence of pain, captured using special items. It is highly sought after by outsiders. Ingesting character must make an HT-4 roll to resist the effects. If he fails, he begins experiencing ecstasy (p. B428) for margin of failure hours. After that, he has a -2 penalty to DX for the same amount of time.

Type: Depressant.

Dependency: Physiological.

Disadvantage Cost: -40 (very expensive, incapacitating, totally addictive, illegal).

 

Baccaran

This pasty substance is dried and kept as a powder or sometimes left as a paste. Ingesting character must make an HT roll to resist the effects. If he fails, he begins to hallucinate for margin of failure hours.

Type: Hallucinogen.

Dependency: Psychological.

Disadvantage Cost: -20 (expensive, hallucinogenic, illegal).

 

Devilweed

Leaves from the wyssin plant are dried and rolled into a tobacco-like substance and smoked. Devilweed is legal in most places, but many frown upon its consumption. Smoking character must make an HT roll to resist the effects. If he fails, 20 minutes later he gets a -2 penalty to IQ, +1 bonus to ST, and the Absent-Mindedness (p. B122) and Fearfulness 3 (p. B136) disadvantages for 30 minutes per point of margin of failure, as he begins to act skittish.

Type: Stimulant.

Dependency: Physiological.

Disadvantage Cost: -5 (expensive, legal).

 

Elixir of Fantasy

Developed decades ago by an Underdark-dwelling human culture from the mushrooms that grow underground, elixir of fantasy is a powerful hallucinogen that makes the user believe he is something else.

Ingesting character must make an HT-4 roll to resist the effects. If he fails, he begins to hallucinate for margin of failure hours. After that, he gets a -1 penalty to IQ and Overconfidence (9) for the same amount of time.

Type: Hallucinogen.

Dependency: Psychological.

Disadvantage Cost: -20 (expensive, hallucinogenic, illegal).

 

Luhix

Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, self-inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages. It can also be ingested normally, but the addicts claim that the sprinkling feels more pleasant. Ingesting character must make an HT-4 roll to resist the effects. If he fails, he gets a -1 penalty to ST, DX, IQ, and HT for margin of failure minutes, then a +1 bonus to ST, DX, IQ, and HT for the same number of minutes. When 20 minutes pass, he gains the High Pain Threshold (p. B59) advantage for 30 minutes per point of margin of failure and then experiences euphoria (p. B428) for the same amount of time.

Type: Depressant.

Dependency: Physiological.

Disadvantage Cost: -30 (very expensive, totally addictive, illegal).

 

Mordayn Vapor (Dreammist)

Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace. Inhaling character must make an HT-2 roll to resist the effects. If he fails, he immediately begins to hallucinate (p. B428) for margin of failure hours. After that he is wracked by the realization that the real life is not as great and vibrant as the hallucinations, gaining Chronic Depression (9) (p. B126) and a -1 penalty to IQ and HT for the same amount of time.

Type: Hallucinogen.

Dependency: Psychological.

Disadvantage Cost: -35 (very expensive, hallucinogenic, highly addictive, illegal).

 

Mushroom Powder

Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters. Ingesting character must make an HT roll to resist the effects. If he fails, he gets a +1 bonus to IQ and the Single-Minded (p. B85) advantage for margin of failure minutes. After that, he gets a -2 penalty to ST and a -2 penalty to IQ for margin of failure hours.

Type: Stimulant.

Dependency: Physiological.

Disadvantage Cost: -15 (very expensive, legal).

 

Pleasant Sleep

This is an addictive drug created by the dream dwarves of Kes. It is an herb that is crushed and mixed with water. If taken before sleep, it causes the imbiber to experience ecstatic dreams, restoring all FP in only four hours of sleep. Upon waking up, the imbiber must make an HT+2 roll. If he fails, he gains the Chronic Depression (15) (p. B126) and Nightmares (15) disadvantages (p. B144) or has his self-control number reduced by one step, up to the minimum of (6). The drug does not work when Nightmares trigger.

Type: Stimulant.

Dependency: Psychological.

Disadvantage Cost: -15 (expensive, highly addictive, illegal).

 

Redflower Leaves

These crushed leaves of a tiny red bog flower are known for their ability to improve hand-to-eye coordination. Ingesting character must make an HT roll to resist the effects. If he fails, he is physically stunned. He can roll HT to recover every turn. After that, he has a +1 bonus to DX for margin of failure minutes. After that, he gains the Bad Temper (12) (p. B124) and Chronic Depression (9) (p. B126) disadvantages for the same amount of time (minimum 10 minutes).

Type: Stimulant.

Dependency: Physiological.

Disadvantage Cost: -5 (cheap, illegal).

 

Sannish

A bluish liquid distilled from wolves’ milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips. Ingesting character must make an HT-1 roll to resist the effects. If he fails, he gains the High Pain Threshold (p. B59) advantage for margin of failure hours. After that, he loses 1d+2 FP and gets a -1 penalty to DX and IQ for the same amount of time.

Type: Depressant.

Dependency: Physiological.

Disadvantage Cost: -10 (expensive, legal).

 

Terran Brandy

A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey. Ingesting character must make an HT-3 roll to resist the effects. If he fails, he gets a +1 bonus to IQ and gains the Overconfidence (9) (p. B148) disadvantage for margin of failure hours. After that, he gets a -3 penalty to HT and ST for the same amount of time.

Type: Stimulant.

Dependency: Psychological.

Disadvantage Cost: -20 (very expensive, illegal).

 

Vodare

An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster (an evil deity of madness and murder described in the Book of Vile Darkness, page 11). Ingesting character must make an HT roll to resist the effects. If he fails, he gains the Overconfidence (9) (p. B148) disadvantage and the Fearlessness 3 (p. B55) advantage for margin of failure minutes. After that, he gains the Bad Temper (12) (p. B124) and Chronic Depression (9) (p. B126) disadvantages for the same amount of time (minimum 10 minutes).

Type: Stimulant.

Dependency: Psychological.

Disadvantage Cost: -10 (cheap, highly addictive, illegal).

 

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