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Post by Traskus on Oct 21, 2018 19:42:49 GMT -6
Post your homebrew drugs here.
Nectar (Common) Sold and consumed near everywhere, Nectar is one of the most consumed drugs in the wheel, coming in a variety of flavors, colors and forms with Nectar ClassicTM still being the most popular by far. With the famous slogan, "Refresh Yourself" Nectar can be found around and inside the civilians of nearly every sphere in the wheel. A delicious, high energy syrup that goes down with a tang and leaves you wanting more. It is literally the reason many a person gets up in the morning, with the jittery twitches, heavy eye bags and rotten teeth it entails. Only the creators of nectar know the secret ingredient, even though they have occasional factory tours.
Poor quality nectar is New NectarTM. It isn't sold anymore. It was a historic failure, but it's rumored dryads did that on purpose to reintroduce Nectar Classic and make billions!
Effect: One dose of nectar allows you to ignore one level of fatigue until the end of the scene. Addictivity: Low
The following drugs are not of my creation, but ported from the old thread and made by users who are not active.
Spice Melange (Very Rare) Originating from the Elemental Sphere of Earth, Spice is one of the more powerful and sought after Warp active drugs available on the open market. Spice opens the minds of its users, leaving them euphoric and able to see glimpses of the future. It appears as a dark orange powder that smells and tastes similar to raw cinnamon. Sustained use of Spice leads to discoloration of the eyes, eventually staining them an intense blue that glows in the dark. Rumors persist that overdoses can cause further mutation but so far they remain unsubstantiated.
Effect: In addition to a mild narcotic high that is never the same twice, Spice users gain free use of the Augury spell for the scene. The Focus Power Test is Level + Wisdom and does not require materials. Addictivity: Very High
Warp Dust (Rare) Warp Dust is magic energies from inside of the warp solidified through transmutation spells and then ground up for snorting purposes, but can be taken in many ways. It's like a horrible version of Cocaine that's even more addictive and destructive. When Warp Dust hits your system you get an intense visual high and the ability to see into the warp in tiny glimpses, it also increases your reaction time as your senses expand to accommodate the experience. Warp Dust users can be identified by bright reddish purple eyes, nose bleeds, and twitchy movements.
Effect: Gain one insanity point every time you take a dose of Warp Dust. For the rest of the scene afterwards, your are permanently dazzled even if you cannot normally be dazzled. You gain one additional Reaction per round during combat. Addictivity: Extreme
Bone Hurting Juice (Common) A delicious drink often mistaken for some kind of soda thanks to its packaging, Bone Hurting Juice is also a poison capable of causing spontaneous bone fractures and blunt force trauma. It can be found openly sold on store shelves in places where megacorp interests take precedence, but is heavily regulated and often illegal elsewhere.
Effect: 1d10 rounds after consumption of a dose of Bone Hurting Juice, the user takes one point of Impact critical damage to a random body location. Addictivity: Low
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Post by GuardianTempest on Oct 21, 2018 19:48:55 GMT -6
Bonk! (Rare) Bonk! (yes, exclamation point included) is a carbonated energy drink supercharged by radioactive exposure to the Warp. Originally a combat drug developed for scouts, its astounding success and delicious flavor led to its sales to various paramilitary and beverage corporations around the Wheel. Drinking it creates a near-impenetrable force-field from the souls of the damned which cushions violent interactions from either side, essentially protecting the user from the world and vice-versa.
Effect: The user cannot directly inflict or be inflicted by damage. This effect lasts for five rounds in combat or until the end of the scene.
Addictivity: Low (Unless drinker loves sugary drinks)
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Post by Amanojyaku on Oct 21, 2018 20:11:08 GMT -6
Agony (Uncommon) Agony is a thick, red-colored liquid created through certain arcane rituals involving torturing a sapient creature for days on end... not blood, but distilled, liquid pain itself. Agony is often thinned with wine and injected via hypospray, and has an intoxicating effect. Users have reported a feeling of euphoria, a sort of sadistic haze in which they no longer care about what exactly is being said. Taking Agony results in the eyes and mouth becoming brilliant red in color, and users sway and stagger as if drunk.
Effect: While under the effects of Agony, a creature gets +1 to all Social Characteristics but automatically fails any Charm test. The effects of Agony last until the end of the Scene.
Addictivity: Moderate
Anhedonia (Rare) Anhedonia is a midnight-blue fungus that can be found growing in small patches deep within Pandemonium. The caps are collected and dried by whatever berks are barmy enough to venture through Ravenholm and beyond, and eaten to achieve the drug's effect of blocking any and all pleasurable sensations, excitement, and satisfaction. Anhedonia use is signified by a complete lack of positive affect, while sadness and depression become much more pronounced. Addicts become perpetual mopes, often gaining weight as they can no longer feel happiness or satisfaction and thus eat to fill the void.
Effect: The user automatically passes any test to avoid being distracted by pleasurable stimuli, and those interacting with him gain no bonuses on tests that would be a result of pleasure stimuli (such as the Appearance or Dangerous Beauty assets). However, the user cannot recover resource points or gain beneficial effects of other drugs while under the effects of Anhedonia. Anhedonia's effects last for one Scene.
Addictivity: High
LiNKER (Very Rare) Made for exalts, by exalts, LiNKER is a pale green chemical that increases an exalt's affinity for her own powers when injected into a vein in the neck. It is highly dangerous and its use is frowned upon by anyone with a lick of common sense. Users show increasingly erratic behavior and an increased adrenaline response as they become more dependent on the drug. The most immediate side-effect is recklessness, as the drug helps them to burn through and recover energy faster, followed shortly by blood from the nose, mouth, and other orifices as abuse continues.
Effect: While under the effects of LiNKER, an exalt can take two points of E damage to the Gizzards (that can't be reduced in any way) in order to gain an additional resource point that must be spent immediately. In addition, the user can also spend resource points beyond her power stat during a round, taking another point of E damage to the Gizzards for each excess resource point. LiNKER's effects last for one Scene.
Addictivity: Extreme
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Post by username on Oct 21, 2018 21:39:43 GMT -6
Daemon Dust (Very Rare)A drug developed by the Ruinous Powers to give squads of their more mortal troops the extra edge, it is now used extensively by both sides of the Blood War and has found its way to more civilian markets. Said to be made from the ground up bodies of still living daemons, it is an iridescent powder that is easily inhaled. Users are said to be granted the hardiness of a daemon for a limited time as the being mingles with their body, although there are long term side effects, including degeneration, mutation and acute damnation. Effect: The user gains the Daemonic trait until the end of the scene along with 1d5 points of Corruption. Addictivity: High Sunshine (Common)Sunshine is a light alcoholic beverage brewed from the delicate Sunberries grown on the nightless planet of Abellio in Arcadia. Brewed by strange, above ground dwelling, Pelor worshiping Squats, the beer gets its name from the brilliant inner light it gives off. Glowing as brightly as a torch, it is most often stored in opaque bottles until served. Effects: In addition to the normal effects of alcohol consumption, the user glows as brightly as a Torch for a scene, shining with the same inner glow as the liquor. Solars and similar beings that imbibe Sunshine regain one Heat, while consumption or contact with the liquid is harmful to Vampires and their kin, dealing 1 Energy Wound as per Sunlight Vulnerability. Addictivity: Low Tremeric Powder (Rare)Gold Dust, Juju Rub, Tremeric Powder is known by many names, at least in circles that know it even exists. A fine yellow powder, rumor has it that it is actually made from finely ground, still unliving vampires. Consumption is said to grant an unlife similar to these creatures of the night, but it is often cut to make it go further. The still unliving Vampire(s) inside mingle and "live" in the bloodstream and brain of the user, with long term users often looking quite ghastly with pale skin, sunken eyes, slightly elongated teeth and a rather poor grasp on reality. Effects: The user gains the Undead trait for 10-Constitution days and 1d5 insanity as the still unliving Vampire's mind mingles with theirs. Tremeric may also be added as a Material Component to Necromancy Focus Power tests for +1k1 to the roll. Addictivity: High Wow-Wow Sauce (Uncommon)Sold in little red bottles, Wow-Wow Sauce is one of the newest and hottest commodities on the market, a Hot Sauce Condiment that is rapidly gaining renown amongst connoisseurs of both foodstuff and pain. Wow-Wow Sauce is highly volatile, to the point that it can be used not only as a condiment but also to break up small rocks and tree roots. Aficionados know that it is safe to consume only after sweat is no longer condensing on the bottle, and even then only in extremely small quantities. Woe betide anyone foolish enough to consume more than the recommended dosage, although the practice of consuming an entire bottle at once is gaining popularity on the street as an activity known as "Swallowing the Dragon". What exactly goes into the smooth red liquid is a closely guarded secret by Hurtz Corp, but word on the street is that it contains some of but not limited to the following: Kerosene, Propylene Glycol, Artificial Sweeteners, Sulfuric Acid, Rum, Acetone, Battery Acid, red dye#2, Scumm, Axle grease and/or pepperoni. Due to the dangerous nature of the substance, the condiment has already been made illegal in several Crystal Spheres and only time will tell if others will follow. Effect: If a body drinks an entire bottle of Wow-Wow sauce in one go, they take 1 automatic E critical wound to the Gizzards and gain one usage of a natural Breath weapon that follows the same weapon profile as a Flamer. The bottle may also be poured over a weapon, giving it the Incendiary and Overheats properties for the remainder of the scene. Addictivity (if consumed): Low Fairy Dust (Rare)A magical, sparkling powder that allows one to touch the sky like a fairy with a little spring in your step and a happy thought. Infusing by mere touch, Fairy Dust allows the dosed to actually Fly as if second nature, walking, flapping, soaring and swimming through the air as if it is all some game. It is useful in a variety of situations, from rescue missions to movies to acrobatics shows to would-be super heroes. People that abuse this powder aren't known to show any physical signs, but a tell-tale peppy attitude, high spirits and increasingly air headed attitude reminiscent of fairies themselves can identify a habitual user. Rare and expensive, users might find their moods spoiled with knowledge that the truth of its creation is rather darker than the glittering dust would imply. Like many other Dusts out there, the name is true to nature: It is made from ground up Fairies. "Farms" are set up on locations where an abnormal amount of Fairies spring from, where the fairies, newborn but full grown are captured, butchered, ground and rendered into the pretty, shimmering powder. Luckily whenever a Fairy dies, they are reborn once more from nature and this cycle can begin again, potentially forever. Effect: The user of Fairy Dust gains the Flyer trait at a speed equal to their normal ground speed for the Scene. Poor Quality Fairy Dust is often impure and cut to make it go further, a bit of a downer on the mind that results in a Flyer trait at a speed half the user's normal ground speed for the Scene. Addictivity: Moderate Pete's All Purpose Poison (Common)Originally designed as a combination dessert topping and floor cleaner, Pete's All Purpose Poison didn't find its niche until it was discovered that it also worked as a universal toxin: If someone can be poisoned, they can be poisoned by this stuff. Available in liquid and powder, it is clear with a very faint green tint in bulk quantities. Colorless and near odorless, the poison still possesses a hint of sweetness when tasted hearkening back to its roots. Cheap, plentiful and widely marketed to live up to its name, the uses for Pete's All Purpose Poison are limited only by the imagination. The tell-tale pearly white smiles of those killed by the toxin can be found in nearly every crystal sphere in the Wheel. EFFECTS: Anyone not immune to poison that is dosed with Pete's All Purpose Poison takes an immediate 1 Wound, and must make a TN 15 Constitution test or take 1d2 more. Alternatively, a dose can be slathered on a weapon to give it the Toxic Property for scene, although the wielder must test against the Toxic property every round they hold the weapon as well. A weapon can only be coated in one type of poison, oil or chemical in this manner at a time. ADDICTIVITY: None Black Lotus Extract (Mythic Rare)So rare and valuable as to be thought a myth in the 40th millennia, the Black Lotus is long since extinct with only an ever dwindling supply of extract from the inky leaves and seedpod of the flower left. Originally cultivated by the Eldarin for its striking beauty in contrast to their pearly Wraithbone, its development twisted and perverted along side the tenders who sought for the flower to thrill and enthrall an ever increasing amount of senses and emotions. Even in its current form, the diluted extract is still enough to trigger every nerve and possible feeling at the same time, creating new paths through the body and promptly burning them out as the user is consumed in an overwhelming Synesthesia when just "possible feelings" are no longer enough. All known remaining supplies of the dark, sticky substance are said to be held by the Dark Eldarin, who are rumored to let powerful heroes and decadent Kings acquire a taste, enough to enslave them to the dead flower's power forever. These addicts grow bloated, hairy and pale, with ever increasingly sour and angry mood swings. EFFECTS: Anyone dosed with Black Lotus Extract immediately takes 3 wounds and restores resource points equal to the wounds received from it. ADDICTIVITY: Extreme
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Post by username on Dec 21, 2018 18:47:10 GMT -6
Medi-gel (Common)Widely sold and widely used and abused, Medi-gel is marketed as a miracle drug to get a man on his feet again in moments rather than months. Made with a mixture of stem cells and nanintes, it’s a veritable grey goo that comes in a variety of bright colors and is available as salves, pills, patches and powders to suit the consumers’ needs whether they want to swallow, snort or slime it directly on where it hurts. The function is similar to biofoam, but replaces pain with pleasure and a slightly buzzed feeling that can lead to abuse even outside of medical necessity. Addicts tend to have patchy, even rotten skin, as their body is more Medi-gel than man, stem cells and nanites holding together what little realflesh they have left. Effect: Medi-gel instantly heals one Wound per dose in a manner similar to Biofoam, however it does not stop blood loss. Addictivity: ModerateR&R (Rare)Bed rest in a bottle, R&R lets a body get a full day’s rest by making their body do exactly the opposite, working itself to exhaustion rapidly restoring itself. Small and square in structure, like a sugar cube, it is normally dissolved in liquid such as warm milk for consumption. Once consumed, the cells of the body kick into overdrive, dividing and replicating and healing as though the user had spent days recuperating and exercising rather than just hours. This process is extremely exhausting on the body and mind though, making those dosed feel extremely heavy and hot while everything in the world seems to slow down and grow distant: doing anything other than resting and relaxing while under the effect of R&R will causes the user to pass out in a matter of hours, many users just sleep through the dose and enjoy extremely pleasant dreams. Abuse of R&R is obvious and horrific, with use causing hair and nails to grow wildy and extended use leading to rapid, premature aging. Effect: While under the effects of R&R, creatures treat every hour as an entire day worth of bedrest and medical attention for the purpose of physical healing, such as restoring hitpoints, recovering from surgery or regenerating limbs but not for restoring fatigue. Each hour the user takes 1 level of Fatigue, with an additional 1 fatigue per wound or other ailments healed. One dose lasts for 24 hours. Addictivity: Moderate
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Post by DatsVatSheSaid on Mar 19, 2019 20:50:51 GMT -6
Brought to you by Octane Pharmaceuticals Bolt (Common) Bolt is a rather dubious drug, originally conceptualized as a combat drug that never saw battlefield use due to it's extremely potent side effects and extremely short-lived benefits. It saw a short time as a Performance enhancer in sports until it was quickly banned. Now it sees use among extreme sports enthusiasts, adrenaline junkies, and psychotic street gangs. Bolt creates it's "speed boost" effect by actually poisoning the recipient, causing it's body to no longer limit it's output. This will cause heart problems, torn muscle fibers, and damaged nerves. Bolt also burns through your nervous system faster than any drug before it, causing overall problems for such a short fix. Effect: Anyone dosed with Bolt gains a +5 to Speed, Initiative, and a Bonus Reaction for 2 rounds. Upon taking a dose of Bolt, take an immediate Wound of E Damage. Addictivity: Extreme
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Post by DatsVatSheSaid on Mar 20, 2019 11:30:02 GMT -6
Octane (Uncommon) Octane is the flagship performance enhancing drug produced by Octane Pharmaceuticals, it has seen use in both the private, military and civilian sectors due to it's reliable effects and semi-efficient production costs. Much more stable than Octane's sister products Bolt and Nitro, Octane gives long lasting vigor and increased performance for a longer period of time, but the benefits aren't as instant and potent as the other aforementioned drugs.
Octane, when you want a little more kick in your life. Effects: Anyone dosed with Octane gains a +2 to Strength and Dexterity for determining your speed and for purposes of actions with the movement subtype for the rest of the scene. Upon wearing off, take 1d10 fatigue. Addictivity: Extreme Nitro (VRare) Nitro is in fact, the most dubious drug made by Octane Pharmaceuticals and thanks to Octane's killer PR team... still not illegal. Nitro is a much more volatile drug than Bolt and while it doesn't quite burn through your system like Bolt does, Nitro will cause much more severe damage to your body overall. Nitro is marketed as the "be all, end all performance enhancer for the aspiring daredevil" and "for those who wanna live life on the edge" and spurs it's customers "to be awesome or be dead". Highlighting it's dangers as a feature, not a side effect. Effects: Anyone dosed with Nitro immediately takes 1 wound of E damage, and for the rest of the scene you may double your base speed and your dexterity for the purpose of actions using the movement subtype. For Each round you are under the Influence of Nitro, take 1 wound of E damage at the start of your turn. Addictivity: Extreme
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Post by username on May 28, 2019 21:03:20 GMT -6
MiracleGro (Very Rare)
MiracleGro, known as MG or MeGa, is a drug on the bleeding edge of scientific impossibilities in the field of Hugification. Originally intended as a livestock growth agent in order to feed the armies of Order and Chaos, it was discovered that a large enough dose at once would result in an immediate but temporary growth spurt, causing the user to swell and swole to an enormous size with a comparable increase in hardiness. MiracleGro comes in the form of a green powder of large spiky crystals that upon impact with flesh result in a proliferation of MegaParticle formation in the body. Long term abuse leads to a green tint to the flesh, bouts of rage and in the worst cases swelling of individual parts of the body, seemingly at random, in a form of horrible gigantism. Effect: MiracleGro causes the user to increase in size rapidly, increasing their Size by 3 for the remainder of the Scene. Their armor and apparel only swells a little bit from the MegaParticle contimination, unable to keep up, resulting in the user taking damage equal to twice the highest AP of their worn armor as their body grows around and against it. Addictivity: Moderate
Min-Amaze (Very Rare)
Thought to be a breakthrough in weight loss technology, Min-Amaze is less popular than investors anticipated despite working beyond their wildest dreams. Rather than making the user merely thinner, the user quickly becomes smaller in all dimensions, the particles of their body pulling more tightly together as they seem to shrink away to almost nothing. The oddness of the drug and the efforts of manufacturing it results in a product rarely seen on shelves and most often employed for very niche situations such as making large game easier to take down with small arms, shrinking for infiltration, and the filming really creepy fetish videos. Use is obvious but abuse is said to cause addicts to develop cases of the Shrinks, wherein their body parts slowly waste away one by one until in the worst cases they are nothing but a pair of empty shoes. Effect: Min-Amaze causes the user to decrease in size rapidly, decreasing their Size by 3 (to a minimum of 1) for the remainder of the scene. The meta-grav-morph effects of the drug even mostly shrinks the user's apparel as well shortly thereafter but the regrowth when the drug wears off is less pleasant, resulting in the user taking damage equal to twice the highest AP of their worn Armor as their body's regrowth outpaces it, slighting crushing them. Addictivity: Low
StrongArm (Rare)
StrongArm is a physique enhancing drug usually used via injection, Strongarm is designed to remake even the scrawniest weakling into something strong, faster, harder (if not necessarily better). Availability is mixed, with it being tightly controlled and policed in some places and dosing being mandatory in others where work is manual and backbreaking. Use of StrongArm results in incredible feats of of athleticism but while the user becomes stronger and faster, they do not become quicker. The swollen and dense muscle mass is slow to react to sudden changes or needs, so while StrongArm may raise the bar when they fall, they fall hard. Long term use often results in a body that is a patchwork of scars and veins, a tapestry of the times StrongArm let them push their body to new heights and new lows. Effect: While under the effects of StrongArm, a creature gets +1 to all physical characteristics but automatically fails any Acrobatics test. The effects of StrongArm last until the end of the scene. Addictivity: Moderate
EctoKooler (Very Rare)
A sickly green color. A glow. A movement at the edge of vision. A taste of delicious tangerine. Ectokoolers are many things, but they are not a mystery. Created by trapping and processing ghosts and other spectral creatures for their plasm, the drink is a refreshing beverage with a flavour that is out of this world, which describes the effects of it as well. The imbiber will feel their body drift away from itself and even the materium, observing but almost entirely unable to interact with the world around them so that they may focus entirely on enjoying the rush. Due to the soulsqueezing process of making EctoKoolers and the potential for abuse the drug has been officially discontinued on the public market, but it still possesses a strong cult following. These EctoKultists often show the signs of continued use: Rotten Teeth, slimy skin and an increasingly translucent body as they slowly fade from reality entirely with each quaff. Effect: A creature dosed with EctoKooler will become incorporeal, as per the Phasing Trait. They may pass through solid objects but at the same time are unable to interact with things that are not magical or power fielded properly. This incorporeal state lasts until the end of the Scene. Addictivity: High
ConSole (Very Common)
The Wheel is an awful, dark place and for some it is all they can do to hold on while it spins wildly out of control. For others, they race across the Wheel, to fill the darkest parts with a little light. Both suffer horribly for it, and for both the light of Pelor offers hope. Devised by Pelorites and sold, almost given away, at a loss to lessen suffering, ConSole is most often served baked into biscuits or brownies as a light snack that gives one the strength to resist the ravages of the Warp on the soul and body. Those under its effects seem to have a new resolution and strength of character even in the face of horrors from behind the veil, that they may be beaten but not broken. ConSole's dark side sometimes rears its head though, when that resolve turns bravery into foolishness as people seek out darkness to use, feeling infallible to its effects and realizing only too late that they are not. Effect: While under the effects of ConSole, a person's soul is stabilized. They may ignore the effects of any Mutations gained while having 30 Corruption or less, and if they would gain Corruption Points while under the effects of Console, they gain 1 fewer Corruption point. ConSole lasts for the remainder of the scene. Addictivity: Low
Allgood (Uncommon)
A drug and a paradox, Allgood is a drug that makes the user feel closer to the Gods and more devote, yet at the same time more able to go against their tenants and to less effect. Often given out at religious festivals, the drug also is said to find use by religious zealots and on missions that would, in truth, seem to go against the tenants of the crusaders alignment. Allgood fills these people with the knowledge of deeper, fundamental truths, what must be the real truth. Sure there is a light that people feel and see, but there is another kind of light that fills even the darkest of places, a meta-light that must exist or else how would we see the Darkness in the first place? And so it is with the Truth; many of the worst heresies for the advancement of faith that the Wheel has ever seen were committed by users of Allgood that could see beyond what seems true to these fundamental truths. Perhaps these paradoxes are why Allgood is one of the most commonly protested and yet least banned drugs on the Wheel, supposedly suppressed and yet still readily available. Effect: While under the effects of Allgood, a creature gains +2 to all Alignment Checks and treats their Devotion as one higher for all purposes. The effects of Allgood last until the end of the scene. Addictivity: Moderate
Break (Very Rare)
A drug that induces light euphoria and breaks down the will and resistance of the user, Break are not a drug that many use with knowledge of the effects or by choice, at first. Most often a brilliant pink drug delivered in the form of a mist to the mouth, nose and eyes, Break is a drug that makes the dosed much more compliant, easy going and very open to suggestion. It is often used during indoctrinations, interrogations or during attempts to enslave people, people who become emotionally and physically addicted to the effects of the drug and so are easily coerced into servicing the needs of their supplier. Officially illegal in council space and much of the Great Wheel beyond that, Break still ends up turning up in dark corners around the wheel. Effect: When dosed with Break, the user loses 1 Resolve and makes a TN 15 Composure test. If this fails, they lose 1d2 more Resolve. This lost Resolve is regained as normal. Mindless and Machine creatures are immune to Break. Addictivity: Moderate
Petra (Rare)
A newly available drug to the larger Wheel, based on older formula only recently rediscovered, Petra is in theory for use during dangerous situations where someone would suffer harm that would normally be fatal such as rescue, exploratory and fishing missions. In the wrong hands however, it can be used for instilling a sense of invulnerability and unstoppability, a slowly approaching doom perfect for situations where one plans a suicide mission and intends to survive it. Petra numbs the user to pain but beyond that seems to literally convert parts of the body to a substance much like cold rock and living metal, the kind of body that could walk across a carpet of nails under gunfire without flinching. The effects of long term use are not fully known, but those that have taken it in large quantities seem to have come away changed, becoming stoic and quiet but if there is more to this only time will tell. Effect: While dosed with Petra, the user gains 2 Resilience and the Crawler trait, but loses 1 Reaction Action each round. Petra lasts until the end of the scene. Addictivity: Moderate
Deceit(Rare)
The second most common drug provided to spies and agents that may be captured in the field when they need to resist interrogation (the first most common being poison), Deceit is a pill or powder that can be easily concealed for use without alerting much attention. When used it makes the tongue more fluid and the mind more sharp, spotting threads so as to be able to perfectly see and refute what others have said. Beyond the field, it has also become one of the drugs of choice for lawyers and politicians. Users often seem to smile too wide, but only with their teeth while their eyes stay alert and darting. Extended abuse leads stuttering and stumbling through words, malaproprisms and giving away more than what was intended while speaking. Effect: While dosed with Deceit, the user gains +1k1 to Deceive and Scrunity rolls and must succeed a Test Number 15 Willpower test to knowingly tell the truth. The effects of Deceit last for one scene. Addictivity: Low
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Post by DatsVatSheSaid on Oct 8, 2019 9:00:31 GMT -6
Vostroyan Vodka (Uncommon): Probably one of the strongest drinks in regular circulation across the wheel and it'll put some serious hair on your chest and fight in your blood. It's literal Liquid Courage. So Drink up Comrade!
Effect:For the duration of the scene, you are immune to all fear effects and pinning, Disengaging from combat or backing down from a fight requires a successful willpower Test (TN 15). In addition, you take -1k1 on any mental skills due to being drunk...duh.
Addictivity: High
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Post by Lestat on Apr 8, 2022 18:22:20 GMT -6
Rot Purge (Rare) A small 10 pack of unassuming white pills, Rot Purge is often the only hope of the desperate to weather the storm of plague from Nurgle's warriors. Unfortunately these daemonic diseases not only corrupt the body, but also the soul, requiring natural strength to overcome even with assistance.
Effect: Within a week of consuming a single pill any common diseases are ended, however plagues derived from the Gods, Exalted, or similarly supernatural sources are not so easily ended. After 10 days of daily consumption the patient may roll their Constitution against TN 30 to end the disease. For every additional 10 day regimen the patient may roll again with an extra raise, with a total number of raises equal to their Constitution. Addictivity: Moderate
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Post by DatsVatSheSaid on Jan 10, 2023 20:40:44 GMT -6
Nurglitch Brew(Rare):This Vile, Fetid Concoction contains a virulent plague straight from The Cauldron of Nurgle, chosen upon it's creation. Effect: One Dose afflicts the Imbiber with one of the Diseases listed therein until until Cured. Addictivity: Low
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Post by ScrapyardDragon on Jun 13, 2023 22:12:03 GMT -6
Tang (Mythic Rare) This orange fluid is sometimes extracted from the bodies of fallen demiurges, and sometimes all that's left of their victims. It tastes rather salty, though tasting it is the last thing any rational man would do. It contains traces of the juice of the fruit of life. Not enough to induce exaltation, but enough to revitalize the body. And sunder the mind...
Effect: upon drinking tang, roll a d10. The user heals that many hit points (HP in excess of their max hp becomes temporary HP), but they also gain that much insanity. Addictivity: High
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