GM Spike |
Soo this is a "thing" I attempted. I didnt actually make any research apart from core rule book but I felt something is missing.
This is (I hope) something that can give real life substances and services meaning within the game.
In case of substances one cup/shot brings "Effect" into play and automatically calls for a save. If save fails "secondary effect" comes into play.
Any suggestions and critique is welcome.
Real life substance|Effect, (dissapears in 6 hours)|Save DC
Wine, Beer, Mead, |+1D4 Cha, -1D4 Con, |Fort 18
Secondary effect, (dissapears in 24 hours)
|-1D4 Dex, Wis, Int; +1D4 Temp HP
Distilled alcohol, |+1D6 Cha, -1D6 Con, |Fort 20
|-1D6 Dex, Wis, Int; +1D6 Temp HP
Strong tobacco, |+1D4 Int, Wis, Cha, -1D4 Con, |Fort 18
|-1D4 Dex; +1D4 Nonleathal Dmg
Weed, |+1D6 Wis, -1D6 Con, |Fort 20
|-1D6 Dex, Str, Cha, +1D6 Nonleathal Dmg
Shrooms |+1D6 Int, -1D6 Con, |Fort 20
|-1D6 Dex, Str, Cha, +1D6 Nonleathal Dmg
Steroids |+1D6 Str, Dex, -1D6 Wis, Int, |Fort 20
|-1D6 Cha, Con, +1D6 Nonleathal Dmg
Ecstasy, |+1D6 Dex, -1D6 Con, |Fort 20
|-1D6 Wis, Cha, Int, +1D6 Nonleathal Dmg
Cocaine, |+1D6 Int, -1D6 Con, |Fort 20
|-1D6 Wis, Cha, Dex, +1D6 Nonleathal Dmg
Heroine, |+1D6 Wis, -1D6 Con |Fort 20
|-1D6 Dex, Cha, Int, +1D6 Nonleathal Dmg
Pervitine, |+1D4 Cha, Wis, Int, -1D6 Con, |Fort 22
|-1D6 Dex; 6 hours after, Nauseated for 1D4 hours
By failing the save by 5 or more every morning character gets the nauseated condition for 1D4 hours and sickened condition for the rest of the day.
Using the same substance cures the morning sickness for the rest of the day. Casting remove curse (or possibly remove disease) cures the morning sickness permanently.
Using racial substances (like Dwarven hammer weed or elven sunleaf wine) decreases the save by 5 for characters of given race.
Services (takes 1 hour) |Effects, (disappears in 24 hours)
Public baths |+1 Will,Fort saves
Gym |+1 Ref saves
Sauna |+2 Fort saves vs disease
Church |+2 Will saves vs fear
Soooo what do you think guys and gals?