Concerning the late Roger Carlyle
Drug effects (work in progress):
When the forces of the universe began to weigh heavy on the heart, one often finds themselves turning to the bottle; the pill; the powder for comfort. These provide temporary sanity to an insane world…but they come with a price. Each drug has its’ own affect; the higher the potency, the faster one ends up chasing the dragon.
The effect refers to the number of temporary sanity points the drug restores. I will be removing the indefinite insanity rule, and implementing a new rule where temporary sanity points count as regular sanity (not to exceed your max) but they only last for the duration stated below.
|Heroin||10d10||24 hours||25% chance per use to loose one die thereafter (not to drop below 1d10)|
|Opium||10d8||24 hours||25% chance to loose one die thereafter (not to drop below 1d8)|
|Morphene||10d6||24 hours||20% chance to loose one die thereafter (not to drop below 1d6)|
|Cocain||1d20+10||24 hours||with 15% chance to loose 1/10 of the bonus each use thereafter|
|Lithium salts||1d50||24 hours||-2 to all stats for the day (do not drop below 10)|
|Barbiturates||2d10+10||8 hours||10% chance to loose 1/10 of the bonus each use thereafter|
|Canibus||1d10+5||6 hours||If used more than once in 6 hours, affects stack, but you take -2 to all skills|
|Alcohol||1d4/shot 1d4/pint||8 hours||Drunken effects apply with failed save|
|Tobacco||1d4||6 hours||Affects do not stack|
Hero Points (work in progress):
I strongly encourage the use of this site. Any additions made will be rewarded with hero points.Points Used / Effect
- 1: Auto hit/success on skill check
- 2: Auto hit + max damage
- 3: Auto hit + critical, roll for damage
- 4: Auto hit + critical + max damage
Note: These cannot be used on saves and you cannot hold more than 4 at a time. Use them or lose them!