Saturday, February 1, 2014

Eleven effects of "elven" weed

  1. roll 2d6
  2. Invoke fear: d6 1-3 of being hungry 4-5 of many strangers 6 roll again 1-3 of the dark 4-5 of hungry ancestors 6 roll again 1-3 of gravity 4-5 of death 6 it's the end of us all!!
  3. Worrisome freedom tendencies: roll d4 //1-3 +2 to rolls when alone, -2 when not, 4 roll again, //1-3 quick to anger if kept occupied in activity against his will - will get in fight / argument once in four cases, 4 roll again, // 1-3 fights for freedom, sows dangerous seeds of "free societies" and "how the overlord should be replaced by someone smart" and such, which in many cases doesn't go unpunished, 4 roll again, // 1-3 attract some sympathizers and d3: 1 yell how cruel the "system" is and be extra smart about changing it, 2 march the fields and farms, petitioning the "free land" idea, leading in 15% to local rebellion, 3 vandalize handy law institution, like toll station or garrison outhouse 4 rebel against the throne and try to dismiss the"state"
  4. Sudden inspiration: roll d4 //1-3 re-roll next task roll 4 roll again //1-3 gain significant clue on one problem at hand, 4 roll again //1-3 identify an object, recall lost lore and similar 4 roll again //1-3 write a song or make a painting, sculpture, etc. and present it by the end of session. If you don't, suffer -3 to all rolls next session, due to depression and self disappointment, 4 make a significant piece of art of great value. This takes 1d4 weeks to achieve, after this, enjoy +5 to all rolls due to prestige or get random illness/curse at DM's discretion because you defiled the god in you.
  5. Sense distortion: roll d6, for next five turns, take d6-d6 to all rolls.*
  6. Happy feet: Your natural fur thickens and curls, you feel warm and cozy. Ignore normal cold effects.
  7. Non-rational hunger: Eat now, starve later! Can eat to sustain many days without sustenance
  8. Pleasant atmospheric: Just breathe. Gain full HP and allow one save re-roll vs. bad condition.
  9. Mental elemental: My mind is my fortress. d3 to will saves.
  10. Time is nigh: roll d4: 1-3 gain +2 reflex for duration, 4 roll again, // 1-3 once in combat act twice instead of once, 4 roll again, // 1-3 ahead of time - broadly know what will happen in next round, 4 roll again // 1-3 +5 reflex saves for duration, 4 +10 reflex saves
  11. Invoke bravery: roll d4: 1-3 re-roll any failed fear save, 4 roll again 1-3 things that would otherwise scare you, don't (heights, frogs, angry dogs, ...), 4 roll again, 1-3 immune to fear 4 roll again 1-3 banish the feared 4 i shall not fear you Mathilda - defy one death
  12. Levitation: d6 1-3 an inch 4-5 five inch 6 roll again 1-3 a foot 4-5 five hands 6 roll again 1-3 full feast table high 4-5 for a size 6 twelve foot high
 * some better blends reduce next die to d4 or even less
  • is very difficult to come by, often forbidden to posses, cultivate and sell, except in hobbit lands, it is commonly available there
  • is forbidden in many civilized lands due to number 3
  • takes two turns to invoke
  • lasts for as many as 2d4 hours
  • at start augments the character, giving bonus to personality or cha
  • rolled effects settle in after one turn
  • after effects depend on severity of the effect, but they all drain character for one day
  • there are for sure other effects not listed here, but this is for most of the more common blends

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