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1 | Name | Type | Rarity | Ingested like | Upside | Downside | Duration | Tolerance | Tolerance Effect | Notes | ||||||||||||||||
2 | Alterket | Depressant | Common | Ketamine | Deadens pain, Take -1 damage per die (min. 1), can keep fighting until dead. | HP known only to DM. -1 AC and +1 Encumbrance tier per dose. | 4 hours | +0 | Take +1 damage per die, receive double Pain tokens. | |||||||||||||||||
3 | Notcoke | Stimulant | Common | Cocaine | Alert and amped! +1 to attacks, +1 to Awareness. You can't go unconscious while on Notcoke. | Overconfident: Extend fumble range by 1. | 4 hours | +0 | Extend fumble range by 1. | |||||||||||||||||
4 | Otherpot | Depressant | Common | Weed | Immune to illusions and mental effects. Casters not affected by spell interruption. | Oblivious: Slowed in combat | 4 hours | +0 | You fail any Saves vs illusions and mental effects. Casters get -1 to spell interruption checks. | |||||||||||||||||
5 | Unmandy | Stimulant / Empathogen | Common | MDMA | Empath! See the results of Reaction and Morale rolls before they happen (ie. if a course of action would result in such a roll, roll it first and decide whether you still want to). Group vibes: +1 to Saves per person in the group on Unmandy | Peaceful: You cannot attack a creature that hasn't hurt you or a friend first. | 4 hours | +0 | -1 to Saves | |||||||||||||||||
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7 | Oblian | Depressant | Common | Absinthe | 1 Damage to all attacks | Save vs Paralyze every d4 rounds or pass out for d4 minutes | 1d4 hours | 2 | 1 less damage to all attacks | |||||||||||||||||
8 | Tooka | Hallucinogen | Uncommon | Acid | Can accurately predict what someone is gonna do in the next few seconds, so you get a bonus to whatever it is you're gonna do in response to that. | You see everything in terms of what other people are about to be doing. 1 in 6 chance of getting confused and not being able to do much but shake your head and feel sick for d4 rounds/turns/whatever. | d4 hours | 1 | Things get worse; you start seeing multiple outcomes for someone's behavior, increasing the chance of confusion to 3 in 6 and making the sickness way worse (throwing up instead of just nausea) | |||||||||||||||||
9 | Tuss | Dissociative | Common | DXM | Psychonaut, know thyself. Bonus +1 to WIS and INT per dose; +10% to Detect Noise (Rogues; does not stack); +20% chance to learn spells (does not stack) | -1 Dexterity per dose, Save vs Poison when talking to someone - success means +1 to the reaction roll, failure means -1 (-1 to this save per dose). In addition, staggering doses (taking doses more than an hour apart), or taking five or more at once, leads to a catatonic state lasting 1d4 + 2 hours. | d4 + 2 hrs | 0 | Movement rate reduced by 10%; treat nat 1 and 2 as critical failures on reaction rolls | |||||||||||||||||
10 | Talkleaf | Stimulant | Common | Nicotine | This'll perk you right up, buddy. Bonus +1 to initiative, +1 to saving rolls against fear effects and to reaction rolls with other talkleaf users | Movement rate -10%; during this time, +1 Encumbrance | 1 hr | -1 | Save vs. Poison 1/day; failure = a compulsion to find some talkleaf and, if unsuccessful in finding some, will be nervous for the rest of the day (-4 to reaction rolls, -4 to Initiative, -2 to hit) | The social aspect comes from the social aspects of smoking IRL; movement rate is supposed to be an effect of lung congestion | ||||||||||||||||
11 | Breakbad | Stimulant | Uncommon | Meth | Say my name! +2 to initiative, +1 to attack rolls | Character reacts with non-party members with a penalty of one reaction level | 2d4 + 2 hrs | -4 | Save vs. Poison 1/day; failure leads to -1 reaction adjustment towards party members | Especially pure strains tend to be colored blue. | ||||||||||||||||
12 | Crate | Stimulant | Uncommon | Kratom | Time sure flies, don't it? +2 to initiative; +1 bonus to rolls dealing with endurance and exhaustion | Malus -1 to rolls involving concentration or focused thought; misjudgment of times and durations (DM's discretion as to how this surfaces) | 2d4 hrs | 1 | Malus -1 and time judgment failures occur even when crate has not been ingested | |||||||||||||||||
13 | Terrorleaf | Hallucinogen | Uncommon | Salvia | You'll never take me alive! +1 to Strength, immunity to illusory and enchantment/charm effects | Roll 1d6. 1: Character becomes catatonic; 2 – 5: Character can function, albeit with a -2 penalty to initiative and -1 to attack rolls; 6: Character loses control in a terrified fury and lashes out (+2 to initiative, +1 to attack rolls; DM determines who or what is attacked) | 2d10 min | 2 | Malus -2 to initiative and -1 penalty to reaction rolls dealing with non-party members | |||||||||||||||||
14 | Horse Tears | Depressant | Common | Heroin | A visit with Lady H. Reduces pain by 80%; take -1 damage per die | -2 to initiative, -1 to attack rolls, -10% penalty for spell failure | 1d6 hrs | -4 | Character must save vs. Poison; if failed, downside persists even when not taking the drug | Apparently, "horse" is slang for heroin, and poppies produce "poppy tears", so that seemed like a good enough basis for a name | ||||||||||||||||
15 | Cathy | Stimulant | Uncommon | Khat | Nice to see you! NPCs interact with character with a one reacton level bonus; +1 to checks involving Charisma | Slight burning sensation in mouth, 1d4 nonlethal damage per dose | 1d4 + 1 hrs | -2 | -1 malus to Charisma-based checks if none ingested | Khat is a Middle Eastern plant with mild stimulant effects; in places such as Yemen it's prominent in social interaction | ||||||||||||||||
16 | Coffee | Stimulant | Common | Coffee | Get the benefits of sleep or rest in 50% of the time, advantage on first save vs sleep effect | jittery: critical fails on a natural 2 as well as natural 1, can't sleep during rests | 1d4 hours | 2 | groggy: -1d4 to initiative and perception; doesn't increase with greater tolerance | |||||||||||||||||
17 | Drill | Deliriant | Uncommon | DPH | Not your daddy's antihistamine. Bonus +1 to attack rolls and saving throws against creatures with magical effects; +1 bonus to attack rolls against wild animals. +1 bonus to saving throws against poison when dealing with plant source. Complete reduction of seasonal allergies for four times the duration. | Intense body load; treat character as having +1 encumbrance for the duration with a -1 penalty to initiative. Additionally, roll 1d100. On a roll of 1 – 4, character hallucinates vermin and can only concentrate on attacking these imaginary pests. | 1d6 hours | 4 | Roll a saving throw against death magic once per day; failure indicates a loss of 1d4 hit points | |||||||||||||||||
18 | Silvercaps | Deliriant | Uncommon | DMH | I think I'm (not) going to be sick… Character is immune to sickening/nauseating effects caused by motion or illusion and is affected only half by sickening effects from other sources; when rolling fall damage, -1 damage per die | Roll 1d6. On a roll of 1 – 2, character is treated as one encumbrance level higher than normal. | 1d8 hrs | 3 | 50% chance of sickening effects being doubly intense | |||||||||||||||||
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