Drugs are made of Ingredients. Ingredients have Aspects which tell you what they do. When you create a Drug select a number of Ingredients and add all their Aspects into the final product.
Then make a chemistry roll, if you are successful you make the roll/10 (round up) uses of that Drug. If you critically succeed you may choose to remove 1 Aspect from the Drug, and make 1d10 extra uses. Making a Drug takes 1d10 hours.
All Drugs (Unless you take an Aspect that removes that) are addictive.
Aspects
There are a few types of Aspects separated into categories, Healing, Attributes, Duration, and Misc.
Healing (Most healing effects are unaffected by duration):
1. Relieving - Heal 1d10 health and lower stress by 1.
2. Regenerative - Heal 2d10 health.
3. Calming - Lower stress by 2.
4. Migraine - Deals 1d10 damage and increase stress by 1.
5. Necrotizing - Deals 2d10 damage.
6. Destabilizing - Increase stress by 2.
7. Placebo - Heal 3d10 health, after duration runs out, take that much damage.
8. Deadly - Take 1dx10 damage.
8. Deadly - Take 1dx10 damage.
Attributes:
Each attribute affecting aspect is written in a specific format:
[A number of - or +][Attribute effected]
e.g. -Intellect
e.g. -Intellect
The number of - or + symbols are the number of d10s to take away or add to the Attribute respectively.
E.g. -Intellect means you roll 1d10 and take that much away from intellect.
E.g. -Intellect means you roll 1d10 and take that much away from intellect.
Duration:
Duration is a special aspect that is present on all Ingredients. It is simply written as Duration-[A number between 0 and 10]. 0 means that it is instantaneous and any numbers above that is the number of d10 minutes the effects of the Drug last. When combining Ingredients take the average duration (Round up).
Misc:
1. Hallucinatory - Take disadvantage on anything involving the senses.
2. Vomiting - Make a Body Save every minute, if you fail you start vomiting, take disadvantage on all rolls for the next minute.
3. Jumpy - Every time you roll speed roll 1d10, if it's 1-5 you get a +10% to speed, if it's a 6-10 you get a -10% to speed.
4. Deep - Gain 2d10% to your psychic power rolls. If you are not psychic, this does nothing.
5. Backlash - If you are psychic, you take 3d10 damage. If you are not psychic, this does nothing.
6. Aftereffect - When you create the Drug choose a number of Aspects to take effect after the duration for 1.5x the duration.
7. Advancing - Choose an order for all the Aspects of the Drug when you create it. It starts with the first aspect and after 1d10 minutes adds the next aspect until all Aspects are added, then it has the normal duration.
8. Metaspacial-infusion - Take 1dx10 damage, if you are psychic roll 1d5+1, if you are not psychic roll 1d5-1. It has an additional effect based on your roll: 0: Nothing 1: You see your doom, take 1d10 stress 2: A Metaspacial portal opens in your gut, take 3d10 more damage 3: Time and space opens to you, roll 1d100 twice and record the results, you can use this result in place of any roll (before rolling, once per result, you may use this to give others the results). 4: Your mind and body sharpens, choose one skill to gain a permanent +1d10% in 5: The Metaspacial energy flows through you, any psychic power rolls made while under the effect of this Drug are rolled twice, you may choose to take either one 5: A Metaspacial rift opens in your mind, once, before this Drug wears off, you may automatically critically succeed at a psychic power roll.
9. Plentiful - When you create a Drug with this Aspect you make 1d10 more uses of it.
10. Reactive - When you create a Drug with this Aspect roll 1d10, on a 10 you take 1d10 damage and this batch of Drugs blows up in your face.
11. Rare - When you create a Drug with this Aspect you make only 1 use of it.
12. Paranoid - You gain a random phobia.
13. Dissociative - You start to dissociate with your body. Whenever you roll 1d100, you may take 1 stress to flip the result (E.g. 32 -> 23).
14. Lengthy - When you create a Drug with this Aspect it now has a duration of duration number d10 hours rather than duration number d10 minutes.
15. Non-Addictive - A Drug made with this Aspect does not run the risk of addiction.
5. Backlash - If you are psychic, you take 3d10 damage. If you are not psychic, this does nothing.
6. Aftereffect - When you create the Drug choose a number of Aspects to take effect after the duration for 1.5x the duration.
7. Advancing - Choose an order for all the Aspects of the Drug when you create it. It starts with the first aspect and after 1d10 minutes adds the next aspect until all Aspects are added, then it has the normal duration.
8. Metaspacial-infusion - Take 1dx10 damage, if you are psychic roll 1d5+1, if you are not psychic roll 1d5-1. It has an additional effect based on your roll: 0: Nothing 1: You see your doom, take 1d10 stress 2: A Metaspacial portal opens in your gut, take 3d10 more damage 3: Time and space opens to you, roll 1d100 twice and record the results, you can use this result in place of any roll (before rolling, once per result, you may use this to give others the results). 4: Your mind and body sharpens, choose one skill to gain a permanent +1d10% in 5: The Metaspacial energy flows through you, any psychic power rolls made while under the effect of this Drug are rolled twice, you may choose to take either one 5: A Metaspacial rift opens in your mind, once, before this Drug wears off, you may automatically critically succeed at a psychic power roll.
9. Plentiful - When you create a Drug with this Aspect you make 1d10 more uses of it.
10. Reactive - When you create a Drug with this Aspect roll 1d10, on a 10 you take 1d10 damage and this batch of Drugs blows up in your face.
11. Rare - When you create a Drug with this Aspect you make only 1 use of it.
12. Paranoid - You gain a random phobia.
13. Dissociative - You start to dissociate with your body. Whenever you roll 1d100, you may take 1 stress to flip the result (E.g. 32 -> 23).
14. Lengthy - When you create a Drug with this Aspect it now has a duration of duration number d10 hours rather than duration number d10 minutes.
15. Non-Addictive - A Drug made with this Aspect does not run the risk of addiction.
Ingredients
I'll leave most of these up to you to create, although here are a few examples. If you want to experiment, roll a 1d10/2 for the number of Aspects the Ingredient has, then randomly roll for each Aspect (Or pick what makes sense). I might make another post later with more Ingredient examples.
- Gaunt Blood - Necrotizing, Deep, ++Strength, -Intelect, Duration-3.
- Adrenaline - ++Strength, ++Combat, Duration-1
- Medi-gel - Regenerative, Lengthy, Duration-1
- Medi-gel - Regenerative, Lengthy, Duration-1
- Ibuprofen - Relieving, Duration-0
- Nightshade - Deadly, Vomiting, Duration-5
- Psychic powder - Deep, Metaspacial-infusion, Aftereffect, Rare, Duration-8
- Nano-Disassemblers - Deadly, Necrotizing, Migraine, ---Strength, ---Combat, ---Speed, Advancing, Duration-1
And that's my rules for making drugs in Mothership.
Ibuprofen on its own can be made into pain-pills. Medi-gel and Adrenaline mixed become Stim-Packs.
And that's my rules for making drugs in Mothership.
Ibuprofen on its own can be made into pain-pills. Medi-gel and Adrenaline mixed become Stim-Packs.
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