Friday, August 19, 2016

Shadow of the Demon Lord: Narcoplasm



Narcoplasm
A new drug has been hitting the streets of Crossings over the last few months, known as narcoplasm. The drug has been specifically created for clockworks and is packaged in a valve designed to interface with them. When a clockwork takes a "hit" of narcoplam, roll a d6 and consult the following table.

Die Roll          Effect on Clockwork
     1                Bane on Will Challenge Rolls for 1d6 minutes.
     2                Boon of Agility Challenge Rolls for 1d6 minutes.
     3                Bane on Perception Challenge Rolls for 1d6 minutes.
     4                Boon on Strength Challenge Rolls for 1d6 minutes.
     5                Bane on Intelligence Challenge Rolls for 1d6 minute.
     6                Gain +2 to Defense for 1d6 minute.

Additionally, the clockwork must make a Will Challenge Roll with 1 bane, on a failure they are Impaired for 1d3 days or until they take narcoplasm again.

Other races that inhale sarcoplasm must make a Strength Challenge Roll with 3 Banes, on a failure they are Poisoned for 1d6 days.

Rumors insist that a clockwork named Hopper, from the City-State of Droll, discovered the substance from a giant, blue rock that fell from the sky. 

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