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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