Showing posts with label try drugs. Show all posts
Showing posts with label try drugs. Show all posts

Sunday, August 9, 2020

Sword/Planet Henchmen & Hangers-On (d30)


1 Grizzled Grognard                  11 Wise Neanderthal                  21 Buffy, Vampire Slayer          

2 Brock Sampson                      12 Bungling Apprentice              22 Resourceful Artful Dodger    

3 Jacked Native                         13 Distracted Geriatric               23 Cloaked Hive Midgets (7)     

4 Bastard Noble                         14 Loquacious Pet Rock            24 Tiny Flying Saucer/Crew

5 Kato the Monk                        15 Kenny the Doomed               25 Connected Carny Urchin

6 Amish Ezekiel                         16  Goth Spider Witch             26 Good Align Doppelganger

7 Tin Automaton                        17 Igor the Hunchback               27 Band Groupie/Torch Girl

8 Big Loyal Dog                        18 Overly Eager Intern               28 Conjoined Mutant F/Mage

9 Me, Jack Burton                     19 Corporal R. Crawford            29 ‘Sunflower’, Hippie Druid

10 Robby the Robot                  20 Robotic Bending Unit             30 Mobile Medical Hologram

 

 Unrelated Link  https://imgur.com/t/dog

Saturday, December 21, 2019

d30 Loot the Body/Pick the Pocket

Loot the Body/Pick the Pocket (d30) Simple/Generic Corpse/Victim stuff
1 CP, 1d20      7 Charm          13 Key             19 Free Drink Token   25 Jewelry, 1d10x10 GP
2 SP, 1d30      8 Comb           14 Dice            20 Sorcerer’s Snuff     26 Something Freaky
3 GP, 1d10      9 Candy          15 Ring            21 Symbol/Badge       27 Map/Clue/Message
4 EP, 1d12      10 Lint             16 Pipe            22 Parchment, Joke   28 Flyer, Info per DM
5 PP, 1d6        11 Flask          17 Fire             23 Crunchy Beetles    29 Blood Root, +1d4 HP
6 Dagger         12 Ration        18 Tool            24 Small Glowstone    30 String, or Nothing


Sunday, August 11, 2019

Updated d100 Potions, now with potential Side Effects

Thought that since they are so prevalent, and possibly subject to alchemical variation and error, Potions should come with potential (one in ten?) Side Effects; slight to major risks that accompany or possibly distort expected results.  Updated table here


Saturday, March 2, 2019

Super Simple Poisons



POISON
Insinuative; must be introduced to body, Save Negates entirely, Rare
Ingested; must be consumed, Save for Half Damage or Negate/Lesser Effect, Very rare
Contact; must touch skin; No Save, Extremely Rare
Poisoned creatures will suffer warning signs during Onset
May be diluted or concentrated, as per DM, Save Bonus/Penalty +1 to +4
Detection is tough; DF 20+ Passive, DF15+ Active

Class   Onset  Damage/Effect        Rate/Duration   Poison                    Venom/Ingredient
I           ---        1d6+1                     Immediate         Bloodthorn Root     Dolm Ant
II          1d6r     2d6+2                    4HP/r                Creeping Death       G Spiders
III         1d4r     3d6+3                    6HP/r                Cerulon Blue           Brain Slug
IV         2r         4d6+4                    8HP/r               Two-Step                 White Scorpion
V          1r         5d6+5/Death         10HP/r              Crimson Death        Crimson Worm
VI         ---        6d6+6/Death          Immediate        Finality                    Tomb Beetle larvae
VII        1d4r     Blindness              1d6T/Perm       Naga Milk              Naga, Batwing Viper
VIII       2r         Sleep                    1d6+1T             Dream Weaver        G Spiders, Mugato
IX         2r         Slow/Paralysis      2d6r/2d6T         Long Nap               G Wasp, C Crawler
X          1r         Insanity/Feeblemind   Perm           Mage’s Bane          Jale Ant