Monday, 20 August 2012

Healing Potions

There's a reason why not every man and his dog uses these things. Besides the fact that the ingredients are rather expensive, they're magic, and most folks know just how dangerous swallowing something magical can be. It will heal what ails you, but at what cost?

Roll 2d6+number of potions drank in the last (day? week?).


you heal now, but in a few days you take [damage]
lose control of a limb. Is it inactive, or does it do things you don't want it to.
become intoxicated or start hallucinating.
weird mutations. They'll go away, but not before they inconvenience you.
Blinded for a while
Excruciating pain - you go down to 1 hp for [a little while]. Afterwards, you go back to whatever you were on before, plus the healing.
Vomit frogs or slugs
You're perfectly healthy. You're also a mouse.
Comatose. Your mind is opened to the howling void while you're under, too.
Gain a debility.
Vomit liquid fire. It can't hurt you, but is quite capable of harming your friends and destroying your possessions.
You're fine... except you occasionally turn to stone for a few seconds. This is very random and inconvenient.


Or maybe it's a +CON roll?
7-9 has some vaguely unpleasant side effect. A miss means the GM gets to make a move. It's probably not even related to the drinking - the universe doesn't like you cheating.


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