Showing posts with label Drugs. Show all posts
Showing posts with label Drugs. Show all posts

Wednesday, July 6, 2016

1d20 Random Wasteland Drugs & Illicit Substances Encounter Table For Your Old School Campaigns



Not every relic or treasure that the PC's find in the wastelands is going to  be of  the obvious variety there are some weird drugs can have far out more.

 


Deep in the heart of the wastelands & death zones there are weird substances that have come about as a result of the violent chemical & often alchemical changes to the very foundations of reality. New materials & substances have come into existence. These items are often unusual or exhibit properties that can be used for mind or reality altering applications. Many of these substance have incredible values to the average wastelander who with a bit of some of these substances can escape their realities in new and unpredictable ways. Many of these substances have taken on new value and appreciation in certain esoteric and Bohemian circles. These drugs and other illicit substance create their own magnet of reality around them.

1d20 Random Wasteland Drugs
& Illicit Substances Encounter Table
  1. Engorima Blaster - This powder has been created by the atomic blasts hitting certain types of glass in odd places. Blaster tears away sanity and increases wisdom scores temporarily. These scores increase by two temporary points that after 1d4 hours will fade away. 
  2. Fauglila - Is an ego boaster and taking it will negate any psychic intrusive telepathy  or mental  powers on the target. The target is enveloped in a wall of weird pop culture thoughts gleaned from across the dimensional divide.
  3. Goturorm Balls - Made from the pineal glands of the cyclop tree sloth, this stuff is guaranteed to get the owner high as a kite from the neural path ways being charged with weird radiations. The owner rides out the charged high with 1d4 temporary intelligence points.
  4. Harturd Powder  - Made from the concentrated souls of the victims of the apocalyptic events, the owner of this drug has 1d20 hours of vivid hallucinations of the events of the apocalypse. There is a 20 % chance of the victim of this drug either going temporarily insane or gaining a weird wasteland insight into some lost technology or other event.
  5. Iazg - Made from the spun crystalline husks of certain esoteric spider mutants shells, this stuff creates weird disjointed time cross over with their present and the victim's past. The victim or user of this technology is able to undue certain past events. The victim gains three temporary constitution points but has a forty percent chance of going temporarily insane. 
  6. Weliniavaircau the Far Wanderer - This drug has been created by the passage of glass through certain dimensional gates. This enables the drug user to have instance access to the nearby realities. The victim has a forty percent chance of gaining a temporary mutation. This drug is favored by the hard corer glowing freaks.
  7. Kazg - Made from the mutant shell of a newly defeated roach, this stuff enables the owner to telepathically link with random nearby telepathic mutant or normal brains. The owner rides the current trace of telepathic  life from one pattern to another.
  8. Korcheg Orbs - This isn't so much a drug as it is a set of circumstances, the user experiences the fossilized bits of time that the apocalypse froze in shattered reality. The user experiences a sliver of an alternative life or world for 1d6 hours. The user gains 1d6 temporary hit points while under the influences
  9. Lauir this drug was created by the interaction of psychic abilities and powers with reality. At certain times the owner can access the powers of the mind and create 1d4 minor psychic abilities for 1d6 +2 hours.
  10. Lirorgunchazg This drug is made from the adult body of certain plant mutants and the bodies of the victims of the apocalypse. The victim's mind is shunted into the realm of the planet's plant hive mind. The victim may be able to communicate with certain ancient mutant plant creatures.
  11. Thildulathab is made from the discarded scales of ancient serpent men, the owner gains the ability to read and write in the dead serpent men's god like tongue & operate their machinery.
  12. Lavand - Created from the ancient gases and oozes found within the undergrounds of Boston, this stuff will keep for months and one whiff of it and the owner is able to place his mind in the dreams of such creatures. The victims gain 1d4 ooze based mutations. 
  13. Ncarimmabe -Has been created from the tree bark of seven different species of mutant plants. This paste like substance can be rolled or smoked. It takes the owner and gives him three planet like abilities.
  14. Nglrtuil powder enables the user's mind to travel back 200+ years in a whirl wind of confusion and hallucinations. The user might gain a powerful set of 1d10 mutations or 20% chance of being able to operate any simple relic or artifact they come across.
  15. Ngluila This powder is made from the ground up parts of certain mutant animals and enables the user to gain 1d20 animal mutations. The user can understand mutant animals as if he was born to.
  16. Ogrilka - This stuff is made from the glands of several ancient humanoid races of legend. The drug enables the owner to temporily take on the form of a Mok for 1d20 hours.
  17. Saugli This drug is made from the sliced up mind of three different mutant adventurers, the user can engage any of these powders
  18. Thaugia This drug comes from the land of dreams and all of the ground up Fey that go into its production. The user is able to taste fey powers and has a sampler of 1d20 temporary powers. They also experience all of the the glory and weirdness that the drug. 
  19. Thmalan - This isn't so much a drug as it is a strange combination of certain crystals, the user gains machine telepathy and can't shut it off. They have a range of line of sight.
  20. TuimimelTuirort -Created by dangerous post apocalyptic forces this substance enables the owner to open the doors to perception


Saturday, January 28, 2012

'Pretty Boys' An Illicit Substance & Monster Encounter for Your Old School Space Opera

File:Fungus Unknown.jpg

'Pretty Boys' are a  fungus found on the temperate world of Donivons out on the galactic pan handle. This world is known for the exotic fungus it produces. This one grows on the dead brains of the animal life of the planet.
The cycle is short only 1 week of subject game time. The stuff sprouts from the head of the dead bringing with it bits of skull & decay. The structure of the fungus terribly resembles a humanoid brain as well. The stuff must be injected into the upper nostrils of the user where it seeps into the brain like a living thing.  Those who take the stuff are overwhelmed by memories of other races, places, & times. The physical appearance of the user changes slightly as skin pigmentation, eye coloring, & even vestal antenna are known to sprout from the user's forehead. Users are subject to berserk under its influence for 1d3 turns & then fall into a euphoric trance .
 Users increase Constitution, Stamina, & Strength by 1d3 points & for a time they are able to breath in toxic atmospheres. There are reports from those who use this substance that there is an increase in sexual prowess as well. Those offspring born of such unions resemble neither parent & are often sold to mining concerns as labors & slaves. They breath much easier within the toxic atmospheres of planets like Dephi 3, Alpha 6, etc.  Make a constitution check to breath within such places after 1d3 turns the body adapts! They make excellent  pit fighters
 Amazingly at the end of the lives of these offspring a colony of this fungus will sprout from the head & bloom again.
20 credits for 6 uses of the drug but this drug is only available out on the galactic pan handle.

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Friday, January 13, 2012

7 Illicit Substances For Your Old School Space Opera Game !

File:Collection1-nat-museum-berlin hg.jpg

7 Illicit Substances & They're Effects 
  1. Ubo'Dddaac - This drug has been created from the ground up sexual organs of the Itlu beatles. Taken as a snuff this will give +2 to constitution, +1 on Wisdom,-2 to all Charisma rolls the user's face turns a vivid blue but they gain the ability to understand all alien languages for 1d4 turns 
  2. Rshokrhae- This vile purple substance is created from the ground up dried bones of the Rshokrae people. Causes wild hallucinations but user gains +2 to all space navigation rolls lasts for 1d4 hours. Must be injected into the user's eye directly. 
  3. Latha - A strange jelly like substance made from the muck of the intestines found in the Raaa worms of Alpha 5. +1 Strength, +2 To Intelligence, -2 Charisma, gives the user infravision for 1d6 days. A religious drug for the inhabitants of Alpha 5. 
  4. Pho-Dhug - The poison bile ducts of the Lath Toads founds on the mysterious world of Pho. Strengthens the user against the riggers of hyperspace travel +3 to the constitution but -1 to intelligence. Lasts from 1d4 days. The user can see between the angles of space as well. 
  5. Ethachigolo - Created by the Eldar Things as a food supplement for the shaggoth slave race this jello like amoeba slithers down into the gut of the user. It improves all functions from within. +2 to Charisma, +1 to constitution, -1 intelligence. It lives for 1d4 months. There is a 10% of the creature maturing & bursting through the lower intestines of the user doing 1d4 points of damage. 
  6. Gol'ascy - This strange glowing white powder holds the user's mind crystallized within time itself as it heals the wounds of insanity. This stuff clears the mind & sanity by adding 1d3 points of wisdom & intelligence. The stuff must be snorted up the user's nasal cavity where it snakes its way into the user's brain! The crystal's come from Denabus 4 where the bones of 400 lawful deities bones lay after they died in battle with their opposite number. There is a 20% of the user being possessed by the long dead spirit of the deities unless a saving throw versus wands is made.  
  7. Uggusnlab-gugl - This incredible substance is spread across the skin of the user. The organism blends with the user's chemical make up & aura. The organism allows the user to make a psychic jump across 1d20 light years instantly. The user will lose 1d3 points of constitution after the jump only regaining it after 1d10 days of rest & relaxation. 
  There may be some unexpected Side Effects with these drugs! 
Unexpected Drug Side Effects Table 1d20 effects 

  1. The user suddenly glows a per a continual light spell for 1d3 rounds. The color changes with his mood. 
  2. The user's skin becomes armored & metallic for 1d4 hours. The user has a rusty metal smell for 1d6 days after the effect ends. 
  3. The user's alignment changes & his personality shifts for 2d6 days. The user will try to be very opposite to the way they normally are. 
  4. The user gains another person's aura. They're shadow will act in a manner that is strange, haunting, & so what disturbing 
  5. The user gains 1d6 extra fingers for 1d4 days. They may 20% not be under the user's control at all. 
  6. The user gains a ghostly partner; this entity will be mostly harmless but be incredibly annoying.He may try to trick the user's other party members 
  7. A powerful demon takes an interest in the person making life more "interesting" 
  8. The user gains hornlike fleshy growths from their forehead. They act as extra noses +2 to all find hidden doors, detect traps & such. 
  9. The user gains a congenial twin in an unexpected area. The creature is intelligent & mean 
  10. The user gains 2 side effects & so reroll on the table. 
  11. The user is able to taste colors & see the shape of  strange vistas. They can see the outlines of magic 
  12. The user gains a new language unexpectedly 
  13. The user grows antenna that can detect magic 
  14. The user turns a paler shade of grey & gains +1 on charisma 
  15. The user requires 1d3 more pounds of food 
  16. The user gains claws +1 to all damage in melee 
  17. The user gains a strange piping from another dimension. This piping will unnerve an opponent -1 on all morale rolls 
  18. The user becomes attractive to fey. He will gain 1d4 fey friends when he enters a new venue 
  19. The user gains an effect that the dungeon master creates
  20. The gains the attention of a space dragon! 
All side effects will last as long as the drug does & will disappear after its effects end. There is only a 20% of these side effects occurring at all