Recently, I wrote up some ideas foralternative healing potions. One of them is actually a plant fertilizer / growth serum, but used
by adventurers as a healing drug. In my original post, its side effect is a
rapidly growing plant scab monster sprouting from the treated wound. In this post, I offer more side effects when using a plant-growth serum as a healing potion.
Main stats reference OSR/LotFP rules, [5e mechanics
in square brackets].
Plant-growth serum
Effect: Heal 1d12 hit points [heal 2d4 +
Constitution modifier hit points]
Side effects: Save against Poison [make a
DC 15 Constitution save], or roll 1d8:
1
|
Cough up seeds for 1d8 - Constitution modifier days
(min. 1). The seeds belong to a grain or plant common to regional
agriculture, can be eaten or planted.
|
2-4
|
Become mildly/strongly/hopelessly addicted to the
serum. Each 3/2/1 days without it, add 1/2/3 points to the total Encumbrance
rating [add 1/2/3 levels of Exhaustion]. Every time this result is rolled,
increase addiction level. If addicted, Save against Poision [make a DC 15
Constitution save] every day/week/month. On success, lower addiction rating
(mild addiction goes away for good). Negate daily effect with minor healing
spell etc., cure addiction as strong disease.
|
5
|
Fertile sweat! All items in prolonged contact with
the body during the day of consumption (clothes and armor worn, weapons held,
the bed slept in, etc.) become covered in nasty mold.
|
6
|
Skin takes on a greenish hue for 1d6 days.
|
7
|
Experience strong changes in taste and eating habits
(crave a food that was previously hated or something generally not considered
edible, covet a food that’s a religious taboo, eat soil).
|
8
|
Beautiful, but vile-smelling flowers sprout from the
healed wound (or, if there was no open wound, from the orifices of the
consumer). If torn or cut, a very bad mood sets in for 1d3 hours.
|
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