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It is also my belief that all the HP recovery activities are much more fun than "taking a short rest" or whatever.
13 Rare Poisons
1.Rosy Tincture: eyes fill with blood, save or blinded, euphoric effect
2.Ingrate’s Milk: poison for baby’s lips that spares it but kills mother
3.Consensifer: paralytic, 1 hr; victims believe they just chose not to move
4.The Null Hypothesis: victim fails to see anything as important, 1 hr
5.Parrhestic Rigor: victim speaks whole truth for 1 day then dies choking
6.Implausible Gauntlets: selective paralysis of hands, feet, 1 day
7.Skuldine: shortens natural lifespan by 2d20 years; long-game poison
8.Gutwrench: too-good antiseptic, kills eubacteria in body, die in d6 days
9.Destiny Venom: kills in 7 days; only gaining 500 xp/level cures it
10.Complix: also envenoms foe’s blade on touch, hence, moral quandary
11.Justichor: medicine that cures most diseases but fatal to malingerers
12.Entheotoxin: makes blood ethereal, only cure is to shift to that plane
13.Legacy Wine: swell, empurple, die; made only from Legacy Wine victim’s last tears; paradox noted
13 Odd Diseases
1.Rust-beast Hyperaemia: if armor rusts into wound, -2 STR, CHA
2.Medusa’s Gallstones: drawback of petrification-save success, -2 CON
3.Displacer Dance: sidestep tic after teleport, -2 DEX until next level up
4.Pharaoh’s Wrack: aftereffect of mummy rot, freezes joints at angles
5.Numismiasis: infection on copper coins, crud webs fingers together
6.Hornflamm: d4-day ague from unicorn noses that neutralizes poison
7.Eargrub: infectious tune, when heard gives -4 INT, WIS for d6 days
8.Sainted Boils: -4 to all abilities, d6 weeks; sucking pus heals d6 HP/day
9.Monty’s Revenge: radiation coma from more magic items than WIS
10.Green Grippe: jealous flu makes host clean freak, spreads post-mortem
11.Esculent Scabs: can peel or bite off for d4 HP damage and 1 meal/day, food smell draws monster attacks
12.Griffon Fur Tick: bite in groin causes overconfidence, -2 to all abilities
13. Litchworm: eats maze in you, 30 days to live, magic-proof; only hope, enlarge self, send in reduced party
13 Nonlethal Damage Effects (at exactly 0 HP)
1.Subdued: if hit was with rope, whip or chain, victim obeys, 3 rounds
2.Intimidated: victim retreats, in preference to attack, for 1 day
3.Disordered: victim gapes in confusion, attacks at random
4.Opossum’d: victim falls to floor, appears dead for d6 minutes
5.Aggravated: victim attacks you at double speed 1 round, collapses
6.Ransomed: victim bargains for life with real or wishful treasure
7.Obligated: if victim is Lawful, unable to aggress against you for life
8.Agog: victim panics, flees by most unorthodox route
9.Near-Death: victim views afterlife in daze, returns in d6 minutes
10.Moonstruck: victim adopts new random persona, amnesic
11.Circle of Life: if victim is animal, it dies, another 3x bigger appears
12.Maledicta: victim throws dying curse, avoided if you spare him
13. Amen!: if hit was with holy symbol, victim adopts your faith
13 Idiosyncratic Hit Point Recovery Activities
1.Charging at an active foe with HD > your level, regain 1 HP/ level
2.Taking an hour-long stroll alone, deep in thought, regain d3 HP
3.Every 3 strong drinks you swig, you restore 1 HP
4.Meditation, 1 hour: roll WIS or under on d20 to recover d3 HP
5.Loudly denying frailty, regain your last 1 HP if 2+ others believe you
6.5% chance /hour asleep of lucid dream; adjust HP by d8-3; can die
7.Sleep in carcass of monster that damaged you for HP = its HD
8.Hot sexy love, 1 hour, exhausted for 2 more, 1 HP for coming last
9.Pity friend with 2x+ more damage than you have HP, recover 1 HP
10.1 hour hot bath with scrubbing buddy heals you like full night sleep
11.Once/week, permanently lose 1 HP to heal 2 HP/level by exertion
12.Character gains 1 HP spending 3 hours musing aloud on a theory of injury and heroism, may provoke NPCs to violence
13. Sir yes Sir! Heal 1 extra HP/day if slapped in the face by a higher level ally
These are pretty great. Thanks.
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