UVG is all about exploring strange landscapes, having new experiences. ... and taking drugs!
Roll a d6 for type and d6 for specific drug within the type. Some drugs are more addictive than others.
Addiction levels and XP:
Slightly addictive: Saving Throw (ST) with advantage only after repeated usage. 50 XP
Addictive: ST with advantage every time the drug is taken. 100 XP
Highly addictive: ST every time. 150 XP
1 Upper
1 Neon Dip: Root bark of biomechanical baobabs
Application: Chewed, spit
frequently for expression of extra confidence
Effect: Confidence, ↑on social rolls
Duration: Up to a maximum of one day,
as long as it is chewed.
Addictive
Withdrawal symptoms: Dry
mouth, self-consciousness
2 Host of the Vile Mother: Crystal wafer blessed by Pleurite
Cultists
Application: Dissolved on tongue
Effect: Clarity of thought, obsessive
focus on a task. Gain an additional action at a location and while making camp.
Duration: 1h
Slightly addictive
Withdrawal symptoms: Meaningless
epiphanies, religious flashbacks at inopportune moments
3 Golden Amber: Rectangular amber of condensed
beaver sweat
Application: Placed under the
tongue where it takes root with dozens of tiny claws after about 10 minutes.
Can’t be removed before the effect transpires unless by force (painful).
Effect: Mild euphoria, tunnel vision,
hyperactivity, 2 attacks / rd, motor mouth, mumbling
Duration: Lasts for a week. The
pearl sweats and shrinks slowly until it disappears.
Highly addictive
Withdrawal symptoms: Lethargy,
insomnia, cold sweat, always acting last in combat
4 Atomic Bee Honey (ABH): Honey made from Uranium
Sun Flower pollen collected by atomic bees
Application: Ingested, often as
honey laced bacon (increase addiction level) or dissolved in tea
Effect: Intense euphoria, tingling
of the spine, sweating
Duration: d6 hours
Addictive
Withdrawal symptoms: Tinnitus
(phantom buzzing sound) ↓on perception
5 Soma Bliss: Juice
of the Cubic Shroom found near the core of nuclear power plant ruins
Application: Drops of the juice in
a cup of lurk warm water
Effect: enhanced taste, smell and
touch, all other senses are dimmed, drowned out by a warm light and the
resonance of a gong.
Duration: d6 hours
Highly addictive
Withdrawal
symptoms: anxiety, random phantom taste in stressful situations
(roll d4: 1 whole habanero, 2 Surströmming, 3 whole lemon, 4
Marmite) pass a relevant check or play out how the character loses their shit.
6 Nexus Vapor (Medicine of the Singing Ancestors):
Aluminum capsules from the long ago, filled with a pink vapor, found in the
brutalist ruins of the Lime Steppe
Application: Inhaled
Effect: Urge to dance, heartbeat
speeds up and is amplified in users head, feeling hunger / thirst suppressed for
24h
Duration: All night long
Slightly addictive
Withdrawal symptoms: Restlessness,
trembling hands, ↓on relevant checks.
2 Downer
1 Tear of the Black Mummy: Dark viscous liquid extracted
from the microwaved mummies of the mountain necropoli. Illegal in most places,
considered blasphemous by most Lime Nomad clans. TBM is sold in damp rags: The
liquid has to be squeezed out before use.
Application: Eye drops
Effect: Death like state, life
changing experience (raise ST permanently by 1 / only once),
Duration: Lasts d6h
Addictive
Withdrawal symptoms: Resting
face, nightmares of dying, light sensitivity
2 Third-Ling Pipeweed (Lemon Haze): Sativa-dominant
hybrid cultivated by Third-Ling farmers, fermented fluffy leaves and /or golden
buds
Application: Rolled up in thin
paper (any holy scripture will do) and smoked
Effect: Relaxation, sensory
distortion, urge to come up with wild theories (at referees discretion there is
a 1 in 6 chance of the theory being right), the munchies
Duration: 1h
Slightly addictive
Withdrawal symptoms: Short
term memory deficiency, 50XP if that gets the character in trouble
3 Near Moon Poppy: Seeds of the Near Moon Poppy
grinded to a paste and dried
Application: Smoked (often in a
long stemmed pipe) while lying down (preferably on a diwan)
Effect: Intense pleasure, relaxation
followed by deep sleep, heals all hp
Duration: d8h
Highly addictive
Withdrawal symptoms: Dilated
pupils and blurry vision, nausea
4 Autumn Leaves: The fermented leaves of the Rust
Juniper tree
Application: Chewed
Effect: Melancholy. Evokes bitter
sweet memories of childhood or adolescent. 50XP for a description of the
memory.
Duration: As long as it is chewed with
a maximum of 1h
Addictive
Withdrawal symptoms: Mood
swings
5 White Moth Dust The pollen found on the wings of
the White Moth
Application: Snorted
Effect: Stupor. Puts the user in the
midst of a storm of fluttering wings, that are white on one side and black on
the other, evoking a three-dimensional version of static on old tv-sets. Very
relaxing to body and mind.
Duration: d6h
Addictive
Withdrawal symptoms: blankly
staring into the middle distance for minutes at a time, especially when asked
for an opinion about important caravan decisions.
6 Golden Flower: Paste made from the spines and flowers of the Cretaceous Cactus
Application: Paste applied on
dagger, infused into the bloodstream by ritual cuts
Effect: Dream walking. Allows for
communication over vast distances. The dream walker may also attempt to plant
false memories (relevant check).
Duration: As long as the sleep is
uninterrupted
Highly addictive
Withdrawal symptoms: 1 in 6
chance of spontaneous bleeding from old cuts at inopportune moments ↓ on
relevant checks.
3 – 6 Psychedelia
1 Brain Bleach or Spunk a.k.a WMD (wraaknemende
medische druppels): Viscous white liquid. Synthetic drug
accidently concocted by Prof. Tessa Hetebrij who wanted to make a nutritious
breakfast spread for the workers of Zwaar Ijzer Patronaat (Z.I.P.). She discovered
its hallucinogenic properties when the morning shift at Z.I.P. undressed and
began to creatively rearrange the machines. Many former workers left the
Redlands and now live in a hippie death cult.
Application: Nasal (nose drops)
Effect: Reality dissolves in a
kaleidoscope of colors. It’s beautiful!
Duration: d20 h
Slightly addictive
Withdrawal symptoms: None
but 1 in 6 chance of brain damage per usage. (-1 INT)
2 Neuro-Jizz: A tiny
vome that is placed in the ear where it crawls into the brain. Neuro-Jizz is
programmed by Golem-coders and tinkers around the circle sea.
Application: Inserted into the
ear.
Effect: Every vome is slightly
different but all have trippy visuals similar to pictures generated by deep
learning networks. Everything might be interpreted as cats. Or has eyes. Or
both.
Duration: d6 h
Slightly addictive
Withdrawal symptoms: None, but
save or gain vome corruption per usage.
3 Mandelbrood: Flatbread
made from Black Hole Wheat, baked in mobile math-labs that are run by nomads in
the Umberlands.
Application: Eaten (often with
humus, feta and black olives)
Effect: Reality dissolves. Infinite
zoom into a Mandelbrot set.
Duration: d6 h
Addictive
Withdrawal symptoms: Picky
eater
4 Shattered Veil:
Stinger of the Glass Scorpion
Application: Injected into the
eyeball
Effect: Oracle, reveals a dangerous
incident from the future - which is immediately forgotten but allows player to
resist the negative consequences of an action (upon which the character
remembers the oracle)
Duration: 10 minutes
Highly Addictive
Withdrawal symptoms: hysterical
blindness (1 in 6 in stressful situations)
5 Vacuum Wings: Vial with black starry liquid.
Application: Injected in
bloodstream with syringe.
Effect: Void Projection. The mind
goes on a voyage through the void, visits (roll d3:) 1 the fast stars, 2
ancient abandoned space ships or even 3 the slow stars far away. 50XP per
destination
Duration: d6 h (add a destination per 1h
of travel)
Addictive
Withdrawal symptoms: Eyes
permanently turn black and reflect the starry void. ↑on social checks.
6 Blessings
of the Shroom Mother: A bitter concoction brewed from three of
the most potent fungi of the Grasslands. Getting the balance between all these
shrooms right is tricky and seldomly achieved. Most of the time one of them
will dominate.
Application: Three drops of the
potion in sweet tea.
Effect: All effects only happen in
the user’s mind. However, when the user travels to the void, they can bring one
item back to the Grasslands.
Upon drinking the potion the user feals as if hit by a
donkey kick in the face (and roll d4):
1 The Doom Shroom: Hit by the
donkey again. [The lights go out and] head is filled with drone guitar
feedbacks.
2 The Vroom Shroom: Another
kick but in the butt, the user is propelled forward at ludicrous speed and can
scout ahead. The player will see all random encounters for the next leg of the
journey and decide for the caravan to either avoid them all together or pick
which one they will have.
3 The Zoom Shroom: Kicked in
the butt and propelled 150 ft upwards. They are able to see as far as the
horizon and identify all discoveries of the next destination. They stay up
there for the duration of the trip upon which they slowly descend.
4 The Mother Shroom: All
effects happen at the same time [except those in brackets]. In short: They turn
into a rocket, while drone metal is playing. The 150ft maximum height doesn’t
apply anymore. Reaching the fast stars takes 3h, the Moon is 6h away.
Duration: d6 h
Slightly addictive
Withdrawal symptoms: None, but there is a 1 in 6 chance of permanently changing into a Fungoid with every use.
This is great! Really like the campaign journals as well.
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