Updated: 14 March 2009

How do you self-medicate?

DREAM
Dosage
Control (1/8 UNIT)
Caster’s (¼ UNIT)
Addict’s (½ UNIT)
Full (1 Unit)
Addictiveness • none
• After 20 uses, begin making a DC 10+1 (cumulative) Fort Save after each use to avoid developing an addiction
• none
• After 10 uses, begin making a DC 15+1 (cumulative) Fort Save after each use to avoid developing an addiction
• Low (see BVD 41)
• Grants Ley Sight (as a feat)
• + Fatigue
• Must have a does every other day
• Medium (see BVD 41)
• + Fatigue & Nausea
Initial Effect
(1 minute to 1 hour)
d6 x d10 minutes
(10 minutes to 1 hour)
5 + 5d10 minutes
(20 minutes to 1 hour)
d4 x d10 minutes

    

(30 minutes to 1 hour)
27 + 3d10 minutes

• Positive feelings, exotic visions
• -4 On Will Checks
(0 with Distance)
 
• Feelings of extreme confidence
• -6 on Will checks
(-1 with Distance)
• -1 penalty on all initiative checks
(0 with Distance)

• +1 to Wisdom
• Without Distance, enter the Dream
(1d4 subdual, exotic visions of indescribable beauty and horror.)
• -8 on Will checks
(-2 with Distance)
• -2 penalty on all initiative checks (-1with Distance)

• +2 to Wisdom
• +1 Intelligence
• Enter the Dream
(1d8 subdual damage, exotic visions of indescribable beauty and horror, chance of a prophetic vision)
• -10 on Will checks
• -4 penalty on all initiative checks
• Move -10’
• +4 to Wisdom
• +2 Intelligence
• Tap the power of the One (without Distance, 1d12 subdual damage per spell level)
• Grants Ley Sight Feat (no Concentration check needed)   
Secondary Effect*
(1d12 Hours)
• Temporary Con -1.
• Suggestible: additional -2 penalty to Suggestions
• Temporary Con -1d2
• Suggestible: additional -4 penalty to Suggestions
• Temporary Wis +1d2
• Temporary Con -1d2

• Suggestible: additional -6 penalty to Suggestions
• Temporary Wis +1d4
• Temporary Con -1d6

• Suggestible: additional -8 penalty to Suggestions
Tertiary Effect
(24 Hours)
 None  None 4d6 hours 4d12 hours
Irritable (-1 Charisma)
Fort DC 20 or Fatigue
-2 Charisma
Fatigue, Fort DC 20 or Exhaustion
Overdose   If more than one ¼ dose is taken in a 12 hour period, the addiction rating is LOW If more than a ½ dose is taken in a 12 hour period, the addiction rating is MEDIUM; Fatigue is automatic; 1d6 Subdual If more than a Full Dose is taken in 12 hour period, Exhaustion and Addiction is automatic; take 1d6 damage
* Taken with the drug Distance the secondary and tertiary effects for the Control, Caster's and Addict's doses are removed.

   
NOTES ON DREAM
Dream is a highly addictive drug that comes in an oil paste. It is smoked or consumed to induce a euphoric state amongst other side effects. It is extracted out of living sentients in a process that is shrouded in mystery, but is believed to mean the doom of the "extractees." Most Dream is smuggled into the Federation from Divinity, the renegade breakaway province of the Monotheocrate Order. It is said the trade fuels a brutal Civil War within Divinity as well as Divinity's ongoing hostilities with the Order. People who use too much Dream are immediately recognizable. They are known as Dreamstock, Dream Herds or Dream zombies, but they are not actually Undead (Not yet, at least). The origins of the trade in this drug are generally unkown. (from HISTORY)

2x Full Dose: High Addiction, Paralysis 1d2 hours, Temporary Wisdom bonus 1d4+1, Temporary Con damage 1d6+1, Permanent Con damage = 1 (3x = Extreme, 1d4 hours, 4x = Vicious, 1d8, 5x 1d12)
The Dreaming: Fitful sleep of elaborate fantasies and lurid imagery in which they get a glimpse of other’s Dreams and taste of the Indistinction. On a Full Dose, these Dreams may be prophetic. Some such Dreams can be shared with nearby users.
Silverleaf Weed: A daily dose each day keeps the addiction Fort DC from advancing and the Damage from manifesting.
  

SILVERLEAF WEED

Silverleaf Weed: A daily dose can limit the effects of withdrawal and keeps the addiction Fort DC from advancing and the Damage from manifesting.
- leaves can be chewed or it also comes in the form a concentrated balm


NOTES ON DISTANCE

Distance: Removes Secondary Effect for Control, Caster & Addict’s doses. Allows wizards to access Yithic Ley Lines and the power of the One
• Allows mortaks to be mediums of the power of the One, otherwise it is too great for our frail forms
• Distance also reduces the impact of Dream
• Distance is more valuable still than Dream. It is mineral based and imbued with the harmonics of Yithic magic (perhaps even by a Lodestone)
• Dream is entirely organic and derived from sentient mortals

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