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Tinctures

The fantasy rpg genre is rife with potions - they are often a blase affair with a simple effect (and a description of their color as an afterthought).  In today's workshop, I try to make things a bit more interesting.

You don't have to call them "tinctures", but I think that makes them sound a bit more compelling - it conjures up the idea that they are someone's idea of medicine.  Snake oil for the feudal period.  

Below are a series of tables that the Judge may use to generate a tincture/potion.  One important point, to me at least, is that they should certainly have a benefit - but they should also have a side effect or downside.  Quaffing strange liquors created by crones and hermits is a risky proposition!

[ Benefits and Side Effects are based around DCC RPG mechanics, but Appearance and Taste could apply to any system. ]

Appearance - roll 1d30
  1. Thick black syrup
  2. Brackish runoff with a grey, powdery silt at the bottom
  3. Dark green sludge
  4. Milky white suspension with bits of bone floating within
  5. Roiling black mixture which emits otherworldly voices
  6. Solvent similar in appearance to water
  7. Watery green elixir with bits of moss and bark floating within
  8. Thick brown mud
  9. Murky brine not unlike seawater, with bits of ground-up oyster shell
  10. Brown effervescent liquid
  11. Thin, bright red liquid with bits of tallow floating at the top
  12. Dark, watery brine with tiny sea creatures floating about
  13. Orange liquor with tiny black bubbles
  14. Clear violet liquid containing a small mammalian eyeball
  15. Murky whitish mixture which is home to a live, prehistoric worm
  16. Yellowish solvent with periodic small explosions
  17. Viscous yellow syrup that bubbles constantly
  18. Reddish brine containing a shriveled root
  19. Bluish gelatin with reddish globs of ichor suspended within it
  20. Green fluid containing three small stones
  21. Murky brown concoction containing a human finger
  22. Green elixir containing a raven's foot
  23. Amber draft with bits of fur floating at the meniscus
  24. Yellowish marinade containing a single berry
  25. Swirling quicksilver
  26. Greenish preservative containing a fetal rodent
  27. Chunky brown slush full of bark and leaves
  28. Dark red suspension containing the eye of a goat
  29. Yellow solvent filled with flower petals
  30. Grey ooze containing bits of raven feather
Taste - roll 1d20
  1. Sweet
  2. Sour
  3. Bitter
  4. Salty
  5. Acrid
  6. Metallic
  7. Malty
  8. Like vomit
  9. Like dirt
  10. Swampy
  11. Astringent
  12. Like rotted meat
  13. Fruity
  14. Like melon
  15. Citric
  16. Like ginger
  17. Grassy
  18. Smoky
  19. Fishy
  20. No discernible taste
Benefit - roll 1d12
  1. You feel strong as a an ox (+2 Strength for 1d3 turns)
  2. Your body is reborn (heal 1 hit die, not to exceed natural maximum)
  3. You feel invincible (+2 Luck for 1d3 turns)
  4. An otherworldly fire flows through you (+2 Stamina for 1d3 turns)
  5. You see with the eyes of an eagle (+2 to hit with missile fire for 1d3 turns)
  6. You fight like a bear (+2 to hit with melee attack for 1d3 turns)
  7. You are one with the horses (+10' to speed for 1d3 turns)
  8. You see three moves ahead (+2 to AC for 1d3 turns)
  9. You have a tongue of silver (+2 to Personality for 1d3 turns)
  10. You have never felt so nimble (+2 Agility for 1d3 turns)
  11. Your mind is like a razor (+2 to Intelligence for 1d3 turns)
  12. You can do anything (+2 to all Skill Checks for 1d3 turns)
Side Effect - roll 1d10.
Should the side effect result conflict with the benefit, roll the Side Effect again (e.g Benefit grants +2 Strength but Side Effect causes -1 Strength).
  1. You develop a ghastly rash (-1 Personality for 1d4 hours)
  2. You develop a pale, sickly pallor (-1 Personality for 1d8 turns)
  3. You develop boils about the head and neck (-1 Personality for 1d3 days)
  4. Your mind becomes clouded with dread thoughts (-1 Luck for 1d3 turns)
  5. Your breathing becomes labored (-1 Stamina for 1d3 turns)
  6. You are overcome by a dizzy spell (-1 to Agility for 1d3 turns)
  7. Your virility is sapped (-1 Strength for 1d3 turns)
  8. You mind wanders; you cannot focus (-1 Intelligence for 1d3 turns)
  9. You cough uncontrollably (-1 Stamina and -1 Personality for 1d3 turns)
  10. You lose your will to continue (-5' Speed for 1d3 turns)


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