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Drugs, aphrodesiacs, and the like are a common tool of sexuality in high-fantastic settings, particularly for rogues and their ilk. Note, however, that a good Bluff check and Placebo can have many of the same effects... == Drugs/Aphrodisiacs == === Placebo Aphrodisiac === Any Aphrodisiac here can be faked using a good Bluff and/or Sexual Ability check (depending on the drug). Success (opposed by a Sense Motive check) allows the user to see through the ruse (the check ''must'' be attempted, even if the target ''wants'' to believe that it's the real thing). Success leads to any non-magical effects of the aphrodesiac taking effect. Any substance that vaguely looks like and is used like the aphrodisiac will work, so no cost is specified. === Burning Confidence === An old joke is to refer to alcohol as "liquid courage"; with Burning Confidence, however, this is highly literal. This strong, alchemically-laced wine causes 1d2 Intelligence and Wisdom damage, but raises the subject's Charisma by 2 for the duration of the damage (Fort save DC 13 negates). Most areas where Burning Confidence is available have strict regulations on its sale, including a rule to ''never'' let someone have two glasses in one hour. Someone who takes two glasses in one hour becomes uncontrollably violent, entering a Barbarian's rage and attacking the nearest person, friend or foe. ''Cost: 20 GP. Weight: 1 pound per glass.'' === Desensitizing Rub === A common medical substance re-purposed as a sexual ointment, Desensitizing Rub raises the DCs of all checks to increase the subject's arousal in the area it is applied by 10. ''Cost: 10 GP. Weight: 1/10th pound per dose.'' === Goldvision === Goldvision is a golden tablet that is ingested. The imbiber's vision is overtaken with a golden haze (-2 to Awareness/Search checks, all creatures in sight get a +2 to Beauty Modifier for interactions with the imbiber), and they become Lustful for 1d2 hours, also gaining a +2 Alchemical bonus to Sexual Ability checks for the same time (Fort save DC 15 negates). The pills expense alone discourages most from taking one dose a day, but the side effects should scare the rest off - two doses within 24 hours overloads the victim's libido, making them unable to feel any sexual desire for 1d4 hours, during which they are extremely depressed, sufering a -4 to all Charisma-related checks. ''Cost: 750 GP. Weight: 1 pound.'' === Immuno-enhancers === Immune system enhancement - basically, Vitamin "C" on alchemical steroids - only works for one hour after consumption, but increases the subject's saves against Disease by 5 for that hour. ''Cost: 50 GP. Weight: 1 pound.'' === Passion Incense === This white incense, made of a fine crystal powder, smells rather like lemon (DC 20 Knowledge check to identify). Those who smell it take 1d4 Wisdom damage, and enter a euphoric state that renders them Horny, also granting a +2 to Sexual Ability checks (Fort save DC 16 negates). A smart user of Passion Incense will remember to put the stuff out - too much of it in a room causes victims to become Confused (as the spell) for 1d3 hours. ("Too much" is up to the DM, but in general, once it's taken effect, if it isn't put out, trouble will ensue). ''Cost: 200 GP for five sticks. Weight: Negligible.'' === Perv Root === Perv Root is actually a fairly common weed in many temperate zones, named for its vaguely phallic root structure; however, with alchemical treatments, it becomes a powerful bolster to sexual stamina... After a while, at least. Treated Perv Root must be chewed for 2d10 minutes to take effect; during this time, the user is nauseated. Once they cease to be nauseated by the root's rather disgusting taste, however, they gain a +10 bonus to all saves to resist increase in their sexual state, and DCs to maintain climax/ecstasy for them are lowered by 10. Both last for 1d3 hours. ''Cost: 500 GP. Weight: 1/4 pound for 1 dose.'' === Sensitivity === A blue-black liquid that can be taken straight, but is normally added to a drink, Sensitivity heightens sensations to an extreme degree, dealing 1d4 Wisdom damage, and making the victim take any sexually-related request as if it were a ''suggestion'' spell until the Wisdom damage heals (Fort save DC 20 negates). However, bright light causes a subject to become dazzled (Fort save DC 15 negates) for 24 hours after the Wisdom damage takes effect. Taking multiple doses in one day causes 1d3 points of Constitution damage (Fort Save DC 15 negates). ''Cost: 20 GP. Weight: 1/10th pound.'' == Potions ==
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