Nerding out on side-effects
Jun. 18th, 2013 11:21 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I have to take a whole bunch of medications, and as everyone knows the side-effects sheet is always baffling and terrifying. As a Dr once told me, you wouldn't even take paracetamol if you read the warnings all the way through. So I amuse myself by turning them into custom spells for DnD -it's come in handy a few times!
Round face: penalty to diplomacy checks. Whether this is because round faces are inherently less trustworthy or because the affected doesn't look like themselves is a matter of debate.
Sudden blindness: self-explanatory.
Muscle wasting: reduce con and str.
Hiccups: gagging effect on casters, useless on others.
Sedative: self-explanatory, save ends.
Ravenous hunger: if in combat, lose a turn while you eat/complain. If out of combat, reduce stores at twice normal rate.
Urge to move: In real life, restless leg syndrome. As a curse, depending on whims of DM, either break into dance or move 1d6 squares in a random direction, avoiding obstacles.
Orla The Overcautious: haunting, possibly on picking up a cursed item. Once acquired, whenever you perform an action a small Irish woman informs you that "That'll kill you, you know." Roll a d20 to see if she's right. If 1, HP=0. If 2-20, be smug. Numbers vary depending on sadistic urges of DM.
Vertigo: this would be straightforward except that the sheet explains it as "a sensation of spinning around". Character loses all sense of direction and moves randomly.
Bulbous skin reactions: well, that's just disgusting. Reduced cha and dex.
Flatulence: severely reduced cha.
Dysponoea: a really cool-sounding way of saying "difficulty breathing". High damage.
Fainting: During an encounter, each turn roll a d6 to see if you faint. If 1, faint for one round.
Hallucinations: should be plot-relevant.
Having feelings of being alone: this character is no longer aware of the other party members. Save ends.
I can't find a way to make "reduced/increased blood levels of blah" useful, alas.
Round face: penalty to diplomacy checks. Whether this is because round faces are inherently less trustworthy or because the affected doesn't look like themselves is a matter of debate.
Sudden blindness: self-explanatory.
Muscle wasting: reduce con and str.
Hiccups: gagging effect on casters, useless on others.
Sedative: self-explanatory, save ends.
Ravenous hunger: if in combat, lose a turn while you eat/complain. If out of combat, reduce stores at twice normal rate.
Urge to move: In real life, restless leg syndrome. As a curse, depending on whims of DM, either break into dance or move 1d6 squares in a random direction, avoiding obstacles.
Orla The Overcautious: haunting, possibly on picking up a cursed item. Once acquired, whenever you perform an action a small Irish woman informs you that "That'll kill you, you know." Roll a d20 to see if she's right. If 1, HP=0. If 2-20, be smug. Numbers vary depending on sadistic urges of DM.
Vertigo: this would be straightforward except that the sheet explains it as "a sensation of spinning around". Character loses all sense of direction and moves randomly.
Bulbous skin reactions: well, that's just disgusting. Reduced cha and dex.
Flatulence: severely reduced cha.
Dysponoea: a really cool-sounding way of saying "difficulty breathing". High damage.
Fainting: During an encounter, each turn roll a d6 to see if you faint. If 1, faint for one round.
Hallucinations: should be plot-relevant.
Having feelings of being alone: this character is no longer aware of the other party members. Save ends.
I can't find a way to make "reduced/increased blood levels of blah" useful, alas.