Monday, 30 June 2025

Magic Shops and Their Alternatives: d6 distilled spirits

My submission for the RPG blog carnaval. This month's topic is Magic Shops and Their Alternatives.

 

 I like the idea of potions being distilled spirits in the broad sense of the word. So drinking them will get you drunk, and causes you to get 'possessed' by the spirit in question. Effects last as long as the buzz does. Here's d6 I though off:

1. Breeze Vodka:

Clear liquid, very low viscosity, smells of ozone, goes down smooth. 

Allows you to fly at the speed of a pleasant breeze. While possessed your body easily loses its shape, as if its made of smoke. Losing your shape completely causes you to loose your identity, effectively killing you. 

2. Blitz Mule:

Cloudy, dark grey liquid, very viscous, smells of summer rain, tastes sour

Allows you to quickly move towards a point you can see. On arival you'll cause a loud bang. Be wary of any grounded metal rods, as their presence causes you to arrive near them instead of your intended destination. 

3. Whisper Wiskey:

Purple liquid, water-like viscosity, smell sends shivers down spine, grassy taste

Allows you to project your voice, making it seem like it comes from any source of your choosing. While possessed you cannot say anything louder than a whisper. 

4. Blaze Palinka:

Amber liquid, wine-like viscosity, smokey, burns as it goes down

Turns your breath into fire once it exits your mouth. Watch your eyebrows. 

5. Absinth Fog:

Milky liquid, creamy viscosity, smells like wet dog, tastes salty

Causes your skin to emit enough fog to completely obscure you from normal vision. Initially quickly, then enough to maintain obscurity. The fog affects you the same as it does any surrounding you. 

6. Masticha Treeherd:

Mossy green liquid, mud-like viscosity, smells like moss, tastes like fallen leaves

Allows you to communicate with plantlife. Plants are surprisingly observant, but take their sweet time when communicating. 

Drunkenness

A swig of spirit will last you a dungeon turn and only gives you a slight buzz. Downing an entire spirit makes it last Ud6 (see Splitting the Overloaded Encounter Die) but causes you to function as if you're tired while it lasts (see Qualitative Harm and Encumbrance).

Mixing spirits 

Whether mixed before drinking, or in the stomach, mixing spirits is usually a bad idea.
All consumed spirits try to possess you, roll d6 for each spirit drank, the highest rolled spirit takes effect, Matching dice cause the spirits to mix, both with each other and with your own spirit. When the effects of the matching spirits subside you become catatonic. An exorcism is required to regain control over your body.

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