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=== ADDITIONAL GEAR ===
 
=== ADDITIONAL GEAR ===
 
'''CLOTHINS'''</br>
 
'''CLOTHINS'''</br>
[[File:SR.D5.Bodyguard.jpg | 300px | right]]
 
 
'''Lower-class (Street) Clothing or Coveralls''': 25¥, Wt. 5lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk.</br>
 
'''Lower-class (Street) Clothing or Coveralls''': 25¥, Wt. 5lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk.</br>
 
'''Middle-class Clothing''': 250¥, Wt. 6lbs. Better quality wear and low-end business attire for middle class.</br>
 
'''Middle-class Clothing''': 250¥, Wt. 6lbs. Better quality wear and low-end business attire for middle class.</br>
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'''Bliss''': 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the '''''Charmed''''' condition. However they do gain advantage against any saves that would impose the '''''Frightened''''' condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</br>
 
'''Bliss''': 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the '''''Charmed''''' condition. However they do gain advantage against any saves that would impose the '''''Frightened''''' condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</br>
 
'''Cram''': 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.</br>
 
'''Cram''': 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.</br>
[[File:SR.D5.Drugs.jpg | 300px | left]]
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[[File:SR.D5.Drugs.jpg | 350px | left]]
 
'''Deepweed''': 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).</br>
 
'''Deepweed''': 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).</br>
 
'''Jazz''': 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</br>
 
'''Jazz''': 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</br>

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