Yoon Suin Opium Table (d8)

Any time you do opium you save vs poison. if that save is successful then the addictiveness d100 roll is halved.

An addicted character must have a dose of the poppy every day from that point on, or suffer -2 to all stats that day, and -2
cumulatively for each day thereafter. If any stat reaches 0, the character dies. After 2d4 days, if the character is still alive, the
addiction breaks.

d8 Result

1

Blue - The poppy is crushed and then made into tea. Roll on "Depressant -" 1d3 times

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

2

Red - The seeds are crushed into a paste which is rubbed into the eyes; there is a 1% chance this will cause permanent blindness. Roll on "Depressant -" 1d3 times

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

3

Purple - The poppy is crumbled, wrapped in paper, and smoked like a cigarette. Roll on "Stimulant" 1d3 times

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

4

Yellow - Yellow The poppy is crushed and snorted. Roll on "Stimulant" 1d3 times

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

5

Brown - The poppy is crushed, mixed with the blood of an animal, made into tablets, and swallowed. Roll on "Hallucinogen" 1d3 times Lasts Roll 2d6 Hours

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

6

Green - The poppy is crushed, mixed with the blood of an animal, then taken into the bloodstream by smearing it on the stinger of a Giant Bee and jabbing the stinger into a vein. Roll on "Hallucinogen" 1d3 times Lasts Roll 2d6 Hours

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

7

Black - The poppy seeds are crushed with water into a paste which is taken rectally. Roll on "Nootropic" 1d3 times

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.

8

White - The poppy is crushed and then smoked in a pipe. Roll on "Nootropic" 1d3 times

Addictiveness/Potency: Roll 1d20+10 Add 1sp for every point of potency above 10.


Subcharts

Depressant - (d4)

d4 Depressant -

1

The poppy deadens fear. The character gains immunity to all forms of fear, spook and similar for Roll 2d6 hours. 5sp/dose

2

The poppy deadens pain. The character may keep fighting even when reduced to 0 hit points or lower,to a maximum of -9, whereupon he or she dies instantly. This effect last for Roll 2d6 hours. 7sp/dose

3

The poppy deadens the mind, and prevents the effects of illusions and other mind-affecting magic for Roll 2d6 hours. 7sp/dose

4

The poppy lowers the blood flow and slows the spread of poison. Equivalent to a slow poison spell.This effect last for Roll 2d6 hours, 5sp/dose

Stimulant (d4)

d4 Stimulant -

1

The poppy prevents sleep. The character can stay awake for one night and the next day without suffering ill-effects, but must save vs. poison the following night or collapse from exhaustion for Roll 2d6 hours on top of the usual sleeping time. 3sp/dose

2

The poppy stimulates the senses. The character can hear noise and detect traps on a d6 roll of 1-4 for the next Roll 2d6 hours, and is only surprised on a roll of 1 during that period. 9sp/dose

3

The poppy boosts energy. The character gains +1 to hit rolls and +1 to damage rolls for Roll 1d6 hours. 10sp/dose

4

The poppy boosts the body's natural healing. Hit points are gained at twice the normal rate for the following 2 days. 7sp/dose

Hallucinogen (d100)

d100 Hallucinogen -

1-10

The imbiber's consciousness leaves the body and gains the ability to communicate with a demigod. They may ask three questions of the deity, which will tell the truth five times out of ten, tell a lie four times out of ten, and refuse to answer once out of ten. Once all three questions have been asked the imbiber enters a fugue state for the remaining duration. 8sp/dose

11-20

The Imbiber's consciousness leaves his body, and his spirit may travel through the spirit world to spy on goings-on elsewhere. Equivalent to the wizard spell clairvoyance. 8sp/dose

21-90

The Imbiber is affected by powerful hallucinations. Roll on "Hallucination" The DM should feel free to impose penalties on 'to hit' rolls, saving throws and so forth according to the effect. 8sp/dose

91-93

The Imbiber's consciousness leaves his body and he meets an evil spirit, who will bind him with a geas spell to complete a certain task decided by the DM (such as assassinate one of the spirit's enemies or steal a magic item). 8sp/dose

94-96

The imbiber enters a fugue state for Roll 2d6 days. (Keep secret. Describe them entering a catatonic state) 8sp/dose

97-98

Roll on "Hallucination" the hallucinations are permanent and can only be cured by a wish spell. 8sp/dose

99

The Imbiber loses all of their memories (yes memories of how to fight/adventure!!!) 8sp/dose

100

The Imbiber's sanity is blasted and he acts as if under the effects of a confusion spell, permanently. They can only be cured by a wish spell. 8sp/dose

Hallucination (d12)

d12 Hallucination -

1

Sees little purple men clambering over their skin like a swarm of fleas.

2

Knows a cloud of locusts is approaching.

3

Something is eating them from the inside out.

4

Is blinded by swirling colors which utterly obscure their vision and cause them to be dizzy. Speed reduced to 5'

5

Believes all members of the opposite sex are irresistibly attracted to him/her.

(elf and dwarf believe all members of Resolve: {1 human| 2 hobbit| 3 dwarf/elf} race are irresistibly, sexually attracted to them

6

Believes he or she has changed sex (elf and dwarf believe they now have a sex)

7

Uncontrollable itching. Can do little else except scratch.

8

Suspects comrades of being cannibals.

9

Hears incoherent moans and shrieks which they think are the voices of the dead

10

Eyes are bleeding uncontrollably

11

Demons cavort in the periphery of their vision.

12

Believe they are a child again

Nootropic (d4)

d4 Nootropic

1

The poppy boosts memory. One extra Level 1 spell may be memorized by spellcasters for one day. +1 for language rolls 2gp/dose

2

The poppy boosts human perception. The character has a 50% of automatically knowing alignment of everybody they meets for Roll 2d6 hours. 5sp/dose

3

The poppy boosts judgement. The character has a 50% of automatically detecting lies for Roll 2d6 hours. 5sp/dose

4

The poppy improves concentration. Missile attacks and spells requiring a 'to hit' roll are at +1 to hit for the next Roll 2d6 hours. 7sp/dose