Capítulo 2. Fotografía estenopeica, evolución y características …
2.1 Antecedentes de la fotografía estenopeica
Potions tend to have terrible drawbacks, as they must be taken internally to have any effect. The magical energies that enhance your body or give you special abilities can also warp and twist your form in unpredictable ways. When selecting a drawback for a potion, pick one that has a logical connection to the potion’s benefits. For example, a potion that enhances a character’s Strength might cause a penalty to his Intelli- gence. In this case, the same magic that enhances a charac- ter’s body weakens his mind. This sort of design also enables the potion to be useful in some circumstances despite the drawback.
Addiction: You become increasingly dependent on the
potion, developing a physical or psychological addiction to its effects. It may have pleasurable side effects in addition to its game mechanic effects, or its magic may change your P
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You can import potions from other d20 System games by matching drawbacks to their effects. In most cases, potions from other games have short durations. For example, a potion of bull’s strength grants an enhanced Strength score for a few minutes at most. In such cases, the potion’s drawbacks should also have a short duration, according to the rules given here for creating potions.
body so that you can’t survive without frequent doses of the potion.
When you first drink this potion, you must make a Fortitude save (DC 20). This Difficulty Class increases by 2 every time you drink that same type of potion. If you drink different potions that have the addiction drawback, keep track of their DCs separately.
Should you fail this save, you develop an addiction to the potion. Each day that you don’t drink a vial of the potion, you must make a Fortitude save (DC 10 + the number of days since you last drank the potion). If you fail the save, you suf- fer 1 point of Constitution damage. Drinking the potion later that day does not heal the Constitution damage.
If the potion is not permanent, you must go 28 consecu- tive days without using it in order to break the addiction. Once that time period passes, you no longer have to make saving throws.
If the potion is permanent, you can rid yourself of the addiction only by losing the potion’s effects. Even in that case, you still must go 28 consecutive days without consum- ing the potion to break the addiction.
Delusions: The potion interacts with your mind in
strange ways, granting you unwanted insight into the nature of the cosmos. You see bizarre planar creatures that lurk just beyond the edge of perception—or at least you believe that you do. Each round in combat, there is a 10 percent chance that all of your attacks for the round miss because you lash out at one of these phantom threats instead of your actual target. Make this check the first time you attempt an attack on your action. This drawback lasts until the end of your action. It has no effect on attacks of opportunity or other attacks that don’t take place on your action or as part of a readied action.
Madness: As the potion’s magic takes effect, your mind
grows increasingly unstable. You suffer a –4 penalty to all Spot and Listen checks due to your distraction. In addition, you must make a Will save (DC 15) each round of combat, immediately before taking your actions. If you fail, you suffer from confusion as described in “States and Conditions” in Chapter Eight of Iron Heroes. If you succeed, you act as nor- mal. Regardless of the result of your saving throw, you con- tinue to make a new Will save each round. The DM also may require you to make a save each round when you’re in other stressful situations, not just combat.
Mutation: The potion’s magical essence has a baleful
effect on humanoids. It may or may not have a similar effect on other creatures. For example, a potion crafted by a demon may have no side effects on an outsider, but it warps and twists any other creature that consumes it.
Each time you use a potion with this drawback, you gain 1 mutation point and must make a successful Fortitude save (DC 10 + your total number of mutation points) or undergo a severe or hideous physical change to your body. These mutations include thick scars, weeping sores, and other deformities. They cause you to suffer a –2 penalty to all Charisma checks and Charisma-based skill checks. The penalty increases by 1 each time you suffer a mutation. In addition, each mutation causes you to suffer a –2 penalty to one ability score chosen at random. This penalty usually relates to the deformity. For example, if your head withers in size, your Intelligence may drop. When this draw- back’s duration ends, the penalty goes away (your body adapts to it) but the change to your appearance remains, as does your current mutation point total.
Poison: In addition to its normal effects, the potion is
DM decides whether any creature types are immune when he creates the potion. The potion inflicts 1d4 points of Consti- tution damage as its primary and secondary effects, with a Fortitude save (DC 25) to resist. If the potion has a duration of longer than one day, you suffer the initial effects of the poison each day upon waking (or at noon if you don’t sleep).
Spasms: The potion interacts with your body in strange,
unpredictable ways. You develop random tremors, muscle spasms, and other physical breakdowns. During combat or in other stressful situations, there is a 20 percent chance per round that you suffer from these tremors. They inflict a –4 penalty to attacks, checks, and saves for the duration of that round. Make this check at the start of your action on each round. This drawback lasts until the start of your next action.