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DND/Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants.md
T

3.8 KiB
Raw Blame History

Variant II - Iron Vein

Reagent: Trace of industrial metals or mining dust Effect:

  • Physical AC +5 (Blunt, Slash, Pierce)
  • Gain +1 Constitution for the duration Drawback
  • Movement Speed -1.5 meters
  • -1 to dodge throws
  • -1 to parry throws

Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.

Variant III - Sparkshot

Reagent: Spark gland or any mantra spark Effect:

  • Attack Throws +1
  • Dexterity +1 Drawback
  • Lightning AC becomes 0

The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.

Variant IV - Grave Dust

Reagent: Animal blood or corpse residue Effect:

  • Regain +10 HP immediately
  • Increase Max HP by 5 for the duration
  • Necrotic AC +15 Drawback
  • Posture Regain -1
  • Posture damage taken +50%

The mixture slows blood flow and reduces pain response. The body becomes tougher but sluggish.

Variant V - Frostbite

Reagent: Frost fungus or Frost gland Effect

  • Ice AC +15
  • Max posture +2 Drawback
  • Movement Speed –1.5 meters Body temperature drops slightly. Muscles stiffen but become resistant to cold.

Variant VI - Smoke Lung

Reagent: Industrial solvent Effect:

  • Gas AC +20
  • Gain Advantage on Constitution saving throws Drawback
  • Constitution checks –1

The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.

Variant VII - Bloodrush

Reagent: Vial of Blood Effect:

  • Strength +2
  • Melee damage +1
  • Melee penetration +5
  • Melee chip damage +5 Drawback:
  • Blood AC becomes 0

Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.

Variant VIII - Gale Step

Reagent: Stratus orb or galestone (powder) Effect:

  • Movement Speed +3 meters
  • Dodge Throws gain +1 Drawback
  • Physical AC –5

Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.

Variant IX - Etherwake

Reagent: Ether crystal Effect:

  • Ether Regain +1
  • Ether Capacity +5 Drawback:
  • Sanity loss from hostile environments increases by 1
  • Willpower -1

The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.

Variant X - Gravefire

Reagent: Charred bone dust Effect:

  • Necrotic AC +30
  • Regain +2 Health immediately
  • Regain 1 Health per round
  • Gain +2 damage against staggered targets Drawback
  • **All elemental AC except necrotic drops to 0

Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.

Variant XI - Predator Instinct

Reagent: Alpha/Crimson megalodaunt hide/blood or gland extract Effect:

  • Dexterity +2
  • Advantage on Stealth Throws Drawback
  • Charisma –2

Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.

Variant XII - Black Pulse

Reagent: Dead biomass Effect:

  • Posture +3
  • Posture Regain +2 Drawback
  • Every round roll a Constitution check.
    • Failure causes 1d4 necrotic damage.

The heart begins pumping rapidly, flooding muscles with oxygen. The strain causes small internal damage.

Variant XIII - Super Meridian Crack

Reagent: Stabilized Black Meridian crystal This mixture was never used in the mines. It was developed by smugglers experimenting with concentrated ore. Effect:

  • Strength +2
  • Dexterity +2
  • Movement Speed +3 meters
  • Max Posture +3 Drawback: At the end of the 3-round duration:
  • Take 1d6 Necrotic damage
  • Gain +2 additional Toxicity

All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.