55
TREATMENT ROOM. Three white pillars are here. If approached, an
oval door will open in the side, tall enough for a man to walk inside
the hollow pillar. Once a person has walked inside the door will
close and a needle will descend from the room of the small
compartment into the skull of the occupant. The needle can not
piece metal helmets or any type of magic protective headwear. This
needle will release powerful painkillers and nutrient solutions into
the brain. This treatment is safe and efficacious for vat creatures
who will be healed 1d6+6 hit points per treatment, but not intended
for normal animals due to physiological differences. Any characters
attempting the cure must roll on the following table.
1d12
|
Result
|
1
|
No
Healing, no effect
|
2
|
Healed
1d4 hit points
|
3-4
|
Healed
1d4+4 hit points
|
5-7
|
Healed
1d6+6 hit points
|
8
|
Healed
1d4+4 hit points but paralyzed 1d10 turns
|
9
|
Healed
1d4 hit points but become addicted to painkillers in needle. Will
feel compelled to return once every twenty four hours for another
dose, as if under the compulsion of a geas. A cure
disease spell will counteract this addiction, but the
character will never again be able to take this treatment, or they
will immediately fall again under the effect of the drug.
|
10
|
Brain
bleed, take 1d4 damage and lose 1d4 points of intelligence. Lost
points of intelligence will be recovered at the rate of 1 per
week.
|
11
|
Character
will believe him or herself to be a Triskelion vat man. (Roll 1d6
1-2 = crying, 3-4 = laughing, 5-6 = scowling)
|
12
|
Brain
boost. Character will gain 1d4 points of intelligence. These
will be lost at the rate of 1 per week until normal intelligence.
|
Treatments
are intended to be attempted once in a twenty four hour period. If
another treatment is made in that period, roll as usual, but treat
rolls of 2 to 7 as "1 No Healing, no effect". After any
treatment is concluded the compartment automatically reopens its door
to allow egress.
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