Wednesday, August 24, 2016

A work in progress class, opinions needed!

Oh what strange and wonderful lords and ladies. Art by - Quique Alcatena
This is a work in progress, I will be finishing it in the next day or so, but I wanted some folks opinions.


There are those who wander the streets of the city, armed with blade and charm. They are the city's children, perpetual pilgrims wandering her form. Urban lords and ladies, above law and reproach, made mad by their love for an endless place. Blessed beggars all, they flourish upon alms and the city's favor. They are her emissaries, traveling to lesser polises to whisper the city's regards into storm-drains and blind alleys. It is to them that the city gives the fullness of her love, and are favored more than any other citizen.

Mad Poets and Priests of the City
The Infinity City, like all cities, is filled with the dispossessed living on its fringes. What sets our city apart, dear reader, is that our city will embrace a select few into its inner mysteries. Orphaned children, destitute nobles, lost men and women, as well as so many others find themselves at the mercy of the city on one night or another. On nights charmed by the city herself, these poor folk are lead to hidden places of a city cell, some through drunken stupor others from the need to find warmth. These selected of the city are drawn by warm light streaming down alleys and the sounds of quiet revelry. If followed, the signs and sights lead these blessed castoffs to places of haven called Statios.

All city cells possess a Statio, though few citizens would know it, for the city keeps them close to her bosom and away from prying eyes. Statio are always hidden down secret ways, streets and alleys that the eye never notices despite being in plain view. Each Statio is attended to by two individuals called the Lord/Lady of Ways and the Lord/Lady of Gutters. If judged worthy by the two, an initiate is given extensive education and training to make them into the children of the city. Time in the Statio is elastic, with the perception of time's passage rarely matching its reality. In what might be weeks, months, or years these initiates are educated by the Lord/Lady of Ways in the arts, history, and philosophy; children and the uneducated needing more time than those whose already possess knowledge on such subjects. During their time at the Statio the Lord/Lady of Gutters teaches these hopefuls in the ways of survival, violence, and city-craft. Such time and education in these charmed places has a tendency toward quixotism and madness. By the end of their time at the Statio these individuals have become consummate poets, erudite scholars, and exceptional street fighters. In their last moments in the Statio they are given the title of Dominus/Don (m) or Domina/Dona de la Urbas (Lord/Lady of the City), though most often simply go by Don/Dona <insert name here>. Upon leaving the Statio these individuals spend the rest of their days wandering the city and upholding the Regula Urba (Rule of the City), behaving in a manner similar to Don Quixote. Those that live to an old enough age come back to the Statio and take up that mantle of Lord/Lady of Ways or Gutters. Those that die upon the city's blessed streets are given, by tradition, burials or cremations with the highest honors the neighborhood state can bestow. A neighborhood state that ignores this tradition risks the city's ire, in which it can cut it completely off from the rest of the city cells or from reality itself.

Dons and Donas are treat with a weary form of respect by the majority of the citizens who provide them with alms of money and goods. These crusaders of the city wander about, protecting citizens and upholding the honor of the city; though what exactly the 'honor of the city' is has differing definitions depending on the Don/Dona. Living charmed lives where the city provides for their needs, these individuals live their lives as if they were characters in chivalric romances. Neighborhood states allow them to go about their mad business out of fear of the city's ire and because they generally keep the street safe. Constables of various neighborhood states are allowed to place a Don/Dona in 'protective custody' for a period of no longer than two full days, which usually amounts to making them comfortable in a holding cell to keep the individual from making too much trouble. For the most part they are seen as insane, but well meaning, mascots of the city.

A Class
Sometimes I feel like my only friend is the city I live in... - Red Hot Chili Peppers

While this class is geared towards the Infinite City, it can be transplanted into most game worlds. The class functions largely like a combination of Thief, Bard, and Ranger.

OSR / AD&D
Hit-Dice: D8 (+2 HP per level at level 10+)
THAC0 / To-Hit Progression: As a Thief
Saves: As Rogues
Experience Levels: As Priest
Weapon and Armor Proficiencies: As Rogues
Skill Proficiencies: As Rogues

Special Abilities:

City Blessings: These are a set of percentile skills that represents the city's favor for the Don/Dona. To keep the use of these abilities, the Don/Dona must obey a code of conduct. Those who break such a code must return to the Statio the trained them and ask the two attendants for a quest to regain the favor of the city. Such questions usually involve peril to the offending Don/Dona. The code is:

Thou shalt defend the City.
Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
Thou shalt make war against the wicked without cessation and without mercy.
Thou shalt live on the charity and mercy of the City, owning no residence, keeping only what thou can carry.
Thou shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.
Thou shalt have no other family, never taking a husband or wife, nor siring or carrying a child. Thou art married to the City, though she is merciful and gives her blessing in seeking “temporary company”.

Blessings
A character begins with 30 points to place in the following abilities, putting no more than 20 in a single ability. At every level, the character gains 15 more points to place into these abilities.

Tuesday, August 23, 2016

Big City Madness, Comfort My Soul

Oh what strange avenues we shall find in this city of change. Art by Quique Alcatena
 
In this city, fear and desire are found in a pound of flesh. Backstreet surgeons sling scalpels to rearrange the form, taking the undesired in return for idealized shapes. Hidden clinics, obscured not for a lack of legality, rather to ensure readiness for change, a discovery quest to give seekers time to examine driving desires. Washed upon a shore of clinic stoops, the pilgrim pays Sarxists to lay them upon alters and awaken within flesh looms. Here we will see what it is to be pnuema within sarx, a ghost in bone and flesh.

I shall show you fear in a handful of flesh.
Those that shape the body form two camps, magical and mystical. Mages can cast Polymorph Other, and in doing so, grant desired shapes. These granted shapes are generic, with the magic only capable of granting idealized beauty, rather than exotic allure. Vulgar magic, is not only imprecise but also expensive, with mages being stingy with their time and ask much for it. Those searching for a change in flesh, and willing to search for for it, will find incredible skill and economy in the temple clinics of the Sarxists of Saint Sushruta, most often just called Sarxists.

To Sarxists, the changing of flesh is a sacrament, and the search for their clinics a holy pilgrimage. Their clinics are never in the same place twice, having a different location for each seeker. The City knows when a man or woman is searching for the Sarxists and will adjust itself accordingly. For some, the door to their goal is found in the fist back alley they ventured. For others it is a journey of days, with nights spent scouring obscure streets.

An example of a pilgrimage scarf.

Those on a pilgrimage to find temple-clinics traditionally wear a sash or scarf of many colors, visible to any who look upon them. It is by tradition, and more over by fear, that such pilgrims are not harmed or impeded by even the most vicious of street gangs. Alley-folklore is filled with tales of those who broke the tradition of safety for the scarf and sash wearers. These tales are rife with gang members found with blank faces, devoid of features, their bodies still twitching as they suffocate from a lack of nose or mouth. Other tales tell of men and women found screaming in dark corners, every bone below the waist removed without a single cut to the skin. The same tales are told of those who abused the tradition of the scarf and sash, those who wore such accoutrements without an intention for change. This tradition is kept by most so strictly as to be religious, a thing born of fear and now held sacred.

While the Sarxist mark can take many forms, it usually includes a labyrinth (to symbolize a journey) with a figure of dual natures at its center (to symbolize change).
 
On Reaching Destinations
OSR / AD&D / LotFP / Into the Odd
To determine the number of hours needed to find the door of a Sarxist temple clinic, roll 1D20, add the character's Wisdom score to result, and subtract it from 36. (ex: Bob the Bard wants to find a temple clinic. He rolls 11 on 1D20 and adds it to his Wisdom score of 13 for a total of 24. Subtracting 24 from 36 gives a sum of 12, meaning it will take 12 hours of searching to find the door.) A character must not leave the streets for longer than a hour, such as going inside a building, those that do lose all progress they have made on the journey and must start over again. In starting over again, they must search for the same number of hours as per the roll they made when they first began searching for the temple clinic. Any result that is equal to or greater than 36 means that the character finds the clinic temple down the first street they search. 

A Sarxist cleric.
 
On Gaining What is Sought
Those that find the door with the Sarxist mark are always warmly welcomed by an androgynous human in dark robes. Different for each person, though always the same for each person, even with multiple visits in different areas. Each visit begins with a formal sharing of tea while the Sarxist interviews the pilgrim to determine what they are searching for. Once they understand what the pilgrim wants, and their price is paid, they lead the searcher from a dark tapestry filled room into place called the Theater.

The Theater is a large, circular room of white marble, almost unbearably bright. Atop a circular dais in the center is a simple altar, made of the same marble as the room, with a device of metal arms and silk mesh. When the procedure begins, called the Ecdysis, the room is filled with a soporific hum that numbs the body of the pilgrim as they are laid on the altar by the Sarxist. Lowering the device over the altar, the device being called a Flesh Loom, its metallic arms shuttle and pivot as it unravels the pilgrim's old form on the altar and reweaves the new one atop its silk mesh. In its unraveling and reweaving the form of the pilgrim, the Flesh Loom plays a particular note that is unique to each alteration procedure. For a procedure in where multiple changes are made, the Flesh Loom will play the notes in a song like pattern. It is unknown as to if it is the mechanics of the Flesh Loom or the note it plays that causes the changes produced.

What faces might we have, if they were sculpted not by the womb, but by desire.

No price is too high to pay for the privilege of owning yourself. - Friedrich Neitzsche
To ask for payment of goods or money in exchange for a change in identity expression is sacrilegious to the Sarxists. A change of identity expression is paid for by an act that brings further change to the world. Further forms of change, changes in the utility of the body, are paid for in gold and goods.

A change in identity is defined by the Sarxists as a change of physical features (e.g. face, skin coloration, sex, etc...). Sarxists believe in the fluidity of the form and the permanence of the identity. It is held by the group that the identity is who a person truly is, while the body is the expression of identity. The musical note of this procedure is a C.

If a character is seeking a change in identity-expression, the Sarxists of Saint Sushruta ask for simple acts of change in the world. Below is a table of possible acts asked for by the Sarxists.

Deeds of Recompense - 1D8
  1. Repaint a door in the city that it not owned by the character.
  2. Pull up 3 cobblestones from two different parts of the city and switch their locations.
  3. Explore and find a new area of the city, then leave a small personal item there.
  4. Find another pilgrim and follow them on their journey to a temple-clinic.
  5. Learn a new skill that will be useful to the character.
  6. Make a piece of art, working as hard as possible to create it, then give it away.
  7. Trade a piece of clothing with a random stranger.
  8. Find a place where music is being played, and ask a random stranger to dance.
For those who look for a change in utility (i.e a change that changes the game mechanics of a character) must pay for the improvements. Below, are commonly sought after changes in physical abilities. Prices are listed by gp/sp depending on the base currency of the game system gold for AD&D and most OSR's, silver for LotFP.

OSR / AD&D / LotFP
Wernicke's Potence: This improvement to the character allows them to perfectly understand any written and spoken language they encounter. However, they are unable to understand magical or purposely obscured language. This improvement does not allow a character to speak or write any language, only understand them. A character must be physically able to see or hear the language in order for the ability to function. Price: 5,000 gp/sp
Note: A sharp.

It is my mind that understands the world, but it is my soul that shapes it.

Broca's Empowerment: This improvement allows the user to accurately communicate concepts and feelings with utterances, gestures, or pictures to anyone capable of understanding such things despite any barriers in language or mentality. The character does not use any specific language, rather they innately understand what sounds to make, what gestures to perform, and what images to make in order to get across their point. Broca's Empowerment only allows the character to communicate simple messages, advanced concepts are beyond the capabilities of this improvement. The byproduct of this ability is it allows the character to communicate simple concepts to animals. It provides a +2 bonus to the Bushcraft skill when interacting with animals (X out of 6 system) or +6 bonus to the Animal Handling or +30% to the base chance of success for those without the proficiency (Skill Proficiency System).
Price: 4,000 gp/sp
Note: G flat.

Fortified Keratin Bellicoso: This improvement bolsters the strength of a character's nails (finger and toe) making them far more resilient and thicker. A character who grows out their nails, and sharpens them, may use them to injure others and improve their climbing ability. The claws do 1D3 damage and grant a +2 (X out of 6 system) or +6 (Stat Rolls or Skill Proficiency System) bonus to a rolls made for climbing attempts. However, these claws are very obvious to anyone looking at the character's hands or feet, requiring gloves or shoes to hide them.
Price: 800 gp/sp Per Appendage
Note: D.

That which might bring mercy, and bear away evil.

Protractile Keratin: This improvement improves the character's ability to grow keratin in order to grow claws. The improvement also allows the character to retract these claws, allowing them to hide the presence of these claws. The claws do 1D3 damage and grant a +2 (X out of 6 system) or +6 (Stat Rolls or Skill Proficiency System) bonus to a rolls made for climbing attempts. However, these claws are very obvious to anyone looking at the character's hands or feet, requiring gloves or shoes to hide them. If the character already possesses the Fortified Keratin ability, or gets it later, the damage done by the claws improves to 1D3+2 damage and improves the climbing bonus by +1 (X out of 6 system) or +3 (Stat Rolls or Skill Proficiency System).
Price: 900 gp/sp Per Appendage
Note: D sharp.

Fortify Quadriceps: This improvement increases the character's running/walking speed by 50% and doubles their maximum jump height and distance. (ex: A character with a base speed of 40 feet would have their speed improved to 60 feet. A character who is able to jump vertically 18 inches (average human jump height), would gain a jump height of 36 inches with the improvement).
Price: 2,500 gp/sp
Note: E.

Fortified Trapezius and Deltoid: This improvement increases a character's carrying capacity, without being encumbered, by 50%. For the Lamentations of the Flame Princess system:

0 – 15 pts: Unencumbered
16 – 23 pts: Lightly Encumbered
24 – 30 pts: Heavily Encumbered
31 – 38 pts: Severely Encumbered
39+ pts: Over Encumbered
Price: 1,000 gp/sp
Note: A.

I share flee this place upon wings of my own making.

Blessings of Daedalus: This grants the user a pair of wings with a base flight speed equal to the character's unimproved based walking/running speed. The character's flight maneuverability is considered clumsy. A character can improve their flight speed with an improvement similar to Fortify Quadriceps, and a cost 1,800 gp/sp.
Price: 7,500 gp/sp for Bat Wings.
Price: 7,800 gp/sp for Feathered Wings (Feathered Wings require more alterations to the physical makeup of the individual in order for the wings to be natural)
Notes: F (Bat Wings) F sharp (Feathered Wings).

Eyes of the Pit Viper: This grants the user the ability to see in the thermal spectrum, similar to that found in Pit Vipers. Two small 'pits' are implanted in the space between the character's eyes, these 'pits' resemble very small nostrils. These pits allow the character to sense variances in ambient temperature. The improvement also doubles the number of rod cells in the character's eyes, which increases their ability to see in the dark. All of these improvements grant the user the ability to see in total darkness, not including darkness created through magic. This improvement grants the user Dark-Vision and Thermal Vision.
Price: 2,000 gp/sp
Note: E flat.

What might you see if I shaped myself, rather than being shaped by another.

Perfection of the Soma and Pneuma: This is the catch all term for the improvement of the basic capabilities of the body. These improvements can only push a character's body to the maximum their species is capable of. In game terms, this improvement increases a character's base stats to their racial maximum, and cannot improve them beyond that point. A character may improve a stat to their racial maximum all at once, or over multiple visits.
Price: 10,000 gp/sp per point of improvement.
Notes:
Strength – C
Dexterity – C sharp
Constitution – D flat
Intelligence – G
Wisdom – G sharp
Charisma – A flat

Into the Odd

At the heart of all fantastic creations, is a truly strange mind.

Wernicke's Potence: This improvement to the character allows them to perfectly understand any written and spoken language they encounter. However, they are unable to understand magical or purposely obscured language. This improvement does not allow a character to speak or write any language, only understand them. A character must be physically able to see or hear the language in order for the ability to function. Price: 25 Guilders
Note: A sharp.

Broca's Empowerment: This improvement allows the user to accurately communicate concepts and feelings with utterances, gestures, or pictures to anyone capable of understanding such things despite any barriers in language or mentality. The character does not use any specific language, rather they innately understand what sounds to make, what gestures to perform, and what images to make in order to get across their point. Broca's Empowerment only allows the character to communicate simple messages, advanced concepts are beyond the capabilities of this improvement. The byproduct of this ability is it allows the character to communicate simple concepts to animals. It provides a +5 bonus to Will saves or other rolls when interacting with an animal.
Price: 20 Gilders
Note: G flat.

Fortified Keratin: This improvement bolsters the strength of a character's nails (finger and toe) making them far more resilient and thicker. A character who grows out their nails, and sharpens them, may use them to injure others and improve their climbing ability. The claws do 1D4 damage and grant a +5 to Strength saves or other rolls for climbing attempts. However, these claws are very obvious to anyone looking at the character's hands or feet, requiring gloves or shoes to hide them.
Price: 4 Guilders Per Appendage
Note: D.

Protractile Keratin: This improvement improves the character's ability to grow keratin in order to grow claws. The improvement also allows the character to retract these claws, allowing them to hide the presence of these claws. The claws do 1D4 damage and grant a +5 to Strength saves or other rolls for climbing attempts. However, these claws are very obvious to anyone looking at the character's hands or feet, requiring gloves or shoes to hide them. If the character already possesses the Fortified Keratin ability, or gets it later, the damage done by the claws improves to 1D6 damage and improves the climbing bonus by +2.
Price: 4 Guilders and 50 Shillings Per Appendage
Note: D sharp.

Fortify Quadriceps: This improvement increases the character's running/walking speed by 50% and doubles their maximum jump height and distance. (ex: A character with a base speed of 40 feet would have their speed improved to 60 feet. A character who is able to jump vertically 18 inches (average human jump height), would gain a jump height of 36 inches with the improvement).
Price: 11 Guilders and 25 Shillings
Note: E.

I can fly in my dreams.

Blessings of Daedalus: This grants the user a pair of wings with a base flight speed equal to the character's unimproved based walking/running speed. The character's flight maneuverability is considered clumsy. A character can improve their flight speed with an improvement similar to Fortify Quadriceps, and a cost 9 Guilders.
Price: 37 Guilders and 50 Shillings for Bat Wings.
Price: 39 Guilders for Feathered Wings (Feathered Wings require more alterations to the physical makeup of the individual in order for the wings to be natural)
Notes: F (Bat Wings) F sharp (Feathered Wings).

Eyes of the Pit Viper: This grants the user the ability to see in the thermal spectrum, similar to that found in Pit Vipers. Two small 'pits' are implanted in the space between the character's eyes, these 'pits' resemble very small nostrils. These pits allow the character to sense variances in ambient temperature. The improvement also doubles the number of rod cells in the character's eyes, which increases their ability to see in the dark. All of these improvements grant the user the ability to see in total darkness, not including darkness created through magic. This improvement grants the user Dark-Vision and Thermal Vision.
Price: 10 Guilders
Note: E flat.

My face and I are not the same, but we coexist out of necessity.

Perfection of the Soma and Pneuma: This is the catch all term for the improvement of the basic capabilities of the body. These improvements can only push a character's body to the maximum their species is capable of. In game terms, this improvement increases a character's base stats to their racial maximum of 18, and cannot improve them beyond that point. A character may improve a stat to their racial maximum all at once, or over multiple visits.
Price: 50 Guilders per point of improvement.
Notes:
Strength – C and D flat (Played in Harmony)
Dexterity – C sharp
Will – G, G sharp, and A flat (Played in Harmony)

Thursday, August 18, 2016

All cities are mad, but the madness is galant.




What monsters lay behind the doors of the mind?


What the workaday citizen overlooks, we will see. Through the soot stained alleyways, the viewer, you, will see the city as few can. Behind doors, unbarred to the select, is a world avoided by the quotidian majority. These are the places where the fringed, and most interesting, people gather to buy and sell that which will bring them peace, if only for a time.

Through the city under narcotic influences.
For some it is air, for others it is drugs. They push the mind down, the pull the body beyond its means, drugs become the answer to so much, yet engender the most questions when they are gone. It is irresponsible to present the downside of drugs without their benefits, by doing so we lose sight of why someone might take them in the first place. When you put drugs in a world, you need to inquire about who might find addiction in them and why, otherwise you have pointless window-dressing rather than useful motivations and drama. Here are but a few, with their own miracles and curses still attached, trailed by those who find comfort in them.

What dreams may come under the influence of drugs made of gods. Art by Franklin Booth

Theos / God Eye / Angel Shit
Remember Street Gods? What do you think happens to their bodies when the militias finally kill god? Most neighborhood states burn the bodies in blast furnaces, a process that can take days. Even dead, Street Gods refuse to die completely. However, militia captains can be bribed to look the other way while a limb is chopped off; 'Musta gotten blown off when the cannon hit the bastard...' they'll say when asked, but most folks know the score and keep the question to themselves. There are some neighborhood states who make the production of the drug a state event, becoming minor distributors to the rest of the city. Some junkies might even tell of the fabled Lotus Eater City, a neighborhood state where all the best drugs are made, and where they keep stables of Street Gods to slaughter and cook up.

Smoked, snorted, or injected, when the stuff hits a body it gives the lucky bastard a taste of being a god. Depending on the flavor a woman might be given enough strength to rip a horse in two, or man might create a new form of mathematics. But, when the high is over those poor bastards get burned. For the rest of her life, the woman might have trouble carrying the groceries home, and the man might have difficulty adding small numbers in his head. There is no addiction, the stuff is cruel enough without it, it'll make someone a god for a short time and then make them less than they were.

Legality: Highly illegal to possess, possible death sentence for the sale of.
Efficacy: Highest known efficacy of any known drug.
Addictiveness: No physical addiction, but an individual might develop a psychological dependency.
Come Down: Hard. One time is enough to cripple someone.

Anyone can become a circus strongman under its influence

Brawn / Bull / Strongman
Cost -
OSR / AD&D / LotFP: 100 gp/pp. Cost may vary depending on the purity level. (gp is used for systems where sp is the standard currency, pp is used for systems where gp is the standard currency)
Into the Odd: 1 Guilder
Appearance: A dose comes in a thin, maroon square the size of an adult's thumbnail. It has the texture of a dead leaf, and may be smoked from any pipe, ground up and snorted, or made into a tincture and injected.
Creation: Distilled from the muscles of a Street God.

OSR / AD&D: Grants a +5 to a +10 bonus to Strength and +15 to +30 Hit-Points, the efficacy depends on the purity level. The bonus from this drug can take the user far beyond the normal 18 limit. The bonus lasts for 4 to 8 hours depending on the purity. After the end of the drug's effects, the user loses 1D2 Strength and Constitution permanently, no save. This loss may only be restored using magic on par with the wish spell.

LotFP: Grants a +3 to +6 bonus to-hit with melee attacks, and grants a +4 to +8 bonus to melee damage, the efficacy depends on the purity of the drug. The drug also grants a +15 to +30 bonus to hit-points depending on the purity level. The bonus lasts for 4 to 8 hours depending on the purity. After the end of the drug's effects, the user loses 1D2 Strength and Constitution permanently, no save. This loss may only be restored using magic on par with the wish spell.

Into the Odd: All melee damage is considered Enhanced and completely ignores armor. The user is also granted +10 to +20 Hit-Points the efficacy depends on the purity level. Finally, the user also succeeds at all Strength saves. The bonus lasts for 4 to 8 hours depending on the purity. After the end of the drug's effects, the user loses 1D3 Strength permanently, no save.

She took the drug, and soon they would be dead before they knew it.

Zephyr / Quicksilver / Hurricane
Cost -
OSR / AD&D / LotFP: 120 gp/pp. Cost may vary depending on the purity level. (gp is used for systems where sp is the standard currency, pp is used for systems where gp is the standard currency)
Into the Odd: 1 Guilder and 20 Shillings
Appearance: A single dose takes the form of a prismatic hair or thread the length of an adult's pinky finger. The dose may be smoked from any pipe, ground up and snorted, or made into a tincture and injected.
Creation: This substance is made from the dried threads of a Street God's spinal cord.

OSR / AD&D / LotFP:Grants a +/-5 to a +/-10 bonus to AC, the efficacy depends on the purity level. The user also gains two full actions in a round, one at their normal initiative with a +6 bonus and a second at their normal initiative without bonus. The bonus lasts for 4 to 8 hours depending on the purity. After the end of the drug's effects, the user loses 1D3 Dexterity permanently, no save. This loss may only be restored using magic on par with the wish spell.

Into the Odd: The user is granted an extra turn after the last player has taken theirs, the character may engage in the same number of actions as they would during a normal turn. They are also granted 2 Armor, though this armor is treated differently than normal since it represents the character rolling with/riding the strike, thus reducing the impact and cannot be reduced by weapons that normally negate armor. The bonus lasts for 4 to 8 hours depending on the purity. After the end of the drug's effects, the user loses 1D3 Dexterity permanently, no save.

An introspective genius now, an ignorant dullard later.

Prophet / Seer / Genius
Cost -
OSR / AD&D / LotFP: 300 gp/pp. Cost may vary depending on the purity level. (gp is used for systems where sp is the standard currency, pp is used for systems where gp is the standard currency)
Into the Odd: 3 Guilders
Appearance: A single dose takes the form of white and gray crystals, the standard dose being enough to half-fill a thimble. The drug may be smoked from a specially filtered pipe, ground up and snorted, or made into a tincture and injected.
Creation: This drug is created from the distillation of the Vitreous Humor (the jelly filling eyeballs) and the brains of Street Gods.

OSR / AD&D / LotFP: While under the effects of this drug a character is considered to know nearly anything and everything, the only knowledge they may not have is truly secret or personal knowledge about an individual. Users are also granted True Seeing as per the spell, as well as they become impossible to hide from or to surprise. A person under the effects of this drug may also see in total darkness and see perfectly through fog. Finally, the user automatically knows when they are being lied to or mislead. The bonus lasts for 4 to 8 hours depending on the purity. Once the effects are over, the user permanently loses 1D2 Intelligence and Wisdom, no save. This loss may only be restored using magic on par with the wish spell.

Into the Odd: While under the effects of this drug a character is considered to know nearly anything and everything, the only knowledge they may not have is truly secret or personal knowledge about an individual. Users are also granted the ability to see through illusions, as well as they become impossible to hide from or to surprise. A person under the effects of this drug may also see in total darkness and see perfectly through fog. Finally, the user automatically knows when they are being lied to or mislead. The bonus lasts for 4 to 8 hours depending on the purity. Once the effects are over, the user permanently loses 1D3 Will, no save.

Those who take the hand of these drugs, dances with death. Art by Honore Daumier

Users: All of those who use these drugs can be put into the same category: desperate. When there are no options left, this drug becomes the solution to problems. It's common knowledge that these drugs will permanently damage a user, commonly called the burn or shriveling. A widowed Gamayun might use Brawn to kill as many monsters/people as they can before succumbing to overwhelming odds. Princesses of the Pale Moon Queendom are rumored to use Zephyr during the a ceremony called The Culling Steps, where the daughters of the current queen compete to the death in a series of blade filled 'dances' to see who will become the next queen. Truly desperate Groteslang youth may use Prophet to pass into adulthood by answering the Prime Koan.

Widow's Respite / Misas / Ghost Memories
Loss is a terrible affliction that no treatment can ease or cure. To lose a loved one to the shores of death's three kingdoms is to become debilitated, to have a piece of yourself amputated and given back as the rest of you is destroyed. In the infinite city, for those not rich enough to afford Resurrection, the Mortician's Guild offers a service that all members in good standing may provide. Before the deceased is cremated or buried, the mortician removes the brain and distills it into a tincture that may be injected by the bereaved. After a few moments the user is comforted by the voice of their loved one speaking to them, the experience similar to schizophrenic auditory hallucinations. In essence the user is allowing the memories of the deceased as well as their personality to be 'ran' by their own brain. The bereaved an deceased may speak to one another, saying the things they may not have said in life, though only the bereaved hears the deceased's voice. Murder investigators often use this process to interrogate deceased victim's through a specially trained individual called a Mnemosynic Alienist who injects the deceased's memories into themselves. A dead individual's brain must be largely intact, and they may not have been dead for more than three days for the complete memories to be collected from the brain. A damaged brain, or one from someone who has been dead for longer than three days, has considerable gaps in the memory of the deceased. This process was pioneered by the Gamayun who use the drug to stave off the incredible despair that results from the death of a mate, though when they inevitably run out of the distillation they go off into the wilds of the city to find their deaths.

Legality: Legal in all current neighborhood states.
Efficacy: Moderate.
Addictiveness: No physical addiction, but an individual might develop a psychological dependency to speaking to their loved one.
Come Down: There is no physical cost to taking the drug, but it can bring closure or increased levels of depression depending on the user's state of mind.

Cost -
OSR / AD&D / LotFP: 10 sp/cp. (sp is used for systems where gp is the standard currency, cp is used for systems where sp is the standard currency)
Into the Odd: 10 Shillings
Appearance: A single dose takes the form of a milky-gray liquid that is administered though injection.
Creation: This drug is created from the distillation the deceased’s brain.

In her mind, she was soothed by her lover's voice. Art by Frederick R Pickersgill

The effects of the drug lasts from 45 minutes to over 3 hours, depending on the relationship to the deceased. Those that knew the deceased well will have greater periods of efficacy than complete strangers. While under the effects of this drug, the user will be able to carry on a conversation with the deceased as if they were still living. A deceased person may attempt to tie or refuse to tell the user information that they were secretive about in life. In essence treat such interactions as any other character interactions with the called for skill uses and rolls.

OSR / AD&D / LotFP: The number of doses derived from the deceased's brain is equal to the average of their Intelligence, Wisdom, and Charisma scores (results are rounded up in the case of a non-whole number). Average number of doses from a 'normal' person is 10.

Into the Odd: The number of doses derived from the deceased's brain is equal to their Will score. Average number of doses from a 'normal' person is 10.

Users: Users of this drug tend to be people looking for closure or who are unable to let go of their loved one. The drug has a nearly unlimited shelf-life, allowing bereaved to use the drug on a the date of a particular anniversary. As stated before, murder investigators often use this process to interrogate deceased victim's through a specially trained individual called a Mnemosynic Alienist who injects the deceased's memories into themselves. Generally, the investigation team will provide the deceased's family with the remainder of the doses. In the case of the Gamayun, a widowed individual will go through the doses in a matter of days before going off to find their death.