Elixirs are the province of the Vaarnish alchymist, a catch-all term for wondrous unguents, salves, tonics, nectars, and draughts, the recipes for which have been passed down through the eons. Infused with exotic molecules and enthusiastic nanomachinery, these single-use concoctions grant the drinker a variety of beneficial effects. They may be ingested by all PCs… Continue reading ELIXIRS
Tag: rules
TOXIN DICE
I very rarely make posts about game mechanics, but there's something I've started thinking about recently: poison! How does one make it engaging? I don't really like Save or Die type poisons and I haven't given any Vaarn monsters this ability. The closest is the Amaranthine Death-Worm, which can inflict you with a special status… Continue reading TOXIN DICE
Bloodheist: Folly and Doom
We are back for a few updates on Bloodheist. The ruleset posted yesterday was not entirely complete, as it lacked specifics on Follies and Dooms. Fear not, because this post has you covered. FOLLIES A Folly is triggered whenever a character reaches 3 on their Doom track. They represent the negative effects of gathering Doom… Continue reading Bloodheist: Folly and Doom


