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Jet

This fertilizer based inhalant was invented by wastelanders after the bombs fell. It is a cheap and addictive street drug that makes everything feel like it's moving in slow motion, but it doesn't last long. It is usually administered via an inhaler. the comedown makes people jittery and paranoid.   It started in the settlement of New Reno just on the other side of the Long Mile, and from there it spread across the entire wasteland.  

Effects

You feel extremely focused and alert, processing everything around you with such preciseness that you perceive the world as moving in slow motion around you.   Until the end of your next turn, you have Advantage on all Dexterity skill checks, gain +2 to your AC, and a +2 to all Dexterity based attack rolls.  

Addiction

Whenever you use any amount of this drug, roll a Constitution Saving Throw. The DC for this is 10 + the number of times you have taken an addictive substance since your last Long Rest. If a character fails this save, they become addicted to Jet until cured.   While your character is addicted, they take a point of Exhaustion for each substance they are addicted to after they complete a Long Rest.   A creature addicted to Jet is extremely shaky and uncoordinated when not using. Long term addicts find themselves unable to walk or perform simple tasks when in the throes of withdrawal.

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