Adventurohl is a drug-fueled kick in the teeth type of fantasy setting. Use it with your favorite fantasy system, I imagine it isn’t that hard to do. I’ll be using Into the Odd (most likely).
The city has bright green edges, and flickers of orange neon bounce off the scum water in the streets. Bikers ride hard, ork tats and sharpened teeth with big blue and black checkered jackets, they grab a tankard and smash it over the head of pedestrians trying to cross the road. In a dilapidated building, forgotten by the government that is so fat it can’t see the people it is stepping on to reach for another bar of chocolate, a few people have just O.D.’d on some T. Rrollertall. In the Saltwater Tavern, the door behind the fat dumpster where Ricky Lee was found dead and bare with cuts all over, a small group sits at the bar twitching just a bit as their last bag of IV drip (Adventurohl) comes up dry. Great timing too, because a contract just came up, four bags from Fat Jack for whoever can take out the two Trolls at the construction site on 4th. They’re holding up a crew and are getting a little blood in their eyes.
Grab your baseball bat, throw on a mask, and hop in the deathroller (a repurposed City Police jeep). It’s time to chase your high and beat the shit out of those who cross the line, all for another bag of Adventurohl.
What is this about…?
The core idea is this:
- Prescription drugs are prescribed to felons and people who commit crimes. Each gives off a high or causes a stimulation of some sort to simulate the feelings that the person gets when they commit a crime. So satisfying some with drugs so that they don’t do the “real” thing.
- These drugs if abused by people and O.D.’d on, they don’t cause death but a physical transformation of sorts. So, if you were taking gobloilokustus gas for multiple accounts of theft and armed robbery and overdose on it. Your skin will turn a soft green hue, small yellow lesions will appear across the face and you’ll feel the physical need to steal increasingly more valuable objects. Stealing with no concern for other people’s lives, but no amount will satiate your need so it will just continue to escalate, which will sometimes involve buddying up with other gobloids to rob some arktek pawn shops.
- This is a spin of fantasy in a cyberpunk like world. That means tech is magic, it’s to allow people to indulge themselves in guilty pleasures, avoid working too hard, and to make dull life entertaining. To make a miserable existence bearable. As such there is a big gov that’s fat which has all the cake to make us smile. But cake is not evenly distributed by lower tier skumlords. You do favors, you get cool stuff. You do some dirty work, and they slide you a month’s supply of calmers (pills that put your body in a trance like sleep, makes the whole world better for you, it’s like supreme bliss and is hella addicting).
- Taverns are dive bars. Dungeons are the buildings that have been built so many times ontop of itself that they have hidden walls and so many interconnected rooms that it might as well be a maze of life. Dragons, the wise people that hoard the riches, are people who have their mind stimulated by hallucinogenic incense that allows them to mentally control their lackeys and make sure they keep the illegal arms network full of military grade body supplements and Steelsword brand heavy magnums. Adventurers are people who are addicted to adventurohl and are running low or out of supplies.
Notes for playing with Into the Odd
Roll’em up as usual, roll for starting packages as usual, if it gives you a weapon keep its equivalent as detailed later on down. But, with everything else roll a d4 for each (such as, if you have “Club (d6), Ether, Crowbar, and a Flute” you would roll a d4 3 times and make something up that combines what you roll and what you had):
- Status Symbol; chains and talisman, interactive tattoos, specially made tools. These things are violent, sexual looking and generally gaudy as can be (or primal, whichever).
- Late Night “As Seen on TV” Tech; an invention that has the same effect and purpose but is commercialized and branded with big blocky letters. Usually with some type of stupid and useless gimmick (“it comes with a lanyard to wrap it around your wrist!”).
- Mechanical Components for Simple Biomechanical Enhancements; these individual parts aren’t as great as a whole concussive knuckle bone mod, but the individual parts hold simple quirks and value as is. Tell everyone what this thing is one among many parts of what kind of enhancement.
- Streetwise Outfitters and Stuff; think the dicks sporting goods but in seedy pawn shop form full of clothes and camping tools and “living in a box” gear.
No duplicates in a single character’s gear, if you roll a 6, you can’t get a six again. But someone else may.
If you have arcana that you need to roll for, roll a d6 for some special thing…
- Gain 3 HP to your max
- Same as 1.
- Your a muscle man, bump Strength by +2 and your weapon is now a melee weapon (field weapon class, roll a d6 for special effect)
- Your a gun-natic, bump Dexterity by +2 and your weapon is now a heavy gun class rifle (with chip, if you get caught with it or go through a scanner a pack of cars will be on that chips locator looking for you)
- You make your own calmers, just the right amount of sanity and cool to never have a poker face. Bump Willpower by +2 and you now have d8 chews worth in a tin (each chew lasts for 1 hour). Using it means your hidden motives cannot be discerned, only your exact words can throw you under the bus.
- You are craving Adventurohl right now. You can choose to make a willpower test once per fight, if you fail lose a point and your next attack does damage+4 as you will tear them apart to get where you need to go.
As for equipment here are the direct replacements/conversions:
Hand Weapons; as is but replace with steel baseball bats, tire irons, personal defender (one shot till ya reload) snub nose, long shiv, etc
Field Weapons; it’s not a musket it’s a SMG (shitty muscle gun, the kind of multiple shot shooting weapon under the coats of bouncers and bodyguards, roll a d6 after each attack if you get a 5-6 you need to spend your next turn swapping mags), swords are replaced with magnums (4 shot, roll a d20+4 to see how many bullets you keep in your coat pocket, if at a decent distance you do damage-2), if it’s definitely a melee weapon (roll a d6) then it has teeth (1-2, cripples hands and feet, blinds when used on the head 50% of the time) or electrified (3-4, 50% of the time stuns someone into a shaking fit) or is superheated (5-6, 1 out of 6 times that person will catch on fire meaning they will not be able to fight you unless someone else puts that fire out).
Noble Weapons; it’s a fancy version, has a bar code or faux military insignia etched on it. It’s bigger, has more angular features or has pretty lights and gizmos on it. Nothing special besides that and its higher price tag and a little more QC.
Heavy Gun; it’s a heavy gun. Actual military or corporation operations approved. Compact, tight, made to slay and illegal to have without up to date credentials. Some require an up to date chip in your hand to be able to use.
Shield Armour; its armour I. Think big heavy pads filled with expensive metal beads. Only effective against melee weapons, bullets don’t care.
Modern Armour; gel meshes under your coat, not going to be seen by most other people. Heavy guns ignore your armour on this one, but will still knock you down onto the pavement.
If anything else needs a genre/setting shift, make it up on the spot and keep the stats.