u/Nobody-Inhere

Doskvoll Treats - or, my inventions are yours, too

Hello all!

So, I have been thinking of making a weekly 'resources' post, where I write down and throw into the void some of the thingies I have cooked for my Doskvol, be they original creations or expansions of things that are in the book (Noble House, I am looking at you). So... For my first offering, have an arcane drug:

#Echo (II - 10)

A drug made from refined ghosts, Echo is a transparent, viscous liquid that shines with iridescence when exposed to light. When ingested, either by itself as a spoonful or mixed in drinks, the user will fall into a trance-like state where they will not respond to outside stimuli, as they relieve the memories from the ghost used to create the vial, lasting only for a couple hours at most. Echo is a discreet drug to use, as it's symptoms are hard to spot: Users tend to develop a faraway look, are very slow to react, and are easily distracted; until chronic users develop an unearthly light in their eyes, as if they are permanently looking into the ghost field.

While Echo doesn't produce a physical addiction, users tend to develop a psychological dependency to the escapism provided by the drug. Echo withdrawal manifests as a yearning of the past, and users report feeling disconnected from their bodies and having a hard time making new memories. On the other hand, Echo overdose is characterized by a loss of identity, as the user starts identifying with the last person whose memories they relieved. In extreme cases, the overdosed person slips into a comatose state, trapped into relieving the memory, and die out of neglect.

Echo is distributed in vials, which each vial providing about 10 doses. A Single ghost can produce between 1-3 vials of memory, with particularly strong ghosts producing up to 6. Each vial costs about 1 Coin, but particular rare or pleasant memories push the price up to two and even three Coin.

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Description: A transparent, viscous liquid that glows with an iridescent lilac-white color when exposed to light. It's tasteless and odorless.

Made of: Refined Ghosts, with certain reagents used to target specific types of memories.

How it's ingested: Taken as a spoonful, alone or mixed with a drink.

Effect: The person taking the Echo relieves the memory in the bottle for 1d3 hours. Faraway look in the eyes, won't respond to stimuli (rolls to 'snap them out' start as controlled-no effect. *something* might be accomplished via arcane means).

Symptoms: Eyes glow as if peering into the Ghost field. This trait becomes permanent after the drug has been taken 3 times in a 1 week period.

Addiction: Psychological. (An addict needs to spend 1d6 + 3 weeks without taking any to 'kick the habit')

Withdrawal: yearning from the past, alienation from their body, hard time making new memories

Overdose: 

- Minor: Loss of identity.  

- Major: Comatose, trapped in the memory.

Dose: 1 tablespoon.

Distribution: In vials. One vial has 10 doses, and costs a Coin. Specific memories can go for more.

Legal standing: Technically illegal, accepted street use. 1-coin bribe is good enough for the Bluecoats to leave you alone if caught with it.

To make: Long Term Project (4-tick clock) + Arcane

Who is likely to take it: Denizens of CharHollow and BarrowCleft (those who yearn for a better life), with specialized memories available at SilkShore (specific thrill). Servants, Dockers, Sailors on shore leave. People who want to feel excitement or forget about their dreary lives for a few hours.

Gangs who can potentially deal:
- Circle of Flame (they search for memories relating to occult rites)
- Fog Hounds (transport it around)
- The Hive (big market with minimal legal problems and a decent profit)
- Silver Nails (provides ghosts)

Opposed by:
- Spirit Wardens (closely linked to Spirit Trafficking)
- Gondoliers (Believe the imbibing of ghosts corrupts the human spirit, and they are not entirely wrong.)
- Forgotten gods and various cults
- the Dimmer Sisters

Hooks:

1: An ally of the PC's is being targeted by an assassin after they created a batch of Echo. Their clients are turning up dead, their vials of Echo stolen. They ask the PC's for help, as they still have a vial in their possession. *What was the incriminating memory? Why must people must die if they relieve it?*

2: A rival gang is selling bad batches of Echo and passing it off as the work of the PC's. *How is the Echo wrong? What is the motive of the gang?*

3: There's a shipment of exotic reagents coming in via Boat/Train. The Client (or PC's) will have an opportunity to steal some tonight, as an ally will leave the doors unguarded. *What is the reagent? How is it used when creating Echo?*

4: The PC's are contracted to capture a particular ghost, so the client can refine a set of Echo from it. *What memory is the client after? Are there any other ghosts that could be substituted with?*

5: The PC's are contracted to move a large batch of Echo (30 vials) from the NightMarket Train Station to an establishment in SilkShore. Unfortunately, the Bluecoats know about the operation. *How do the Bluecoats know of the operation? Where will the third interested party launch their ambush from?*

6: The PC's are asked to investigate an opposing party in a negotiation for the Echo, and specifically to find leverage the employer can use to get better terms. *What is this leverage? Why is it so complicated to get it?*

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And that's it! I welcome all criticism as long as is worded politely, and if you liked this please let me know!

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u/Nobody-Inhere — 8 days ago