I know the game effects of Ryll are temporary staving off of critical injuries. From a lore/flavour perspective, what are the effects of Ryll? How does Ryll make you feel?
Can you tell me more about Glitteryll?
I know the game effects of Ryll are temporary staving off of critical injuries. From a lore/flavour perspective, what are the effects of Ryll? How does Ryll make you feel?
Can you tell me more about Glitteryll?
There's nothing in FFG Star Wars... have u tried the d6 or D20 supplements, looking at Glitterstim in pg 184 of EotE corebook you could alter the effects based on that or pg 362 for hints..
I've not really thought about it TBH...If a player chooses this as an Addiction, the hallucinations could kick in at ANY time, during combat, negotiations , ship to ship combat. They could fire at targets that aren't there, talk to people who aren't there, try to pick up a glass/drink that isn't there,,,, hope this helps.
http://starwars.wikia.com/wiki/Glitteryll
that's it.. nothing much more out there
There is very little I can find. Ryll is used in medicine for anesthetic purposes, which is in line with the game mechanic. Coming down is hard, which is true of several anesthetics. I think I'll treat it like a euphoric, wits not with you situation.
Then there is glitterryll, which evidently erases memories. Makes sense, since glitterstim is rumored to give telepathy.
The situation is this: a Black Sun Vigo has one of my players prisoner and is going to take her eye out. For now, they are playing cards, she just had a bag full of ryll pulled over her head. She's gonna continue playing cards - get asked some questions, and eventually get her eye pulled out.
That is what you get for asking for a cybernetic implant in my game! This is how it is done!
Expensive way to lose an eye... that Ryll is VALUABLE!!! But, will make for a heckuva story and will make anyone think twice before asking for modifications.... lol... I love it!
Eee! You're the worst, and I totally want to play in your game.
I'm dealing with ryll myself, and the details for spice don't seem that fleshed out, so I'm just winging it. I'm treating it as a mild opiate that's not nearly on the level of heroin or morphine. My feeling is that ryll is a bit of a one-two punch. It calms the panic centers of the brain to keep the body from overstraining itself while supercharging the blood cells to heal damage at an increased rate. Think of it as redistributing the body's functions by slowing down the neurological center and accelerating the cardiovascular center. This makes it a great medical tool, since it serves as both an anesthetic and a healing aid, but it also means that (like morphine) it's easy to become addicted to. As far as in-game effects, I'd give setback dice towards rolls that require cognitive thinking but bonus dice to ignoring pain thresholds and strain. Characters under the effects of ryll acting instinctively or single-mindedly can do so while ignoring situational barriers, but the ability to formulate a plan or analyze anything rationally is all shot to hell.
This could also explain the effects of glitteryll. Glitterstim overstimulates the brain, creating a hallucinogenic effect. The ryll sees this as a threat to the body and then purges those memories.
In short, I'd give characters an extra bonus die when acting off impulse, mitigate any setbacks associated with injuries, and maybe let them apply three advantages or a triumph towards ignoring the effects of a critical (for the course of the scene). I'd give them two to three setbacks for any action that requires complex thought.
Edited by dxandersCocaine might be the best real world analogy for Ryll. It too has anesthetic properties.
Cocaine might be the best real world analogy for Ryll. It too has anesthetic properties.
Not a bad idea, actually.I forget that numb nose feeling can also be used to numb pain.
And if Ryll is cocaine, then there must be a crack equivalent out there too!