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Weak Strain: Increases your Dexterity and Awareness scores by +2 (up to 16) and decreases your Knowledge score by -2 for 1d4 hours. At the end of your next long rest, roll Fate (CON). On a failure, you have a -2 to all ability scores until the end of your next long rest.


Normal Strain: Increases your Dexterity and Awareness scores by +4 (up to 18) and decreases your Knowledge score by -4 for 2d4 hours. At the end of your next long rest, roll Fate (CON) - 2. On a failure, you have a -2 to all ability scores until the end of your next long rest.


Strong Strain: Increases your Dexterity and Awareness scores by +6 (up to 20) and decreases your Knowledge score by -6 for 4d4 hours. At the end of your next long rest, roll Fate (CON) - 4. On a failure, you have a -2 to all ability scores until the end of your next long rest.


Addiction

Whenever you use Rose Petals, roll Fate (CON or WIL). On a failure, you become addicted to that strain of Rose Petals for 5d4-CON days. As an addict, lesser strains have no effect on you and every time you use Rose Petals as an addict, add 1d4 days to the addiction time. At the end of every long rest where you didn't use Rose Petals the last day, roll Fate (CON). On a failure, you have a -2 to your Dexterity and Awareness scores until the end of your next long rest. While using Rose Petals, ignore the negative impacts of addiction. At the end of the time, roll Fate (CON or WIL) - the number of times you used Rose Petals while addicted. On a success, you are no longer addicted. On a failure, you can choose to say addicted for 5d4-CON days, or take a permanent -2 reduction in all of your ability scores.