Wednesday, December 12, 2012

Rockstar new energy drink


So Rockstar released a new energy drink (least new for me) this week at our local store.  First I want to say the name is misleading.  There is no sour taste to it, at all... I took the first taste and expected a Tear Jerker or similar sour candy taste, but that sensation never hit me.

The name of the flavor is called Bubbleberry, first what does bubblegum flavor taste like?  The original gum style is just like a chewing on rubber, so they had to add in flavors to hide the original taste.  They did it here as well, but added in a berry.  I'm guessing the can being blue it's a Blueberry flavor which on the ingredients does not list anything Blueberry.  Though there is a listing of Purple Sweet Potatoe, Black Carrot and Red Cabbage Juice extract or not.

WHAT!  Why do they put those flavors in here?  How dare they trick people who can't read and make them have some sort of vegetable in their drink.  That's a conspiracy act, espionage or something evil.  Though I can't say the taste is terrible, not something I could drink multiples of in a day.

For the energy part, yes it does work better then I thought it would.  I sometimes drink energy drinks when I need it and none of the ones I have used have done the effect this one has.  So not sure if it's something else in this drink or just because I'm not an avid Rockstar drinker.

Stats Dungeons & Dragon style!

RockStar - A most mysterious drink, it imbues the drinker with a random property.  On consumption roll a percentile dice and consult the chart below.  Effects last 1d4 minutes regardless of spells duration, drinking another potion after the first  results in a 1d2 bonus minutes to effects duration and extra effects, but results in increased side effects as listed below consult chart two for effects of the second on up.  Drinks come in various colors each representing a flavor as well as potential bonuses.  Consumption of more then one potion with-in a day results in decreased effects, reduce all bonuses by 1 for each drink consumed.  Caster level 2.


ROLL PERCENTILE DICE - CHART 1
00-20   Jump -  +10 enhancement bonus to Jump Checks. (Roll Again)
21-40   Cat's Grace - +4 Enhancement to Agility skill checks
41-60   Fox's Cunning - +4 Enhancement to your Intelligence Skill checks as your mind is in overdrive.
61-80   Bears Endurance - +4 to Constitution skill checks, don't expect sleep to come quickly.
81-90   Remove Fear - +4 moral bonus to fear checks.  (Roll Again)
91-98   Heroism  - +2 moral bonus to attack rolls, saves, and skill checks.
99 - 100 Endure Elements - Same as Spell except for duration.

ROLL PERCENTILE DICE - CHART 2
00 - 20 Aid - Grants +1 moral bonus to attack rolls and save against fear effects, plus 1d8 temporary Hit points.
21 - 40 No Effect
41-  60 Blur - Concealment (20% miss change) you are on a sugar high, moving faster then the eye can see.
61 - 80 No Effect
81 - 90 Dark Vision - Gain the ability to see 60 feet even in darkness.
91 - 98 No Effect
99 - 100 Rage +2 moral bonus to strength and constitution, and a +1 bonus to will saves, and a - 2 to AC.  The effects are identical to barbarian's rage. (Roll Again)


SIDE EFFECTS
After ten minutes of consumption roll a fortitude save to resist Jitters, add +2 to save Dice Check each half hour or +5 if you have consumed two with-in two hours of each other.  This side effect lasts four hours.  You may add a +2 to your fortitude save if you have been drinking for more then three weeks.

Jitters  - the sugar has affected your body and causing it to shake.  Take a -2 to all checks for the next 1d4 hours.

Should you drink more then two you may succumb to the eye twitch or heart racing effect.

EYE TWITCH
Your eye starts to jump erratically, every 1d6 minutes your effective field of vision is reduced by 10 feet from your eye twitching, -2 to attack rolls, 20% chance spell effect area will be one square off target, GM determines which direction it moves.  This effect lasts till a successful fortitude save of DC 13 (+2 for each drink you have consumed with-in the last 24 hours, +2 each time you fail the previous DC check) or till twenty minutes has passed.

HEART RACING
The surge of energy has got to your heart and it's over doing itself.  Roll 1d20 to determine duration of this effect.  A successful fortitude save (DC 15) will reduce it's duration by 5 minutes.   For every fail add a +2 to the DC check if you should fail three times then your heart has stopped and you must save vs death (DC 20); add +5 bonus to your save should a person with first aid, makes a successful heal check (DC 10).
 

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