Herbs, Drugs & Poisons
Herbs, Drugs & Poisons
HERBS, DRUGS AND POISONS
Herbs are used by Herbalists and Apothecaries to produce effects, both helpful and harmful to the human body, from the saps, unguents, seeds, juice, and other pulps and parts of various herbs. The knowledge and skill to know all the various herbs and their uses is found in the Herbalism skill while the ability to work and process them into drugs or poisons is found in the Apothecary skill. The skills of herbalists and apothecaries are looked upon with some level of suspicion by common people because woods witches and druids are known to use these techniques as well, though they are able to produce effects that common apothecaries cannot begin to reproduce. Most herbalists and apothecaries are benign people simply seeking to benefit from nature, but their association with heresy, witchcraft, poison, and their refusal to rely only on the sacred medicine of the Hospitalier Order are all grounds to keep them at arm's length.
All herbs have 3 traits. When a character with the Herbalism skill locates an herb in game by its distinctive orange tag, they may pick up the tag and bring it to Logistics to learn its effects based on the unique ID number on the tag. The herb will have 3 traits, but the Herbalist may not be able to recognize all of the traits on the Herb, depending on their skill. Herbs that are not fully identified keep their ID number so the effects may be referenced later when the drug or poison is used. The different herb traits will be described in more detail below.
Steroid (STR up)
Fortifier (FORT up)
Stimulant (SPD up)
Clarifier (FTH up)
Nimblemind (INT up)
Focus Aid (RES up)
Relaxant (STR down)
Paralytic (SPD down)
Immune Shock (FORT down)
Depressant (FTH down)
Neurotoxin (INT down)
Mindburner (RES down)
Flat Effect Traits:
Pleasant: Drug is easy to imbibe and can mix with food without being obvious. Besides the effects being generally pleasurable, The Perception skill will not discover the drug.
Tolerance: The subject gains a cumulative +1 to Grit when resisting subsequent uses of the other drug traits present with the concoction. Tolerance loses one level for each event where it is not consumed.
Foul: Tastes awful and has a distinct and obvious smell. It cannot be hidden in food, and those without at least Grit 1 vomit it up after 10 minutes, preventing progress on the drug.
Antidote: Normalizes the effects of the rest of the traits present in the drug. Antidote bypasses Grit, and normalizes the effective levels of drugs in effect by the amount present in the drug. For instance, Antidote with Paralytic x2 would normalize a Paralytic effect by 2.
Mending: This drug has a beneficial effect on the body, causing hurts to soothe and the body to recover more easily. If ingested, a Battered character may become Healthy after sleeping for at least 6 hours. If used as a Contact drug, it may restore useful mobility to an injured limb after one hour.
Apathetic: The drug induces a sort of lethargic bliss in the user, leaving them highly suggestible. They gain the effects of the Pushover flaw.
Drowser: Induces sleep at next available lull in action. The subject will sleep for at least 30 minutes per stack, and is extremely difficult to rouse unless they suffer attack or injury.
Excitant: Temporarily removes Fatigue, but restores it and induces a Drowser effect at the end of the duration. This lasts for one hour per stack, and adds one Drowser stack at the end.
Irritant: Prevents rest due to headaches and nausea.
Purger: Induces vomiting and diarrhea. Lowers all existing drug values by 1. Gives 1 Fatigue.
Addictive: Positive attribute increases do not cause a crash afterward. Instead, the subject automatically gains a Compulsion to consume again, which grows in severity each time it is taken.
Hallucinogen: Subject gains Severe Delusions for duration. Additional traits are additional Delusions.
Anesthetic: Subject is immune to the Pain effect, but does not know how much damage they are suffering. The subject does not need to spend Discipline to avoid Fear in combat.
Intoxicant: The drug behaves as if the user had imbibed 3 drinks.
With the desired herbs in hand, a character can attempt to fashion them into a mixture. Depending on the desires of the apothecary, different methods of delivery are possible. Ingested drugs are the easiest to take, and most beneficial drugs will use that method for simplicity of creation. Poisons and other more malicious concoctions may need a more subtle approach, and may be mixed into something that can coat a blade, or be thrown into the eyes or face. Such adaptations of the drugs are more difficult to make, but take far less time to take effect once they find their mark.
When a foreign drug or poison enters the body of a character, good or ill, the body will attempt to resist it reflexively. Characters automatically subtract their Grit rating from all values of the foreign substance. For instance, if a character with Grit 1 were to ingest a drug with Paralytic x2 and Drowser, they would not feel the effect of the Drowser and would be affected by the Paralytic as if it were only level 1, losing 1 level from their Speed Attribute.
Positive effects work the same way, the body automatically resisting with Grit. A drug with Steroid x3 ingested by a character with 1 Grit would raise the character's Strength by 2, such as from normal Strength to Brawny for the duration. However, using drugs to push a body to exceed its normal limitations is dangerous. At the end of the duration of the drug, the body will crash, and the character will receive a penalty equal to the bonus they received for the duration of the day. This manifests itself as sore, torn muscles, numbness, pounding headaches, confusion, and listlessness as the body recovers. If the crash is too serious because of an earlier overdose of performance enhancing drugs, the character's Attribute may fall to dangerous levels, leaving the character in a very serious detrimental state.
REFINEMENT AND OVERDOSE
With Apothecary skill of 3 or higher, an Apothecary is able to refine drugs into more specific or powerful forms. The Apothecary may combine two different herb sources, and either combine the two by replacing an unwanted trait with one from the second source, or create a new six trait drug, or remove any three traits from a new 6 trait drug. Refinement takes 10 minutes of grinding, boiling, creating emulsions, and mixing. With enough herbs and enough time, an Apothecary can create customized drugs to her specific needs.
If a drug is delivered three times over, its effects behave as if the subject had no Grit. An Apothecary may perform a refinement of 3 identical drugs together to give that drug an extra trait: Potent, in addition to its normal traits. Potent drugs, like an overdose, ignore all of a target's Grit.