Drugs in Aerth | World Anvil
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Drugs

Elixers and Poisons. Each the same but very different in application.

Poisons

Many a dangerous herb or venom preparation lurk for those who know where to buy them.
The effects and factors of poisons are wide and varied. Some are Exotic and hard to come by, often requiring dangerous or difficult ingredients, and a skilled chemist.
Poisons are also often very reactive, and only have small shelf lives before they begin to lose potency.

 

Prices

The Prices of Poisons are a factor of how exotic they are vs how concentrated the dose. The price of a single dose of poison is 100c x (Concentration x Rarity)

Potency

The potency of a dosage makes each dose harder to resist. Adding negatives to resistance of the poison.

Rarity

Some poisons are more exotic than others, this makes them more expensive.

Price Modifiers

Rarity/Potency No Penalty -1 Resist -2 Resist
Common 100 200 400
Special 200 400 800
Rare 400 800 1600
Exotic 800 1600 3200

Vemin


???  

Miaxal

A fast acting paralytic refined from the poison of the Western Hunter Wasp. An expensive agent due to the difficulty of procuring the reagents, but highly desired by bounty hunters in the business of live capture.

Deliverable through a subdermal injection, (normally a dart), the paralysis though short lived, is almost instant.

Resist Vigor
Rarity Special
Stability 1 week
Failure Paralyzed for 2d6 Minutes
Success Paralyzed for 2d6 Rounds
Raise Fatigue

Touch of Silk

???  

Embrace of Twilight

A powerful sedative made from a reduction of Silverseed Slumber Berries. This dehydrated powder can be added to food or liquids for injestion. The only tell tale sign of the poison is a mild bittersweet aftertaste.

When ingested the fast acting sedative quickly renders the victim unconscious.

Resist Vigor
Rarity Common
Stability 1 Month
Failure Knocked Out for 2d6 Hours
Success Knocked Out for 2d6 Minutes
Raise Fatigue
 

Liars Bane

???
 

Fools Requiem

A curious and specialised poison brewed from the leaves of the Bitterdream Cragwort Plant. This weedy grey-green shrub blooms with tiny yellow flowers and is often found clinging to crevices and cracks in hard to reach places within shadowy canyons and crags that exist around parts of the Caldera.

This poison is unique in that a correct preparation administered by injection has the peculiar effect of erasing the victims recent memories.

Concocting the poison requires considerable experience and skill, because incorrect preparation instead results in violent vomiting and painful cramping of the victim without the desired memory loss.

Resist Vigor
Rarity Rare
Stability 1 Week
Failure Erases Memory for the last 2d6 minutes
Success Erases Memory for the last 2d6 hours
Raise No Effect
 

Ravage Dust

A poison created from the crushed husks of ravage beetles. A small parasitic insect that lives off the blood of other medium creatures. The beetles use a long sharp beak like mouthpiece to pierce the hide of their victims and draw blood for nourishment. A mild toxin in the beetles saliva causes increased aggression and lower pain responses in the victim, often causing them to attack when they would otherwise avoid conflict and ignoring their natural flight responses caused by pain or damage.

This fine white powder shimmers with a slight iridescence. When inhaled or ingested in small amounts it causes a mild euphoria and offers relief from pain.

Usage

Reactions to this violent white powder are varied from individual to individual and depends on their personal vigor.
A single mild dose is 1 teaspoon of the white powder inhaled or ingested.
Roll a Vigor Check. Every Raise shifts the effect down one step to a minimum of mild. A failure shifts it up to a more intense reaction. A success indicates the intended dosage is achieved.  

Mild Dose

Effects

  • Ignore 1 Would Penalty
  • Smarts trait checks at -1
  • Strength trait checks at + 1
  • -1 Parry
  • +1 Fighting
 

Duration

15 Minutes  

Withdrawal

Fatigue  

Moderate Dose

In larger doses the effects change. Pain is seemingly ignored in the subject. Kinetic responses increase, but at the cost of rational thought, increased aggression and recklessness are also noted.

Effects

  • Ignore Wound Penalties
  • Smarts trait and skill checks -2
  • Strength trait and skill checks +2
  • -2 Parry
  • +2 Fighting
 

Duration

10 minutes  

Withdrawal

Exhaustion  

Overdose

If an excessive dose is administered, the subject experiences uncontrollable rage.

Effects

  • Ignore Wound Penalties
  • Smarts trait checks at -4, and cannot operate any device more complicated than a door knob
  • Strength trait checks at +3
  • Parry -4
  • Fighting +3
  • Subject attacks any creatures in range, starting with closest at random. If no live creatures are present a rampage of destruction will begin.
 

Duration

5 minutes  

Withdrawal

  • Incapacitated
  • Lethally Poisoned(-1)
  • If not healed of poison within 24 hours, the subject dies from his overdose.

Glitter

A potent euphoric psychedelic alchemic drug made from a mixture of other narcotics. The effects of which are an intense feeling of euphoria with hallucinations of sparkling brightly coloured lights, i.e. glitter. Though the hallucinations are not limited to simple visual patterns, some go as far as to report seeing visions of other peoples lives. It is a shiny rose coloured powder with a pearlescent shimmer given from the ravage dust that makes a component of it. A silver spoonful of the powder is mixed with mana where it dissolves into a black sludge and begins to boil, which gives off a heady smoke and breathed in.   The high is followed by a low that gives the victim feelings of melancholy and paranoia and is highly addictive.

Elixers

Many teas, balms and elixers exist in Caldera to many potent effects. Often created by skilled medicine women who work on the fringes of the prickle barrens where many of their ingredients exist.  

Lotyl

A healing balm produced from a reduction of the Hollow Taproot Lotus. This thick emulsion when applied to a wound promotes healing acting as an antiseptic agent and offering a mild anesthetic.

Effect

Adds +1 to the healing roll of a physical injury (doesn't help with poisons or sickness) Or removes one fatigue caused by Bumps and Bruises.

A more potent variant of the salve can be bought for double the cost.

Cost

  • +1 Healing (25c)
  • +2 Healing (50c)
 

Duration

One heal check, Daily  

Expiry

2 weeks
 

Tassle Tea

A watery brew of the fleshy fruit of the Tassle Pear. A native cactus of the Prickle Barrens. A mild reagent capable of reducing the potency of a poison when drunk. And offers a minor resistance to future poisons for the next 4 hours.

Effect

Gives +1 to resist or heal poison for the next 4 hours.

 

Cost

25c per dose.  

Duration

4 Hours  

Expiry

1 week.  

Caress of Clarity

A small ball or “bud” of dried “Midnight Blush Lichen”. When chewed the sharp spicy flavour gives the user increased focus for a short time.

Effect

+1 smarts and smarts related skills.

 

Cost

20c per bud  

Duration

30 mins  

Expiry

20 days    

Supple Soother

A sour hard boiled candy made from the root bulb from the Desert Queen Cactus. This peculiar growth forms under the base of the Desert Queen Cactus. Removing it kills the cactus. It is boiled with root sugars to form a hard sugar candy. When injested it has the affect of soothing and enhancing motor responses.

Effect

+1 to agility and agility based skills for 30 mins.

 

Cost

20c per piece  

Duration

30 mins  

Expiry

20 days    

Courage Cookies

A sweet baked biscuit made with hearty mealworm flour and an uplifting dusting of pollen from the arid wattle flower. This crumbly tea biscuit dreams of better times, laughter, and the warm hugs of elderly grandparents. It uplifts the spirit and warms the heart.

Effect

+1 to Spirit and Spirit based skills

 

Cost

20c per cookie  

Duration

30 mins  

Expiry

20 days    

Bitter Tonic

Made from the bitter roots of the Black Leatherleaf Fern - this watery tonic aids in accelerating the bodies natural healing.

 

Effect

Once per day, the drinker can make a vigor role to heal a wound. Critical Failure - the user suffers a mild alergic reaction, resulting in fever (Fatigue). Using this resets the natural healing time counter to zero.

Cost

100c per dose.  

Duration

Instant, daily.  

Expiry

2 weeks

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