Difference between revisions of "Concoction"

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(work on poisons and remedies. I don't think it's done yet.)
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Apothecaries, physicians, herbalists, and kitchen witches can all forge remarkable substances from household ingredients. Nature itself produces material with medical uses from the very ground. Even beasts carry within them compounds known to heal or harm.
 
Apothecaries, physicians, herbalists, and kitchen witches can all forge remarkable substances from household ingredients. Nature itself produces material with medical uses from the very ground. Even beasts carry within them compounds known to heal or harm.
  
Creatures who ingest, inject, inhale, or imbibe these '''concoctions''' may experience physiological reactions. A creature subjected to a harmful concoction must make a Vitality check. If it meets or exceeds the associated DL, it evades the negative effects.
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Creatures who ingest, inject, inhale, or imbibe these '''concoctions''' may experience physiological reactions. A creature subjected to a harmful concoction must make a Vitality check. If the result meets or exceeds the associated DL, the creature evades the negative effects.
  
 
The following categories represent a few types of concoctions. Each of these delivers a different kind of effect in dosed targets.
 
The following categories represent a few types of concoctions. Each of these delivers a different kind of effect in dosed targets.
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====Remedy====
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A ''remedy'' is a substance that treats the symptoms of an illness. Using ingredients from the natural world, you can craft remedies in many forms including salves, tablets, and herbal blends.
  
 
====Antidote====
 
====Antidote====
 
''Antidotes'' are solutions that neutralize poisons, toxins, or venoms. An antidote administered to a poisoned creature counteracts the harmful substance or removes it from the body — the associated [[Continual Damage]] ceases. Poisons are treated with chemical countering agents, so one antidote may apply to several poisons, whereas antitoxins or antivenoms are typically derived from the original toxin itself, so they combat toxins from a specific organism or category of organisms. Some antidotes have negative side effects. Worse still, some poisons have no antidote.
 
''Antidotes'' are solutions that neutralize poisons, toxins, or venoms. An antidote administered to a poisoned creature counteracts the harmful substance or removes it from the body — the associated [[Continual Damage]] ceases. Poisons are treated with chemical countering agents, so one antidote may apply to several poisons, whereas antitoxins or antivenoms are typically derived from the original toxin itself, so they combat toxins from a specific organism or category of organisms. Some antidotes have negative side effects. Worse still, some poisons have no antidote.
  
To create an antidote, make a [[Craft]] check against a DL of 15 + 2 for every level of poison (so for example, the DL to craft an antidote for a Level Four poison is 23). Antidotes take one hour per level of poison to create. You can create a batch of any size in this time given a sufficient amount of ingredients.
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====Medication====
 
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In this game, ''medications'' eradicate curable disease. Many compounds, from vegetables to mold, are known to fight infections, acting as all-natural antivirals, antibiotics, or antifungals. If a disease can be cured through medication, completing a course will rid a creature of the infection, whether that's a single dose or several administered regularly (depending on the disease).
====Remedy====
 
''Remedies'' are treatments for ailments that cause unease for disease. Using ingredients from the natural world, a character can craft remedies such as salves, pills, and teas. Some compounds fight infections: acting as all-natural antivirals, antibiotics, or antifungals. Others are meant to alleviate symptoms if the disease itself can't be cured.
 
 
 
To create a remedy, the character must make a [[Craft]] check against a DL of 15 + 2 for every Level of disease (so for example, the DL to craft a remedy for a Level Three disease is 21). For every point by which you exceed the DL, the patient receives a +1 bonus to the Vitality check to combat the disease for that day.  Remedies take two hours per level of disease to create. You can create a batch of any size in this time given a sufficient amount of required ingredients.
 
  
 
====Stimulant====
 
====Stimulant====
Knockout track bonus
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A stimulant incites vigor, focus, and motivation. Depending on the dose, a stimulant user can ignore one or more stages of temporary Knockout Track penalties (i.e. those effects remedied by rest). Stimulants can also boost physical and mental performance, granting increased AP.
  
 
====Sedative====
 
====Sedative====
Knockout track damage
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A sedative reduces anxiety and encourages sleep. Sedated creatures move one or more stages down the Knockout Track and stay there as long as the dose is active. Sedatives are known to sap the body's energy, imposing decreased AP.
  
 
====Paralytic====
 
====Paralytic====

Latest revision as of 00:13, 23 November 2020

Apothecaries, physicians, herbalists, and kitchen witches can all forge remarkable substances from household ingredients. Nature itself produces material with medical uses from the very ground. Even beasts carry within them compounds known to heal or harm.

Creatures who ingest, inject, inhale, or imbibe these concoctions may experience physiological reactions. A creature subjected to a harmful concoction must make a Vitality check. If the result meets or exceeds the associated DL, the creature evades the negative effects.

The following categories represent a few types of concoctions. Each of these delivers a different kind of effect in dosed targets.

Remedy

A remedy is a substance that treats the symptoms of an illness. Using ingredients from the natural world, you can craft remedies in many forms including salves, tablets, and herbal blends.

Antidote

Antidotes are solutions that neutralize poisons, toxins, or venoms. An antidote administered to a poisoned creature counteracts the harmful substance or removes it from the body — the associated Continual Damage ceases. Poisons are treated with chemical countering agents, so one antidote may apply to several poisons, whereas antitoxins or antivenoms are typically derived from the original toxin itself, so they combat toxins from a specific organism or category of organisms. Some antidotes have negative side effects. Worse still, some poisons have no antidote.

Medication

In this game, medications eradicate curable disease. Many compounds, from vegetables to mold, are known to fight infections, acting as all-natural antivirals, antibiotics, or antifungals. If a disease can be cured through medication, completing a course will rid a creature of the infection, whether that's a single dose or several administered regularly (depending on the disease).

Stimulant

A stimulant incites vigor, focus, and motivation. Depending on the dose, a stimulant user can ignore one or more stages of temporary Knockout Track penalties (i.e. those effects remedied by rest). Stimulants can also boost physical and mental performance, granting increased AP.

Sedative

A sedative reduces anxiety and encourages sleep. Sedated creatures move one or more stages down the Knockout Track and stay there as long as the dose is active. Sedatives are known to sap the body's energy, imposing decreased AP.

Paralytic

A paralytic agent attacks the nervous system and renders parts of the body inoperative. These compounds typically last minutes to hours, and can impose any of the following conditions: blinded, deafened, hampered, muted, prone, paralyzed, suffocating.

Psychoactive

A psychoactive substance affects the mind. The wilds are absolutely teeming with mind-altering fungus and plant life, but if foraging isn't for you, the right combination of chemicals can also do the trick. Psychoactive substances can impose any of the following conditions: confused, distracted, mindless, rattled, unfeeling.