Disease & Posion

Setting & game specific rules, posting guidelines, miscellaneous information & quick reference tables.

Re: Disease & Posion

Post Number:#16  Postby mark » Wed Sep 16, 2015 12:53 pm

Amanita muscaria.jpg
BERSERKRMYRR (Amanita muscaria)
Berserkrmyrr is a fungus, it has a very characteristic appearance with a red hat that has white spots and white bone stem. Berserkrmyrr fungus grow quite large; the hat reaches up to thirty centimetres in diameter. The white splotches on the hat are the remains of a white membrane that covers the entire fungus when it is very young. Berserkrmyrr is toxic and contains several psychoactive substances. It is rare that people die from consuming it, but even small amounts causes indigestion, dizziness, mood swings and hallucinations. The amount of toxin in the fungus vary by location and time of year. The name derives from the rumour that the Óðinnflokkr eat the fungus before they go into battle to enable them to enter a rage, but given the highly undesirable effects it is likely just a rumour, perhaps one started as a joke by the Óðinnflokkr themselves.


Application: Ingestion
Potency: 70
Resistance: Endurance
Onset time: 10-60 minutes [1d6*10]
Duration: 1d6+6hours
Conditions: The poison manifests at onset with Hallucinations, Nausea, Mania(mood swings) and Confusion.
Antidote/Cure: None, except magical.
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Re: Disease & Posion

Post Number:#17  Postby mark » Wed Sep 16, 2015 2:46 pm

DRUNKENNESS
Drunkenness is a physiological state (that may also include psychological alterations of consciousness) induced by the ingestion of alcohol (poison). Drunkenness is the result of alcohol entering the bloodstream faster than it can be processed by the liver. Some effects of drunkenness (such as euphoria and lowered social inhibitions) are central to alcohol's desirability as a beverage and as one of the world's most widespread recreational drugs. Despite this widespread use, any level of alcohol intoxication is a form of poisoning due to the damaging effects on the body in large doses; Christianity consider drunkenness to be a sin.

Symptoms of drunkenness include euphoria, flushed skin and decreased social inhibition at lower doses, with larger doses producing progressively severe impairments of balance, muscle coordination, and decision-making ability (potentially leading to violent or erratic behaviour) as well as nausea or vomiting from alcohol's disruptive effect on the semi-circular canals of the inner ear and chemical irritation of the gastric mucosa. Sufficiently high levels of blood-borne alcohol will cause coma and death.


For convenience, drunkenness is usually considered over an approximate 4 hour period of the day (ie: morning/afternoon/evening) based on the type of beverage being consumed. In this time a person will normally drink 3 large cups of any given beverage, unless they are trying to get drunk, in which case they may consume double that or more. A tavern will usually charge extra for double or greater consumption. In Strategic Time, drinking will simply accrue ‘enduring levels of fatigue’, each of which will remain for 24 hours. In Local Time, a number of resistance checks must be made against Drunkenness according to the type of alcohol being consumed.


STRATEGIC TIME: Consumption vs Enduring Fatigue (24hrs)
  • 3 Cups of Ale/Beer = 1 Enduring Level of Fatigue
  • 3 Cups of Wine/Strong Cider = 2 Enduring Level of Fatigue
  • 3 Cup of Spirits/Mead = 3 Enduring Level of Fatigue


LOCAL TIME: Consumption vs Drunkenness
  • 3 Cups of Ale/Beer = 1 check against Drunkenness
  • 3 Cups of Wine/Strong Cider = 2 checks against Drunkenness
  • 3 Cup of Spirits/Mead = 3 checks against Drunkenness





DRUNKENESS:-
Application: Ingestion
Potency: 80
Resistance: Endurance
Onset time: 1d6 seconds
Duration: 1d10+2 hours
Conditions: At onset victim suffers Mania(drunk)*. After one hour from onset victim also suffers Exhaustion.
Antidote/Cure: None, except magical.

*Each level of Mania(drunk) makes Willpower one difficulty grade easier.
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Re: Disease & Posion

Post Number:#18  Postby mark » Tue Nov 01, 2016 12:51 pm

Green Rot.png

GRŒNN ROTNA (Green Rot)

Grœnn Rotna, or "Gangrene" is a type of necrosis related to the blood supply. This life-threatening condition may occur after a traumatic injury or infection such as caused by a wound, burn or area of frostbite becoming infected. Grœnn Rotna is not a communicable disease; it does not spread from person to person. Treatment depends on the underlying cause and location of 'poisoning', and can include resection, debridement (or, in severe cases, amputation) of the affected body parts. However, if left untreated, Grœnn Rotna will always kill.

A character who suffers a serious or major wound must make a standard or hard opposed resistance roll respectively to avoid getting the Grœnn Rotna...

Application: Injected
Potency: 20
Resistance: Endurance
Onset time: 1d3 days
Duration: 48 hours
Conditions:After 24 hours onset the effected body part suffers "Maiming", after 48 hours the victims suffers "Death".
Antidote/Cure: Resection/amputation or magical.
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Re: Disease & Posion

Post Number:#19  Postby mark » Sat Dec 02, 2017 1:11 pm

Henbane.png

HŒNABANI (HENBANE)

Hœnabani, sometimes known as Hyoscyamus niger, is a poisonous plant. It can be used in combination with other plants, such as mandrake, deadly nightshade, and datura as an anaesthetic and sedative potion, numbing the senses, as well as for its mind-bending properties in "magic brews". These properties include visual hallucinations and a sensation of flight.

The leaves, the seeds and the juice, when taken internally cause disturbed sleep, like the sleep of drunkenness, which continues for a long time and is deadly to the patient. To wash the feet in a decoction of hœnabani, as also the often smelling of the flowers can cause sleep.

Hœnabani is one of the ingredients in 'gruit', traditionally used in beers as a flavouring and there are those that say it is taken by Óðinnflokkr before battle.
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