Post by Father on Jul 15, 2019 17:53:31 GMT 1
Healing
Diagnose
Diagnose is required for identifying most poisons and diseases, and thus being able to correctly use treat ailment, for injuries and wounds this is less critical, but still required.
On a successful test, the correct treatment is determined, and each additional degree of success grants +1D to the healing test, up to the specialties in diagnose.
On a failed test, any treatment will have to be general, with -1D to treat ailment tests, but treat injury is unaffected.
On a critical failure, you may not make treatment tests, instead the patient is treated as having Flaw(Endurance) for any effects related to the ailment/injury and recovering from it.
For ailments, the diagnose TN is specified by the specific hazard.
For injuries and wounds, the diagnose TN equals 1*injuries+3*wounds.
Treat Ailment
When treating poison, disease or other hazard, you substitute the patient's passive endurance result with your healing test or roll instead of their endurance, you gain a bonus to this roll equal to the patient's resilience ranks and any modifiers to their passive endurance result also applies to your test.
Alternatively, you may test against TN 9, granting a +2 bonus per DoS to all endurance tests, including passive results. On a critical failure, the patient is treated as having Flaw(Endurance) for any effects related to the ailment and recovering from it.
Treat Injury
When treating injuries and wounds, you substitute the patient's passive endurance result with your healing test or roll instead of their endurance test, you gain a bonus to this roll equal to the patient's resilience ranks and any modifiers to their endurance result also applies to your test. On a critical failure, the patient must take another injury or wound as if he critically failed his endurance test.
Alternatively, you may test against the recovery TN, granting a +2 bonus per DoS to all endurance tests, including passive results. On a critical failure, the patient is treated as having Flaw(Endurance) for any effects related to the ailment and recovering from it.
Recovery
When healing injuries and wounds, resilience applies.
Destiny Points
A character may spend a destiny point to allow the effects of treatment apply retroactively to attacks made by poison and other hazards.
Poisons
Recap of rules:
Virulence: Number of Dices rolled when poison attacks.
Toxicity: Number of Attacks
If it is not mentioned it remains as in the book.
If an injury poison is used on a weapon, it does not take effect on another character until an amount of damage equal to that character's health (or endurance, if a tertiary character) before a dose is applied. Ordinarily a cutting or stabbing weapon is required.
A contact poison usually requires larger doses than a weapon can deliver, but sometimes can work by throwing or emptying the contents of a small container at exposed skin.
Alcohol
For every four servings beyond twice the victim's endurance rank, reduce the virulence by 3 and increase the toxicity by 1.
Basilisk Blood
Upon a successful attack, Basilisk Blood induces a mad frenzy compelling a Will (Dedication) TN 6 test, with each DoS across the attacks adding +3 TN, on a failure the victim attacks whichever creature is unfortunate enough to be in the vicinity without any thought to their own safety. Each successful attack imposes a new will test. On a critical failure, the victim is compelled to roam on instinct in search of imaginary foes.
Once the poison has run it's course, it's effects fade after the end of the scene.
Basilisk Venom
Delivery: Injury.
On a successful attack, basilisk venom deals 1 injury per degree, if the victim cannot take more injuries, it takes wounds instead.
Firemilk
Has no particular effect, see Myrish Fire.
Greycap
Virulence 6
Toxicity 8
Frequency: 1/48 hours
A savory tasting toadstool whose effects takes time to materialize as vomiting, diarrhea and swollen liver and kidneys, Greycap is both the bane of those not trained in recognizing mushrooms and a favored means of assassination. 2 out of 3 victims in the care of a maester are said to perish within 6 to 16 days, few are believed to survive without such treatment.
Greycap deals 1 injury per DoS, with wounds taken if no more injuries can be sustained. In addition, on a success or simple failure, the victim is bedridden and unless another character succeeds on a Healing (Treat Ailment) TN 9 test, it takes -1D to all tests from dehydration, this repeats on the day after. If the victim is treated with a wasting potion, this healing test is at TN 12. If the penalty dice equals the victim's endurance ranks, the victim dies.
Recovery: The penalty dice fades by one per day after the poison has run it's course.
Manticore Venom
25GD
Virulence 6
Toxicity 2
Frequency: 1/round and 1/minute
Delivery: Injury.
The primary effect wracks the victim with pain upon a successful attack, imposing -1 to all tests per degree. If the penalty equals the victim's endurance rank, it is rendered helpless.
The secondary effect attacks the heart, imposing a wound per degree.
The penalty to tests fades by one per day once wounds have been healed, milk of the poppy will allow the pain to be ignored.
The Nine Voyages speaks of an insidious version of this venom woven with spells, leaving the victim in unspeakable agony for days, as the poison consumes their flesh. Surely just superstition, but if such a thing where to exist, it would have a Toxicity of 5 and a frequency of 1/minute for the primary attack and 1/week for the secondary attack. Milk of the Poppy surely would not be able to provide succor to such an infernal concoction.
Milk of the Poppy
Taking a small dose of milk of the poppy allows you to halve the penalty from injuries/wounds taken before the dose for one day (round down, so half a wound does not give a penalty). But if it successfully attacks, the victim takes a -1 penalty to all tests as it dulls the senses.
A large dose works as a small dose, except that it allows all such penalties to be ignored and a successful attack also renders the victim unconscious for the whole day.
If undertaking complete bed rest, the penalty from injuries and wounds to endurance tests to recover from them are likewise modified, and a small dose grants +1b to Healing tests, while a large dose grants +2b. In the case of a wound, a new dose must be applied every day of the recovery period to receive these benefits.
Moon Tea
Toxicity: 1 (Mild Dose), 3 (Medium Dose), 5 (Strong Dose)
Virulence: 1
Frequency: 1/hour
Cost: 15ss (Mild Dose), 30ss (Medium Dose), 60ss (Strong Dose)
Moon Tea is mixed of tansy and other abortifacients used to avoid unwanted pregnancies, stronger doses may terminate noticeable pregnancies.
Moon Tea has two effects, the first attacks any child in the womb (passive endurance 1), 1 DoS suffices to terminate a pregnancy that has lasted for no longer than a week, 2 DoS are required for pregnancies that has lasted for up to a moon's turn, 3 DoS for pregnancies up to three moon's turns and 4 DoS for any pregnancy having lasted longer.
The second effect attacks the victim, if the first attack successfully terminated a pregnancy the virulence is increased by 1 per DoS that was required to lose the child. Each DoS imposes -1 Health.
Myrish Fire
When applied, it grants +1D to Endurance and Healing tests for recovering from injuries and wounds.
On a successful attack, those treated with Myrish Fire suffer -1 to all tests per degree of success for 24h.
Pennyroyal
A strong dose imposes the same penalties as a mild dose plus a –2 to health per degree.
Strangler
On a successful attack, the Strangler inflicts one injury per degree.
Sweetsleep
Toxicity 4 (grains), 5 (one pinch), 6 (three pinches)
Virulence 1 (grains), 2 (pinches)
Frequency: 1/5 minutes
Grains costs: 40 SS
Sweetsleep grants +2 composure and will tests when the poison attacks, but a successful attack with grains imposes -1 to all other tests per degree for 3 hours +1 per degree. A pinch also imposes unconsciousness for 3 hours+1 per degree. If three or more pinches are used, the poison imposes -1D instead of -1 and the victim dies if the accumulated penalty dice equals it's endurance rank.
Penalty dice fades by one each day after the poison has run it's course.
Sweetsleep never truly leaves the body, for each dose taken, half remains behind and is added to any new doses taken to determine the effects, if a dose of grains successfully attacks, the entire dose remains as residue, three doses of grains is equivalent to a pinch. Every year, 1/4 of the residue dissipates.
Tansy
A mild dose is often used to treat infection of worms inside the body, it is also an ingredient in Moon Tea.
A successful attack imposes -1 to all tests, with -1D to all physical tests for each additional degree. If the penalty dice equals the victim's endurance ranks, it dies. A pregnant woman suffering one or more penalty dice will usually lose the child.
Tears of Lys
Recovery: The penalty dice fades by 1 per day.
Wasting Potion
Imbibing Wasting Potion grants +5 to passive endurance and +1D to Treat Ailment tests to help against ingested poisons and hazards.
Wolfsbane
Contact inflicts -1 on all physical tests for the remainder of the day.
Ingestion has two effects, the first attacks after (1d6-1)*10 minutes, then each round thereafter, inflicting -1D to all Physical tests other than Endurance per degree. The second attacks after 2 hours and then once per hour, inflicting -1D to Endurance tests per degree, if the penalty to endurance equals the ability rank, the victim dies.
Recovery: The Penalty dice fade by once per day.
Destiny Points
A destiny point may be spent retroactively to impose -1D on all attacks from a single poisoning. It may also be spent to allow treatment (including wasting potion) to apply retroactively to all attacks made by the poison.
A burnt destiny point turns all poison attacks into automatic failures.
Diagnose
Diagnose is required for identifying most poisons and diseases, and thus being able to correctly use treat ailment, for injuries and wounds this is less critical, but still required.
On a successful test, the correct treatment is determined, and each additional degree of success grants +1D to the healing test, up to the specialties in diagnose.
On a failed test, any treatment will have to be general, with -1D to treat ailment tests, but treat injury is unaffected.
On a critical failure, you may not make treatment tests, instead the patient is treated as having Flaw(Endurance) for any effects related to the ailment/injury and recovering from it.
For ailments, the diagnose TN is specified by the specific hazard.
For injuries and wounds, the diagnose TN equals 1*injuries+3*wounds.
Treat Ailment
When treating poison, disease or other hazard, you substitute the patient's passive endurance result with your healing test or roll instead of their endurance, you gain a bonus to this roll equal to the patient's resilience ranks and any modifiers to their passive endurance result also applies to your test.
Alternatively, you may test against TN 9, granting a +2 bonus per DoS to all endurance tests, including passive results. On a critical failure, the patient is treated as having Flaw(Endurance) for any effects related to the ailment and recovering from it.
Treat Injury
When treating injuries and wounds, you substitute the patient's passive endurance result with your healing test or roll instead of their endurance test, you gain a bonus to this roll equal to the patient's resilience ranks and any modifiers to their endurance result also applies to your test. On a critical failure, the patient must take another injury or wound as if he critically failed his endurance test.
Alternatively, you may test against the recovery TN, granting a +2 bonus per DoS to all endurance tests, including passive results. On a critical failure, the patient is treated as having Flaw(Endurance) for any effects related to the ailment and recovering from it.
Recovery
When healing injuries and wounds, resilience applies.
Destiny Points
A character may spend a destiny point to allow the effects of treatment apply retroactively to attacks made by poison and other hazards.
Poisons
Recap of rules:
Virulence: Number of Dices rolled when poison attacks.
Toxicity: Number of Attacks
If it is not mentioned it remains as in the book.
If an injury poison is used on a weapon, it does not take effect on another character until an amount of damage equal to that character's health (or endurance, if a tertiary character) before a dose is applied. Ordinarily a cutting or stabbing weapon is required.
A contact poison usually requires larger doses than a weapon can deliver, but sometimes can work by throwing or emptying the contents of a small container at exposed skin.
Alcohol
For every four servings beyond twice the victim's endurance rank, reduce the virulence by 3 and increase the toxicity by 1.
Basilisk Blood
Upon a successful attack, Basilisk Blood induces a mad frenzy compelling a Will (Dedication) TN 6 test, with each DoS across the attacks adding +3 TN, on a failure the victim attacks whichever creature is unfortunate enough to be in the vicinity without any thought to their own safety. Each successful attack imposes a new will test. On a critical failure, the victim is compelled to roam on instinct in search of imaginary foes.
Once the poison has run it's course, it's effects fade after the end of the scene.
Basilisk Venom
Delivery: Injury.
On a successful attack, basilisk venom deals 1 injury per degree, if the victim cannot take more injuries, it takes wounds instead.
Firemilk
Has no particular effect, see Myrish Fire.
Greycap
Virulence 6
Toxicity 8
Frequency: 1/48 hours
A savory tasting toadstool whose effects takes time to materialize as vomiting, diarrhea and swollen liver and kidneys, Greycap is both the bane of those not trained in recognizing mushrooms and a favored means of assassination. 2 out of 3 victims in the care of a maester are said to perish within 6 to 16 days, few are believed to survive without such treatment.
Greycap deals 1 injury per DoS, with wounds taken if no more injuries can be sustained. In addition, on a success or simple failure, the victim is bedridden and unless another character succeeds on a Healing (Treat Ailment) TN 9 test, it takes -1D to all tests from dehydration, this repeats on the day after. If the victim is treated with a wasting potion, this healing test is at TN 12. If the penalty dice equals the victim's endurance ranks, the victim dies.
Recovery: The penalty dice fades by one per day after the poison has run it's course.
Manticore Venom
25GD
Virulence 6
Toxicity 2
Frequency: 1/round and 1/minute
Delivery: Injury.
The primary effect wracks the victim with pain upon a successful attack, imposing -1 to all tests per degree. If the penalty equals the victim's endurance rank, it is rendered helpless.
The secondary effect attacks the heart, imposing a wound per degree.
The penalty to tests fades by one per day once wounds have been healed, milk of the poppy will allow the pain to be ignored.
The Nine Voyages speaks of an insidious version of this venom woven with spells, leaving the victim in unspeakable agony for days, as the poison consumes their flesh. Surely just superstition, but if such a thing where to exist, it would have a Toxicity of 5 and a frequency of 1/minute for the primary attack and 1/week for the secondary attack. Milk of the Poppy surely would not be able to provide succor to such an infernal concoction.
Milk of the Poppy
Taking a small dose of milk of the poppy allows you to halve the penalty from injuries/wounds taken before the dose for one day (round down, so half a wound does not give a penalty). But if it successfully attacks, the victim takes a -1 penalty to all tests as it dulls the senses.
A large dose works as a small dose, except that it allows all such penalties to be ignored and a successful attack also renders the victim unconscious for the whole day.
If undertaking complete bed rest, the penalty from injuries and wounds to endurance tests to recover from them are likewise modified, and a small dose grants +1b to Healing tests, while a large dose grants +2b. In the case of a wound, a new dose must be applied every day of the recovery period to receive these benefits.
Moon Tea
Toxicity: 1 (Mild Dose), 3 (Medium Dose), 5 (Strong Dose)
Virulence: 1
Frequency: 1/hour
Cost: 15ss (Mild Dose), 30ss (Medium Dose), 60ss (Strong Dose)
Moon Tea is mixed of tansy and other abortifacients used to avoid unwanted pregnancies, stronger doses may terminate noticeable pregnancies.
Moon Tea has two effects, the first attacks any child in the womb (passive endurance 1), 1 DoS suffices to terminate a pregnancy that has lasted for no longer than a week, 2 DoS are required for pregnancies that has lasted for up to a moon's turn, 3 DoS for pregnancies up to three moon's turns and 4 DoS for any pregnancy having lasted longer.
The second effect attacks the victim, if the first attack successfully terminated a pregnancy the virulence is increased by 1 per DoS that was required to lose the child. Each DoS imposes -1 Health.
Myrish Fire
When applied, it grants +1D to Endurance and Healing tests for recovering from injuries and wounds.
On a successful attack, those treated with Myrish Fire suffer -1 to all tests per degree of success for 24h.
Pennyroyal
A strong dose imposes the same penalties as a mild dose plus a –2 to health per degree.
Strangler
On a successful attack, the Strangler inflicts one injury per degree.
Sweetsleep
Toxicity 4 (grains), 5 (one pinch), 6 (three pinches)
Virulence 1 (grains), 2 (pinches)
Frequency: 1/5 minutes
Grains costs: 40 SS
Sweetsleep grants +2 composure and will tests when the poison attacks, but a successful attack with grains imposes -1 to all other tests per degree for 3 hours +1 per degree. A pinch also imposes unconsciousness for 3 hours+1 per degree. If three or more pinches are used, the poison imposes -1D instead of -1 and the victim dies if the accumulated penalty dice equals it's endurance rank.
Penalty dice fades by one each day after the poison has run it's course.
Sweetsleep never truly leaves the body, for each dose taken, half remains behind and is added to any new doses taken to determine the effects, if a dose of grains successfully attacks, the entire dose remains as residue, three doses of grains is equivalent to a pinch. Every year, 1/4 of the residue dissipates.
Tansy
A mild dose is often used to treat infection of worms inside the body, it is also an ingredient in Moon Tea.
A successful attack imposes -1 to all tests, with -1D to all physical tests for each additional degree. If the penalty dice equals the victim's endurance ranks, it dies. A pregnant woman suffering one or more penalty dice will usually lose the child.
Tears of Lys
Recovery: The penalty dice fades by 1 per day.
Wasting Potion
Imbibing Wasting Potion grants +5 to passive endurance and +1D to Treat Ailment tests to help against ingested poisons and hazards.
Wolfsbane
Contact inflicts -1 on all physical tests for the remainder of the day.
Ingestion has two effects, the first attacks after (1d6-1)*10 minutes, then each round thereafter, inflicting -1D to all Physical tests other than Endurance per degree. The second attacks after 2 hours and then once per hour, inflicting -1D to Endurance tests per degree, if the penalty to endurance equals the ability rank, the victim dies.
Recovery: The Penalty dice fade by once per day.
Destiny Points
A destiny point may be spent retroactively to impose -1D on all attacks from a single poisoning. It may also be spent to allow treatment (including wasting potion) to apply retroactively to all attacks made by the poison.
A burnt destiny point turns all poison attacks into automatic failures.