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HârnWorld ® Copyright © 2008–2016, Columbia Games, Inc. POTIONS 3 SOURCES Apothecary Guilded apothecaries have the guild-protected right to make and sell potions within their franchise area. They are subject to strict laws that ensure the quality of their products. Most keep a ready supply of the most popular potions. Some compound all their own potions, while others work with neighboring apothecaries, permitting each to specialize. Chandler Guilded chandlers can resell standard potions prepared by guilded apothecaries, as long as the container is unchanged, the contents are unadulterated, and no claims are made beyond those traditionally accepted for the potion. The chandler is probably the only legitimate source for common potions where no apothecary exists. Herbalist Most manorial villages have at least one herbwife or other unguilded individual who knows a lot about herblore and herbal remedies. Such potions vary widely in quality, but many are surprisingly effective. The herbalist may have insights into the preparation of potions, but actual training is restricted to the guild, as is knowledge of how to make or acquire the necessary equipment. Home remedies can generally be obtained for one-half the guild price or less. Potionseller Unguilded sellers of potions are common at fairs. These vendors hawk everything from honest home remedies to elixirs reputed to improve health, increase intelligence, bring true love, and repel bad luck. Most people have sense enough to avoid the charlatans, but there are always a few gullible folk willing to pay good silver for a promise in a bottle. Potionsellers may be treated as Chandlers, but there is a 50% chance the potion is a useless placebo. Shaman All tribes produce a variety of potions and medicines compounded from fresher, potent herbs. This activity is generally the role of shamans, who often have great skill at potionmaking. Tribal potions may show some similarity to those produced by civilized apothecaries, but many are entirely original. Tribal potions may be obtainable by trade. Shamans may be treated as wilderness Herbalists. AVAILABILITY OF POTIONS Rarity Apoth Chand Herbal Common 80 75 50 Uncommon 60 15 25 Rare 40 10 15 Roll 1d100. If roll exceeds target number, the potion is unavailable. Apothecary or Chandler assumes guildsman of average ✰✰✰ skill. Modify ROLL for actual star rating if known. +10 ✰✰ +05 ✰✰✰✰ −05 ✰✰✰✰✰ −10 Availability assumes Market Size 1 (see Pilots’ Almanac). Increase +5 per size level, but never above a target level of 95. Availability in manors/villages is halved. Sample file

Sample file - DriveThruRPG.commagic research in HârnMaster Magic. POTION PREPARATION Apothecary Herbalist Difficult −20 −40 Moderate −10 −20 Easy +0 −10 Apply modifier to

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  • HârnWorld®Copyright © 2008–2016, Columbia Games, Inc.

    Potions 3

    soURCEs

    ApothecaryGuilded apothecaries have the guild-protected right to make and sell

    potions within their franchise area. They are subject to strict laws that ensure the quality of their products. Most keep a ready supply of the most popular potions. Some compound all their own potions, while others work with neighboring apothecaries, permitting each to specialize.

    ChandlerGuilded chandlers can resell standard potions prepared by guilded

    apothecaries, as long as the container is unchanged, the contents are unadulterated, and no claims are made beyond those traditionally accepted for the potion. The chandler is probably the only legitimate source for common potions where no apothecary exists.

    HerbalistMost manorial villages have at least one herbwife or other unguilded

    individual who knows a lot about herblore and herbal remedies. Such potions vary widely in quality, but many are surprisingly effective. The herbalist may have insights into the preparation of potions, but actual training is restricted to the guild, as is knowledge of how to make or acquire the necessary equipment. Home remedies can generally be obtained for one-half the guild price or less.

    PotionsellerUnguilded sellers of potions are common at fairs. These vendors hawk

    everything from honest home remedies to elixirs reputed to improve health, increase intelligence, bring true love, and repel bad luck. Most people have sense enough to avoid the charlatans, but there are always a few gullible folk willing to pay good silver for a promise in a bottle.

    Potionsellers may be treated as Chandlers, but there is a 50% chance the potion is a useless placebo.

    shamanAll tribes produce a variety of potions and medicines

    compounded from fresher, potent herbs. This activity is generally the role of shamans, who often have great skill at potionmaking. Tribal potions may show some similarity to those produced by civilized apothecaries, but many are entirely original. Tribal potions may be obtainable by trade. Shamans may be treated as wilderness Herbalists.

    AVAILABILITY OF POTIONSRarity Apoth Chand Herbal

    Common 80 75 50

    Uncommon 60 15 25

    Rare 40 10 15

    Roll 1d100. If roll exceeds target number, the potion is unavailable.

    Apothecary or Chandler assumes guildsman of average ✰✰✰ skill. Modify ROLL for actual star rating if known.

    ✰ +10 ✰✰ +05 ✰✰✰✰ −05 ✰✰✰✰✰ −10

    Availability assumes Market Size 1 (see Pilots’ Almanac). Increase +5 per size level, but never above a target level of 95. Availability in manors/villages is halved.

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  • Potions 4

    HârnWorld®Copyright © 2008–2016, Columbia Games, Inc.

    PREPARinG PotionsThe preparation of potions is time consuming and labor intensive.

    Herbal ingredients must be of the right degree of preservation or freshness and must have been properly harvested by a trusted herbalist. Spices and salts must be of known authenticity. Conditions of temperature, acidity, and alcohol content must be monitored by those with the personal experience and judgment to stop a biological reaction before it has gone too far.

    Most potions are detailed in the Pharmacopeia Lythia owned by guilded apothecaries. This classic volume, filled with arcane jargon, symbolism, and assumptions, is unreadable by anyone not trained in the guild. These books are handed down for generations. The owners’ personal marginalia rarely improves readability.

    PreparationPotions may be difficult to prepare for a wide variety of reasons: one or

    more ingredients may be rare or season-specific, the recipe may be lengthy or complicated, or an ingredient may be proscribed and thus dangerous to make. Preparation is rated as Easy, Moderate, or Difficult.

    Most potions require specialized processes encompassed in the Alchemy skill taught to guilded apothecaries, with equipment that is unaffordable for unguilded herbalists. Complex potions may be attempted by herbalists, but success is rare.

    Developing new FormulasThe process of developing a new potion is tedious and prone to error.

    It is difficult to test a potion’s effectiveness without a live test subject, and this can bring serious retribution from outraged family members if harm is caused to a patient. Most respectable apothecaries prefer to refine known recipes and leave experimentation to the Guild of Arcane Lore.

    Despite the expenses and other hurdles, there are always a few curious individuals with the inspiration and persistence to develop truly new and effective potions. To reflect this research activity, see the rules for magic research in HârnMaster Magic.

    POTION PREPARATION

    Apothecary Herbalist

    Difficult −20 −40

    Moderate −10 −20

    Easy +0 −10

    Apply modifier to Alchemy Skill. Make a skill roll against EML for success level.

    CS: Strong potion (double strength) MS: Normal potion MF: Weak potion (half strength) CF: Roll on table below:

    01–50 Ingredients destroyed, roll once on side effects table.61–90 Ingredients and equipment destroyed, roll twice on side effects table.91–100 Explosion, ingredients and equipment destroyed, potionmaker suffers an appropriate injury; possible fire.

    Alchemical PotionsSome alchemists produce unique potions or alchemical versions of common potions with truly remarkable effects. Many of these follow formulas recorded in the Pharmacopeia Lythia, but they are refined and augmented by principles known only to the Guild of Arcane Lore. Others are developed as a result of careful experimentation and are not yet ready for use by a consenting subject. Formulas for these potions often include bizarre ingredients that might not be truly necessary to the final product.

    Only alchemists who are both trained members of the Apothecaries’ Guild and members of the Guild of Arcane Lore normally have access to these advanced formulas and the Alchemy skill to follow them.

    The Apothecary’s Apprentice

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  • HârnWorld®Copyright © 2008–2016, Columbia Games, Inc.

    Potions 5

    nECtAR oF WisDoM

    Type Hallucinogen

    AvAilAble Uncommon

    prepArATion Easy

    price/Dose 36d

    EffectsThe drug takes effect after 4d6 minutes. During this time, a large quantity of water may (60% chance) counteract the drug. The Duration of the effects is 1d6+6 hours. The user’s Will is reduced by one point at onset and by one for every two hours spent under the influence of the drug; Will cannot be reduced below half.

    At onset, make 5d6 Shock Roll, repeating every two hours. If any shock roll fails, the user falls unconscious and will remain so for Duration.

    If the patient falls unconscious, they awaken after Duration and make a 1d100 attribute test against END×5:

    CS: Mild psychosis or phobia (Roll on Psyche table).

    MS: Moderate psychosis or phobia (Roll on Psyche table).

    MF: Severe psychosis or phobia (Roll on Psyche table).

    CF: Brain damage (Permanent 1d3+1 loss to WIL).

    AntidoteSee above.

    WRITERS Rebecca Downey J. Patrick McDonald

    nECtAR oF WisDoMThis potent euphoric hallucinogen is sold as soluble crystals to be

    mixed with ale, water, or wine. Nectar of Wisdom is made mostly by Ilviran mystics who collect the alanal herb on Ternua Heath in Kanday. There is a strong market in Coranan, Golotha, and Shiran, and anywhere the Halean church thrives. The drug is proscribed in Melderyn and Chybisa.

    Claims and ExpectationsDrinking a brew containing the drug creates a strong euphoria

    enhanced by vivid illusions that last up to half a day. During this time, the user is susceptible to suggestions. An overdose can result in brain damage. The left-over mash can be used as a deep yellow cloth dye.

    PreparationThe potion is brewed from alanal root. Wash the root and crush.

    Dilute the plant mash using three parts water to one part mash. Cover and soak overnight, preferably outside where the fumes don’t affect anyone. Strain out the root material and concentrate by simmering the liquid away completely. This yields one ounce of yellowish, bitter, soluble crystals per two alanal roots (16 oz) processed.

    This formula from the Pharmacopeia Lythia was developed by a team of alchemists from the Guild of Arcane Lore in Cherafir in 589. Pagaelin augurs have a similar formula to produce the ale they call Tegal.

    storageThe crystals are normally stored in clay jars, mixed with the same

    volume amount of dried and crushed alanal leaves. Regular users often have a personal flagon or mug with a custom-made spoon sized to ensure a correct dose.

    DosageMix one ounce of crystals and leaves (one spoon) with one cup of

    water or ale, and drink. Overdoses are unwise.

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  • Potions 6

    HârnWorld®Copyright © 2008–2016, Columbia Games, Inc.

    WRITER Rebecca Downey

    MAERMAL’s BLEssinG

    Type Strength Potion

    AvAilAble Uncommon

    prepArATion Moderate

    price/Dose 24d

    EffectsThe potion takes effect within 3d6 minutes and increases the user’s STR by 1d6+6 for 3d6×10 more minutes. After the effect wears off, the patient has lost 20% body weight and is ravenously hungry. Temporarily reduce the character’s STR and STA by 1d3+2 and adjust END accordingly.

    A user then makes a 3d6 Shock Roll against the adjusted END. Overdoses justify 4d6 or 5d6 shock rolls at GM discretion. If the Shock Roll exceeds END, the user goes into Shock at H4 level. See HârnMaster, Physician 3, for recovery.

    One quarter of lost body mass, and one point each of STR and STA, is recovered per day provided the character eats double rations and sleeps well.

    MAERMAL’s BLEssinGThis lavender liquid smells slightly sweet and is kept in sturdy

    terracotta jars sealed with wax. The jars are traditionally painted with white ox horns.

    The potion is made from the arva plant, which thrives in wooded heathland and is not commonly found outside Kanday. Rethem and Tharda trade for the potion, although the pots traded are often uncolored. In Rethem, it is known as “Ox-Blood.”

    Claims and ExpectationsA few minutes after imbibing, the patient begins to sweat. They breathe

    faster and seem to be able to perform greater feats of strength. When the effects wear off, great fatigue sets in and the need to sleep is compelling. Upon awakening, the patient is ravenous and weak for a number of days.

    PreparationSeparate the seed pods and crush the remaining arva plant. Mix four

    parts water to one part plant mash, cover with a dark cloth, and allow to ferment for 16 days. Keep the pot near a fire but do not allow the mixture to get hot. Allow the seeds to dry for that time and then grate them finely with an equal amount of black pepper and bdellium gum. Strain the mixture, add the grated seed, stir, and allow the brew to steep overnight. Add honey and concentrate by boiling. The process yields one pint of Maermal’s Blessing for every four arva plants processed.

    storageIf properly stored, the shelf life of the sealed potion is three years.

    Once opened, the potion becomes more and more sweet and loses potency within three months.

    DosageTwo ounces; taken orally.

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