Angvars Help:
Description: Long stems, many leaves, no flowers
Availability: Average, Winter, Hills.
Price: 5/- and 1GC 6/-
Method of Application: Brew
Preparation: 3 Days
Dosage: 1 Week
Skills: Chemistry
Tests: Int
Effects: This plant helps the PC inhaling the steam from its brew with any respiratory
problems. It clears the lungs of any gases or similar.
Black Hove:
Description: Brought to the Old World by elves from Ulthuan, in elven called
Saelisath, meaning "dark one". It is a completely black flower, with
dark green leaves and stalk.
Availability: Rare, Summer, Grassland (Only near Marienburg).
Price: 3GC and 6GC.
Method of Application: Brew
Preparation: 2 Months Brew
Dosage: 3 Weeks
Preparation: 2 Months
Skills: Chemistry & Prepare Poisons
Tests: Int
Effects: The Black Hove is a magickally created plant, all magic using creatures
are immediately aware of any 'Hoves in their vicinity. Animals shun it for some
unexplained reason. This plant was created by one of the high priests of the
Pleasure Cult before it was outlawed in Ulthuan. He fled to the Old World, but
was hunted down and summarily killed. Before his death he managed to plant his
pet project in the marsh around Marienburg. It has since thrived and expanded.
If drunk by magick creatures it will release a sudden burst of pent up magick
energy equal to the casters BMP (this is how much of it he "soaks"
up). With this plant the MP's can go above the casters maximum. However there
are darker sides to this plant, and that is that it can be addictive, as well
as its side effects. One to three hours after drinking this brew the person
will at first become confused, then he will experience a high, which lasts for
about 3 hours, then the depressions begin. ALL percentage characteristics are
reduced by 15%. In its beginning the plants effect didn't have the time lag
between the release of energy and the high, but as times past, the plant changed
slightly.
Type: Stimulant
Price/dose: see above
Dependency: 30
Addictiveness: 30
Overdose: 10
Duration: 1d3
No. of doses to side effects: 10 + 1d10
Side effects: Loose 5% off one percentage Characteristic
Dosage: Drink Brew
Capt'ns Heart:
Description: Small red flowers resembling a heart.
Availability: Average, Autumn, Grassland.
Price: 9/- and 1GC 5/-
Method of Application: Brew
Preparation: 1 Week
Dosage: 5 Days
Skills: Prepare Poison
Tests: None
Effects: People used to think these were good for your heart, but they have
an altogether different effect if prepared properly. This plant is known by
the druids for its effect as a soothing herb, they often give it to wounded
animals so thet they will keep still enough to be healed. On humans it has much
the same effects, any person drinking this brew will become drowsy. Their characteristics
are reduced as follows: M-1,WS&BS -10,I-20,DEX-20,LD-20,INT-10,CL-10,WP-10.
The person becomes groggy and unbalanced(not mentally :), also any outside observer
will assume that the person is drunk.
Deliona:
Description: Bright yellow flowers, with dark green stem and leaves
Availability: Rare, Spring, Lowland
Price: 2 GC and 4GC.
Method of Application: Ingest
Preparation: 9 Days
Dosage: 5 Days
Skills: None
Tests: None
Effects: Deliona is a pain killer. It lasts for approximately 4 hours, depending
on individual differences. The person eating this herb will lose all feeling
of pain for the mentioned time, but also any other feelings too. Nothing is
felt, it is as if deliona "disconnects" any emotional feelings that
the person has.
Dils:
Description: Thin green stems, branching out from the root, flowerless.
Availability: Common, Summer, Grasslands
Price: 10/- and 3GC
Method Of Application: Ingest
Preparation: 1 week
Dosage: 2 days
Skills: None
Tests:None
Effects: Induces a light sleep for 1d4 hours (No save). If there is much noise
nearby the person will wake up.
Erwurgwort:
Description: Brilliant blue flowers, many small flowers on a long stalk.
Availability: Very Rare, Autumn, Coniferous forest
Price: 10 GC and 25 GC
Method Of Application: Brew
Preparation: 5 weeks
Dosage: 3 weeks
Skills: Prepare Poison
Tests: INT
Effects: To avoid the worst of the damage, the recipient must make _two_ successful
T tests (immunity to poison +10). If both tests were successful the victim suffers
respiratory problems and uncontrolled shaking for the next five hours (-10 to
all percentage characteristics). If one or both of the tests failed the victims
brething becomes laboured, after about one hour the victims lungs are attacked
by the poison and are paralysed, leading to asphyxiation.
Feuerkraut:
Description: Red flower, short stalks, with many leaves.
Availability: Common, Early Spring, Mixed Forest
Price: 15/- and 2GC
Method Of Application: Smear
Preparation: 1 week
Dosage: 1 day
Skills: None
Tests: INT
Effects: When applied as a poultice to burns the herb helps to cool the burns
and the person recovers 1W from the healing effect (NOT cumulative).
Fennel:
Description: Green herb, with a big white root.
Availability: Average, Autumn, Marsh
Price: 9/- and 2GC
Method of Application: Brew
Preparation: 1 week
Dosage: 1 week
Skills: Prepare Poisons
Tests: INT
Effects: This herb is a stimulant and very effective against poisons. The person
drinking the brew made from this herb is allowed another T test against any
poisons that have entered his/hers body within the last 30 min.
Finkel:
Description: White flowers, long stems, not many leaves, long roots.
Availability: Scarce, Summer, Hills
Price: 8 GC and 20 GC
Method Of Application: Inhale
Preparation: 7 weeks
Dosage: (see below)
Skills: Prepare Poisons
Tests: None
Effects: This herb has a mild refreshing effect, but unfortunately it can also
be addictive (See Middenheim-City of the White Wolf p. 91). CAN VERY EASILY
BE MISTAKEN FOR GELBENWURZEL !!
Type: Tranquiliser
Price/dose: see above
Dependency: 25
Addictiveness: 30
Overdose: 15
Duration: 1d3
No. of doses to side effects: 10 + 1d10
Side effects: Hair loss, Depression
Dosage: Inhale vapours
Foxtail:
Description: Dark red flowers, short stems, small roots.
Availability: Scarce, Late Summer, Grassland
Price: 2GC and 4GC
Method Of Application: Ingest
Preparation: 3 weeks
Dosage: 1 week
Skills: Chemistry
Tests: None
Effects: Foxtail is a strong poison, and will cause paralysis unless a successful
T test is made. The victim will be paralysed for 1d6+4 hours. The victim does
recieve an INT test to find out if the food is drugged (Foxtail has a very special
taste, and all herbalists will immediately recognize it - no test neccesary).
Gelbenwurzel:
Description: Yellow flowers, long stems, not many leaves, long roots.
Availability: Rare, Summer, Mountain Forest
Price: 3GC and 8GC
Method Of Application: Ingest (the root)
Preparation: 2 weeks
Dosage: 3 days
Skills: None
Tests: None
Effects: The peson who eats the root gains 10% to all percentage characteristics
for 1d4 hours, When the effecy wears off the character looses 50% of all W,
T and DEX for 2d6+5 hours.
Hallorns rest (Mushroom):
Description: Dirty white in colour, large hat, long root.
Availability: Scarce, Summer, Hills
Price: 12/- and 4GC
Method of Application: Ingest
Preparation: 4 weeks
Dosage: 2 days
Skills: Chemistry
Tests: None
Effects: A strong hallucinogen. Causes at first heavy sleep, then dreams. It
is these dreams that cause the greatest effect, they are _very_ unpleasant.
Horsefoot (Small Bush):
Description: Thin brown branches, with dark green leaves and tiny blue blossoms.
Availability: Common, Spring, Mountains
Price: 2/- and 15/-
Method of Application: Ingest
Preparation: 1 Week
Dosage: 2 Days
Skills: None
Tests: None
Effects: Leaves: If the leaves are eaten, they swell, easing the feeling of
hunger, and letting the PC worry about other, more important things Note: the
leaves are not sufficient as food, they do not provide any sustenance, they
merely ease the feeling of hunger. Root: If eaten it causes mild stomach cramps
and nausea. Not particularly tasty either.
Mage-sleep:
Description: Orange flowers, small stem, few leaves.
Availability: Rare, Winter, Mountain
Price: 7GC and 14 GC
Method of Application: Ingest
Preparation: 4 weeks
Dosage: 1 week
Skills: Chemistry
Tests: None
Effects: This does not put mages to sleep, rather it lets them stay awake. When
eaten(by spellcasters) it allows them to stay awake and still gain MP. HOWEVER
only 3/4 of the total MP's are regained when spending the night awake.
Slovefoot (grass):
Description: Long grass stalks, with wooly white blossoms.
Availability: Average, Autumn, Marsh.
Price: 6/- and 1GC
Method of Application: Ingest
Preparation: 5 Days
Dosage: 3 Days
Skills: None
Tests: None
Effects: This plant contains a strong drug that induces (or forces) the person
to sleep. The time, in hours, spent sleeping is approximately 6 x (no. of potions
taken). The person wakes up clear and refreshed but unable to remember anything
that happened the last 3 hours before taking the drug.
Spritzel:
Description:Small white flowers, thick stem and long thin leaves.
Availability: Common, Spring, Mixed Forest.
Price: 4/- and 9/-
Method of Application: Ingest
Preparation: 3 Days
Dosage: 7 Days
Skills: None
Tests: None
Effects: Spritzel keeps you awake during the night, and has much the same effect
as drinking a five litres of coffee.
Storins Relief:
Description: Thick dark green leaves, no flowers.
Availability: Rare, Winter, Grassland.
Price: 1GC and 3GC
Method of Application: Smear
Preparation: 1 Day
Dosage: 4 Days
Skills: None
Tests: None
Effects: When the evergreen leaves are smeared over any frostbites they provide
an oily cover that warms the skin, and ease the pain. Minor frostbites treated
with Storins Relief, and rested will heal completely in 3 days, leaving no side
effects.
Purple Butterhat (Mushroom):
Description: Purple hat, often with yellow spots, blackish root.
Availability: Average, Autumn, Coniferous forest
Price: 12/- and 3GC
Method of Application: Ingest
Preparation: None
Dosage: 3 days
Skills: Prepare Poisons
Tests: None
Effects:This herb has no effect on humans, but it has a great effect on horses
(inc. mules, ponies etc). The animal in question simply becomes "inactive"
for 10 min, after this the poison in the mushroom causes the animal to become
hyper-active. Not a pleasant experience for any rider.
Veilbud:
Description: Root plant, white, has multiple layers of "veils" .
Availability: Rare, Spring, Mixed forest
Price: 2GC and 5GC
Method of Application: Ingest
Preparation: 2 weeks
Dosage: 5 days
Skills: None
Tests: INT
Effects: Veilbud causes violent stomach cramps for 1/2-1 hour. The victim is
unable to do much beside collapsing on the floor in agony.
Yellowfoot (Moss):
Description: A green moss, with tiny yellow flowers.
Availability: Scarce, Summer, Grasslands
Price: 15/- and 5GC
Method of Application: Ingest
Preparation: 3 weeks
Dosage: 5 days
Skills: None
Tests: None
Effects: Has no other effect than to give the person eating this a dark blue
tongue (embarassing).
Some herbs need to be combined with other herbs to have an effect at all, while
others should be kept as far away as possible from other herbs.
When a person has been drugged by a herb that causes e.g. drowsiness, another herb can be administered, to counter effect the first. I would not advise this, but it can be used as a last resort. Two herbs mixed can cause varied side effects, They could become a super- stimulant (the character is high for the next 24 hours), or the opposite; fall into a coma. The GM should find the ideal (for the campaign) between these two extremes.
When attempting to counter the effect of one herb with another, roll on the
table below to see what sort of effect is attained.
Table of effect
---------------
01-20 Super-Stimulant
21-40 Mildly stimulating
41-60 Cancellation
61-80 Drowsiness
81-00 Comatose