Table of Contents

Poisons

When a character comes into contact with poison, they must make an immediate Vigor roll minus the Strength of the poison (if listed). Failure means the character is Distracted in addition to any specific effects caused by its listed type below.

Poison Types

Delivery

Poisons are delivered in several ways. In all cases, a being can’t be forced to resist the same type of poison more than once per round.

These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards.

Crafting Poisons

Characters can make their own poisons for half the cost listed below. Doing so uses the Alchemy, Healing, or Survival skill and d6 hours of preparation per dose. A Critical Failure during this process results in the poisoner poisoning himself!

Strength: The crafter can make the potion stronger (resisted at Vigor −2) by increasing the time to 2d6 hours and paying the full cost listed below.

Antidotes

Antidotes for poisons use the same crafting rules. An antidote only works against the specific type of poison for which it is created, and gives the user a Vigor roll minus the strength of the poison to recover completely from its effects (including removing Hindrances for addictive substances).

Healing

A character may make a Healing roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim’s life is saved and the poison no longer has any ill effects—paralyzed victims can move and those rendered unconscious wake.

Each character may only attempt one Healing roll per incident to cure the poison, but another character with Healing may make a second attempt, and so on.

Example Poisons

Poison Type Delivery Cost Notes
Assassin's Brew Lethal Ingested 250 -2 Notice to detect
Crypt Spores Mild Inhaled 75
Ether Knockout Inhaled 300
Faerie Wine Disabling (Smarts) Ingested 200
Giant Snake Venom Lethal Injury 400
Goblin Poison Disabling (Agility) Injury 150 Goblins have immunity
Green Slime Extract Paralyzing Contact 200 +1 Notice to detect
Lotus Dust Disabling (Strength) Inhaled 225 Vigor -2 or gain a habit (Minor) to the dust.
Medusa's Blood Disabling (Vigor) Contact 300
Moon Draught Disables (Spirit) Ingested 75
Wyvern Poison Paralyzing Injury 100