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Overview of Poisons

08/07/2021 Abstract -

Current issues with the Alchemist Poisons are that they are unlimited in a range of ways such as a lack of clear duration, conflict between costs, no clear statement on delivery expiration etc

This comprehensive cleanup and change moves away from failure and you are dead, to a more gradual degradation, while incurring more bookkeeping, and hopefully more tension within the narrative. At the same time the more opportunity is given to neutralise the poisons by allowing continued resistance checks per pulse. Resistances and effects are cumulative.

Proposed change to Poisons

Resisting poisons -

If a character takes effective damage from a blow after armour, then they need to make a resistance check against the quality of the poison against current EN attribute. This is based on the alchemist skill (Apprentice, Journeyman, Master) of the creator. These poison resistance check against

Fail Resistance fails allowing full effect for the poison that pulse.

Resist First successful resistance poison is for half effect (shaking it off).

Antidotes when imbibed (taking a pass action) grants an automatic successful poison resistance check to the imbiber as follows - One for Apprentice, Two for Journeymen & Three for a Master. Multiple antidotes can be used. See Poisons.

Antidotes -

Antidotes come in two types:

Each dose of an antidote lowers the effective poison rank of a type of poison by the antidotes rank. Multiple antidotes can be used until the effective rank reaches zero, whereupon the poison is neutralised.

 



Handling Poisons

When anyone other than a skilled (rank 0+) Alchemist or Assassin handles a poison they are at great risk. To use a poison a 1 x MD check is made. Failure results in the poison being wasted and a Poison Resistance check being made.  

Poison Resistance Check

When an entity is poisoned (taking any damage from a weapons blow after armours) they must make a 2 x EN check.

Result: Poison will last until the duration runs out, or it is cured, or the damaged entity dies.

Antidotes

Antidotes come in two types:

Each dose of an antidote lowers the effective poison rank of a type of poison by the antidotes rank. Multiple antidotes can be used until the effective rank reaches zero, whereupon the poison is neutralised.


Examples of abilities from Skills

Assassin abilities

Poison Resistance (--)

The assassin gains some resistance to poisons that have a damage (EN or Ft) component.

Poisoned Weapon Use (MD +10)

Applying the poison to an A or B class Melee and/or Close rated weapon. Effective damage has to be done before the poison will work.

Damage is defined by the Venom or Toxins purchased from an Alchemist or Herbalist skill.

Gas Bomb (MD)

An assassin has skill is handling & using Gas bombs as a weapon. A Gas bomb is first readied then thrown into the area (same hex) as the target (normally a simple 4 X MD check).  Failed check results in a miss.

Damage is defined by the Venom or Toxins purchased from an Alchemist.

Ingested Poison Use (EN)

Put in food or drink and must be consumed.  Fail check results in dose wasted.

Damage is defined by the Venom or Toxins purchased from an Alchemist.

Poison Use Ranged (MD)

Applying the poison to a Range rated weapon, such as arrows bola, sling, etc. Effective damage must be done for the poison to work. The poison will stay on a weapon for ½ assassin rank hours. The assassin can poison ammunition (such as arrows or sling bullets), in quantities equal to rank. A failed check results in the dose being wasted.



Alchemists abilities

Antidotes (MD +30)

Make time: 5 days, Silver: 1,000 sp, Shelf Life: 3 days, Yield 3 doses.

Antidotes come in two types, Synthetic poisons (Toxins) and Natural poisons (Venoms & Diseases). These antidotes lower the effective Poison rank of the appropriate type of poison by the Alchemist’s rank. Multiple antidotes can be used to lower the effective rank of a poison it reaches zero, whereupon the poison is neutralised.

Example of use of an Antidote: A friend has been poisoned with a toxin doing 7 points of Ft then EN damage per pulse until dead. A friend gives her an antidote to toxins of rank 4, lowering the 7 points by 4 per pulse since it was an antidote of skill rank 4. Next pulse he would take 3 points and a second antidote is needed.Once a second one is taken lowering it to zero the poison is neutralised.

Disease - Natural poison (MD +10) ​Antidote required - Natural poisons.

Make time: 2 days, Silver: 1,000 sp, Shelf Life: 3 days, Yield 2 doses.

Diseases directly attack attributes slowly over a long period of time The effects of this appear natural to the untrained eye. The Poison Rank is equal to Alchemist rank (for antidote purposes). They can affect the following attributes: PS, MD, AG and WP. One attribute can be affected per 2 ranks in Alchemist skill and is detailed at the time of creation. An attribute being poisoned is lowered by up to Alchemist Rank per day until it reaches zero at which point the Disease will start doing the combined (may be from multiple attributes) Alchemist Rank damage per day to Ft and then EN until the target is dead.

The disease’s delivery is defined by specialisation as follows.

Example: A rank 4 Alchemist does 4 points to AG stat and MD stat per day. Once the first stat reaches zero then the subsequent combined 8 points of damage is done to Ft then EN until dead of cured. Instead of lowering all calculations relying on AG or MD on the character sheet the player lowers all chances relying on the attributes by 20 per day.

Toxins - Synthetic poison (MD +20) Antidotes required - Synthetic poisons. 

Make time: 10 days, Silver: 2,000 sp, Shelf Life: 5 days, Yield 1 doses, Lab type: None

The Alchemist can attempt to create Toxins which are a synthetic poison. Toxins use 6 Uncommon Ingredients. The Ingredients will be used on the creation attempt. 

Damaged at 2 x Alchemist rank.

Duration is ½ Alchemist rank pulses or the target is cured or dies from the toxin.

Poison Rank is equal to Alchemist rank (for antidote purposes).

The toxins delivery is defined by specialised as follows.

Natural poison - Venoms (MD +10) Antidotes type - Natural poisons.

Make time: 12 hours, Silver: 1,200 sp, Shelf Life: 3 days, Yield 2 doses.

Venoms directly attack attributes quickly over a short period of time. The source of the venom will dictate which attributes can be effected (see examples below and GM).

Damage to the attribute is ½ Alchemist rank (+modifier from the venom table).

Duration of 1+½ Alchemist rank (+Time from the venom table) pulses or until the target is cured.

Poison Rank is equal to ½ Alchemist rank (for antidote purposes).

  1. Results any checks relying on the damaged attribute is lowered by 20 points per pulse. When it reaches zero the attribute is useless and all checks automatically fa3esew33fa3esew33eeil 56. Here is a list of some known; Base chance modifiers, Sources, Attribute, Effects, Time, Modifier.

Sources

BC

Attribute

Type of effect

Time

Modifier

Basilisk blood

-20

PC, AG

Paralysed

+5

+3

Toad sweat

+5

PC, EN

Sleepiness

+3

+2

Toad spit

-20

MD, EN

Shakes

+2

+5

Spider Icor

+10

PC

Blindnesst235gf9eg64wry9i

+8

-2

Fortified Bee sting

+25

AG

Swelling

+8

-1

Scorpion

+10

AG

Burn with Fire

+5

+3

Snake Asp

+3

PC, AG, EN

Paralysed

+3

+2

Snake Viper

+3

PC, AG, EN

Paralysed

+4

+2

Example of others

-10

other

something

+0

~ +2

The venoms delivery is defined by specialised as follows.

Example: A Natural Poison made by a rank 4 Alchemist using a Scorpion venom does 5 points to AG attribute per pulse., a with no specialisation in it. It can be used on weapons only. Instead of lowering all calculations relying on AG on the character sheet the player lowers all chances by 20% per pulse. Once the AG reaches half then TMR will be halved and once AG reaches zero - no TMR.

Recreational Drugs (MD +10)​Antidotes type - Synthetic poisons.

Make time: 12 days, Silver: 1,500 sp, Shelf Life: 1 month, Yield 5 doses

The Alchemist can create Recreational Drugs, which often create a feeling of euphoria in the user. Because of this

they are addictive. At the same time, they are frowned upon or are illegal in societies eyes. The Alchemist can create a more pure euphoric experience based on rank, the higher the rank higher the euphoria. If an antidote is attempted to be used to remove the addictive properties the (Alchemist rank x specialisation) is the rank of the poison.

After taking the Recreational Drugs for EN days an absence of them, will develop cold shakes, lethargy and skin sores lowering PB & Ft by 2 for each day they are abstinence, until the user has been free of the drugs for 3 x EN days, in which case the PB & Ft will mostly restore at normal healing rates.


Waters of Healing (S-11) (Here so we can see the changes)

Range: Touch

Duration: Special

Experience Multiple: 400

Base Chance: 30%

Resist: None

Storage: Special

Target: Volume of water

Effects: This spell has two distinct uses:

1. The Adept can turn 1 pint of water into a half pint healing potion. The Potion will last 2 minutes (+2 / Rank) and will cure [D - 5] (+1 / Rank) Endurance or Fatigue damage.

2. Alternatively, this potion may be used to attempt to neutralise the effects of a natural poison acting as an

antidote at the rank of the spell.

In addition to these two effects the Adept may spend an hour and utilise materials costing 200sp to make a Potion with the same effects that will last indefinitely. The ingredients are used up regardless of success or failure.


Healer skill.

Healer cure poison (MA +10) Antidotes type - Natural & Synthetic poisons. 

Healer cure poison will lotybi32wer the poison rank by healer rank. Multiple cures can be used until the poison effective rank reaches zero, whereupon the poison is neutralised.



Poison description -

Poison crafting

Poisons are crafted by Alchemists, in a lab, not in the field.

Poison duration

The poison will affect a target for a number of pulses based on its quality. A poison crafted by an -

Poison shelf life


Melee Weapon Damage Poison -

Venoms do damage. Alchemist + Assassin rank acid damage to FT and wraps to EN as damage.

Toxins do damage. Alchemist + Assassin rank draining damage to FT and wraps to EN as damage.

Melee Weapon Slow Poison -

Venoms lower the targets IV in combat by Alchemist + Assassin rank.

Toxins means a target must make a stun recover per pulse (or be stunned) and lowers the targets IV in combat by Alchemist + Assassin rank and 2 TMR.

Melee Weapon Shatter Magic

Melee Weapon

Melee Weapon