Poison & Alchohol
A poison's description includes: Name, Delivery, Delay, Resistance Roll, Effects, and Cost (and possibly notes).
Delivery
Blood Agent
Contact Agent
Digestive Agent
Follow-Up Poison: stabbed into a being with a weapon (most are just blood agents or contact agents) - usually immediate damage/effect.
Respiratory Agent
Sense-Based Agent: usually just affects the sense.
Delay
Size Modifier's adjust delay; a +1 to SM doubles the delay, while a -1 halves it.
Resistance Roll
Usually a HT roll with modifiers depending on how powerful the poison is.
Effects of Poison
Usually toxic or fatigue damage. A mild poison might be 1 HP or FP, but a more severe poison might inflict 1d or more.
Some poisons are cyclical, continuing to inflict damage over time, the target getting to roll against HT every time.
The poison always has notable symptoms like swelling, headache, or fever.
Some poisons inflict Afflictions or disadvantages, or even temporarily remove advantages.
Cost per Dose
See Poison examples (B439) for suggestions.
Dosage
Doubling the dosage (and cost) halves the delay and interval (cyclic?), doubles damage, gives -2 to HT rolls to resist and gives +2 to all rolls to detect the poison. Using less than 1 dose may make the poison ineffective or reverse these modifiers.
Treatment
Identifying the poison is usually a good first step.
Poison Examples (B439)
TL0 Cobra Venom: Follow-up Poison, 1 minute delay, HT-3 roll to resist. Inflicts 2d toxic damage every hour for 6 cycles. A victim who loses 1/3. 1/2, or 2/3 HP has -2, -4, or -6 DEX respectively. Cost: 10 per dose.
TL1 Arsenic: Digestive Agent, 1 hour delay, HT-2 roll to resist. Inflicts 1d toxic damage every hour for 8 cycles. Cost 1 per dose.
Smoke: Respiratory (Area effect), 10 second delay, HT roll to resist. Causes Coughing (affliction) for the time spent in smoke plus 1 minute x margin of failure.
Drinking, Drunk, & Intoxication
At the end of any hour during which you consume more than ST/4 drinks, roll against the higher of HT or Carousing. If you continue to drink roll again per hour.
Modifiers: -1 per drink over ST/4 that hour, -2 on an empty stomach, +1 for eaten recently.
Each failure shifts you over from sober to tipsy to drunk to unconscious (see afflictions).
Seeing Things
If you are drunk make 1 additional HT+4 roll, on fail, you are hallucinating (Incapacitating Conditions).
Vomiting
On a failed HT roll that indicates you would fall unconscious, make a second unmodified HT roll - on success you puke instead of passing out.
Sobering Up
After half as many hours of the total number of drinks consumed, roll against HT.
Various remedies may give a bonus.
On a success you move one step towards sober.
Hangovers
If drunk you must roll against HT-2, and if unconscious roll against HT-4.
On failure you have a hangover when you wake up, or 1d hours after drinking.
A hangover counts as Moderate Pain (Irritating Conditions - Afflictions), and gain Low Pain Threshold.
The hangover lasts as many hours as your margin of failure.
Poisons
Glaurglib (Liquid Light): Blood or Digestive Agent, 1 day delay, HT-3 roll to resist. -1 to all attributes every day for 10 cycles. Cost: 150
Rustleaf Powder: Digestive Agent, 10 second delay, HT-1 roll to resist. -3 to Fatigue every 10 seconds for 7 cycles. Cost: 100
Black Fir Sap: Blood Agent or Digestive Agent, 2 second delay, HT roll to resist. -1 to Movement every 4 seconds for 50 cycles. Cost: 100
Skorpion Leaf Solvent: Blood Agent or Digestive Agent, 2 second delay, HT-2 roll to resist. Moderate Pain (-2 all DEX, IQ, Skill and self-control rolls) for 2 seconds for 30 cycles. Cost: 200
Void Powder: Respiratory Agent, 10 minute delay, HT roll to resist. Ecstasy for 1 hour for 3 cycles. 3d fatigue damage at the end, and gain an Addiction to Void Powder (Expensive -10, Incapacitating -10, Highly Addictive -5, Illegal) [-25]. Cost: 20
Shadar Poison: Digestive Agent, delay until contact with dark shadows, HT roll to resist (half damage on success). HT-3 or 3d+3 poison damage. Cost: 1,500
Flying Snake Venom: Blood Agent, 2 second delay, HT roll to resist. -2 to Perception every 2 seconds for 30 cycles. Cost: 80
Acid Spider Venom: Blood Agent, no delay, HT roll to resist. 1d-3 corrosive every 1 second for 10 cycles. Cost: 400
Dire Frog Saliva: Contact Agent, no delay, HT-5 roll to resist. -2 DX, heart attack on crit fail. Not cyclical. Cost: 550
Rustleaf Sludge: Blood Agent, no delay, HT-1 roll to resist. -2 to Fatigue every second for 6 cycles. Cost: 200
Dire Slug Slime: Contact Agent, no delay, HT-3 roll to resist. 1d corrosive. Not cyclical. Cost: 400
Frost Snake Venom: Blood Agent, no delay, HT-4 roll to resist. 1d+3 toxic. Not cyclical. Cost: 600
Giant Scorpion Poison: Blood Agent, 1 hour delay, HT-3 roll to resist (half damage on success). 2d toxic every 1 hour for 5 cycles. Cost: 750
Goblin Mud: Digestive Agent, 1 minute delay, HT-2 roll to resist. Retching and lose 1 HP every 1 minute for 3 cycles. Cost: 25
Blue Myconid Spores: Respiratory Agent, no delay, HT+1 roll to resist. Euphoria. Not cyclical. Cost: 65
Purple Myconid Spores: Respiratory Agent, no delay, HT+1 roll to resist. Coughing. Not cyclical. Cost: 30
Green Myconid Spores: Respiratory Agent, no delay, HT+1 roll to resist. Drunk. Not cyclical. Cost: 45
Yellow Myconid Spores: Respiratory Agent, no delay, Will roll for every 2 hours since you have last slept. Fall asleep. Not cyclical. Cost: 75
Stunjelly Ooze: Contact Agent, no delay, HT-1 roll to resist. Paralysis and 1d-2 for 3 seconds per point by which the roll missed. Semi-cyclical, see previous sentence. Cost: 100
Wyvern Tail Poison: Blood Agent, no delay, HT-1 roll to resist. 1d+2 toxic for 1 minute for 1 cycle.
Fellshade Poison: Blood Agent, no delay, HT roll to resist (half damage on success). 3d injury. Not cyclical. Cost: 750
Phase Spider Venom: Blood Agent, no delay, HT roll to resist. 1d injury, and paralysis for margin of failure x 10 minutes. Not cyclical. Cost: 600
Demon's Brew: Respiratory Agent, no delay, HT roll to resist (half damage on success). Fumes affect a 2-yard radius; 2d injury. Not cyclical. Cost: 500
Monster Drool: Blood Agent, no delay, HT roll to resist. 2 points of injury. Not cyclical. Cost: 20
Oozing Doom: Contact Agent, no delay, HT roll to resist (half damage on success). 2d injury. Not cyclical. Cost: 100
Poison Applications:
1 dose coats the tip of a piercing or impaling weapon.
3 doses coats 1 yard of reach on a cutting weapon.
- Most poisons last for 1 successful strike or 3 blocked or parried strikes.
1 powder dose can be put in a capsule that puffs into a face.
5 powder or liquid doses can be put in a grenade that affects a 2-yard radius.