Toxins
Excerpt from my Rule Book:
The toxicity of each toxin (Diseases and poisons) you are afflicted with stacks. You resist toxins with an Endurance skill check. For each point of toxicity you currently have, you take a 1 die penalty to all rolls. You take a wound if your toxicity is 10 greater than your Constitution and for each ten above that. A wound inflicted by toxicity can only be healed if toxicity is lowered to a point where it is not that order of 10 above the victim's Constitution. For example, a person with a Constitution of 3 and a toxicity of 13 would take a wound. That wound wound only be able to be healed if the person's toxicity dropped to 12 or less.
A toxin has a type, onset time, TN, recurrence, interim, and toxicity. As with magic, toxins have a point value based on the toxin's attributes.
Type determines how the toxin is applied. Contact toxins work on touch, meaning they can apply on complications. Injury toxins require wound damage to work. Ingested toxins need to be consumed to be effective. Inhaled toxins need only be breathed in, but are similar to ingested otherwise.
Onset time is how long before the victim needs to begin to resist the toxins or else gain a rise in toxicity.
Target Number (TN) is the number you have to match or beat on an Endurance roll to resist the toxin.
Recurrence is how many extra times the poison will attack the victim.
Interim is how long long a time there is between recurrences (AKA a 1 round interim means the poison adds toxicity each round). On a one day interim, the toxin recurs before you heal. Interim begins after the onset.
Toxicity is the most important statistic. See the rules on healing (Page 48) for details on resisting and purging toxins. A toxin has two numbers, the first is how much the toxin adds to your toxicity on a failed Endurance check, the second how much it adds on a successful check. You can also cause Fatigue instead as a sort of sleep or weakness poison. Each point of toxicity adds 2 Fatigue points. You recover fatigue as normal with rest.
You can also make Fatigue based poisons with real toxicity as well. Healing will remove the real toxicity first, leaving people with the Fatigue effects until all the other toxicity is cured.
The point costs for a toxin are marked on the tables below. Toxicity costs 1 point to increase the primary number and 2 points to increase the secondary. The primary toxicity of a toxin must always be the same or more powerful than the secondary.
An alchemist can add toxicity to a potion to make it more powerful or cheaper to create. The TN of the potion is either based on the power of the spell before any toxicity is added, or the toxicity of the potion, whichever is greater.
Toxicity
Primary +1
Secondary +1
Point Cost
+1
+2
Target Number
TN 2
TN +1
Point Cost
0
+1
Recurrence
None
Each Attack
Point Cost
0
+1