Poison Use

By GamingInGotham - Original post here

To coat a blade or impaling weapon with poison uses up a single dose, and requires an activate action. This canbe done prior to combat, but no more than one minute before the encounter begins. Once applied, a poison’seffectiveness on a weapon lasts for the duration of a combat encounter only (whether because it drips off, is worn away by a scabbard, or sees its effectiveness degrade through exposure to the air or elements). A single weapon may only be coated with a single type of poison at a time, and only with a single dose of the stuff. That is, doses can’t be “doubled up.” Note that a single enemy can only suffer the effects of a given type of poison once per encounter. “Concentrated” poisons are distinct from their non-concentrated counterparts for these purposes

Preparing Poisons

Player Characters can avoid paying (and attracting unwanted attention) by trying to harvest raw materials from the landscape. Harvesting one’s own ingredients requires an advanced Cunning (Natural Lore) test with threshold 10 and a TN based on the class of the poison in question: TN 11 for novice poisons, TN 15 for journeyman poisons, and TN 19 for master poisons. Each test takes a day of traveling the landscape.

Once the raw materials are in hand, preparing a dose of poison requires an advanced Cunning (Poison Lore)

test with threshold 10 and a TN based on the class of the poison in question: TN 13 for novice poisons, TN 15 for journeyman poisons, and TN 17 for master poisons. Each test takes two hours (novice poisons),

four hours (journeyman poisons), or 6 hours (master poisons) with access to a private place and appropriate tools of the trade—burners, tubing, vessels, and so forth—in each case. A decent working setup costs 1 gp at the very least and is diffiult to transport without damage. Superior and masterwork lab apparatuses cost a great deal more. On success, the test produces three doses of a novice poison, two doses of a journeyman poison (or two grenades), or one dose of a master poison.

Poison Descriptions

Novice Poisons

Crow Poison

This poison is mainly derived from the venom of a particularly nasty serpent.

Deathroot Extract

Deathroot is a common and relatively harmless plant. Those exposed to deathroot extract must make a TN 15 Constitution (Stamina or Drinking) test or suffer the effects for up to an hour. Those who fail suffer hallucinations according to the Deathroot Hallucinations table. The involuntary actions described last only for the victim’s next turn (15 seconds during which no other actions can be taken), but they continue to suffer disorienting minor hallucinations without mechanical effects for up to an hour.

Deathroot Hallucinations