Poison Making enables a character to produce various poisons in their "Lab". For game purposes, the lab is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their lab at plot discretion. Note that the lab doesn't have to be an actual laboratory, but just a workspace where the character can work with his tools in relative peace and quiet. This can be an actual lab, simple room, or even a quiet space in the woods.
For each purchase of this skill, a character gains a number of Poison Making tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion.
Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.
USING POISONS:
Unless otherwise mentioned, all poisons take a 3-count to use and activate. No poison (unless otherwise mentioned) lasts beyond debriefing, although the effects it creates might do so.
Berserk poisons may be stacked as desired. When the character swings, they will take all damage from Berserks as a single Poison hit. This hit may not be Evaded, Parried, Rolled, or Gambler’s Lucked, although it may be Resisted. Unlike normal stacking rules, different types of Berserks (I, III, X, etc) may be stacked with each other.
Note that a character must be skilled in Poisons (someone with enough Poison Making to create the substance to be used, OR someone with Use Poison) to apply or use any Poison substance.
Unless otherwise noted, you can only use a poison if you could create it without benefits gained from using a Lab. So, in order to use Light Acid you must have at least Poison Making I skill, but those do not have to be available at the time of use. If a substance is usable without this requirement it will be listed in the description.
Poisons may be coated on weapons (or armor, if appropriate) if indicated in their description. All coated melee weapons will lose their coating upon the first strike on a target. Ranged weapons must have individual Shots coated (arrow, bolt, etc) and the poison is used up whether the shot makes contact or not.
Descriptions:
Note that the 'x' in each set is the number of tags required to produce that item. In many instances, a poison can be produced but requires a different tag amount for each type. Also note that for purposes of acquiring recipes, each different form is considered to be a separate recipe.
(WC x) - Weapon Coating (can be used on Melee or Ranged Weapons)
(MC x) - Melee Coating (may be used on Melee Weapons only)
(RC x) - Ranged Coating (may be used on Ranged Weapons only)
(AC x) - Armor Coating (may be used on Armor)
(T x) - Trap Poison. Poison may be used inside any trap which allows Poisons to be placed in it.
(IC x) - Item Coating (may be used on any item, weapons and armor included)
(I x) - Ingested, target must drink the poison. Poison may not be mixed into any other substance.
(M x) - Mixed, target must drink the poison. Poison may be mixed into another substance if desired or ingested "straight". Mixing a poison into another substance requires a 3-count, but the poison will affect the first person to consume the substance even if it takes less than a 3-count.
(G x) - Globe. This can take the form of acids or gasses that are thrown by themselves into an opponent, following the same rules as using mystic powers. Unlike mystic packets, all globe packets are considered In-Play items and are thus stealable.
(X x) - Misc. Items. The exact form the item takes is listed in the recipe description along with rules for use.
Recipes:
Acid (T 4)(G 6)(X 3) This acid may be applied to produce a Break effect upon the target object. The object may be no larger than 2' x 2'. The three tag version of this recipe requires contact with the object in a similar fashion to a Coating. Drinking this compound causes its imbiber to suffer "10 Poison". This compound is rendered useless if mixed with any other liquid. Acidic Temper (X 10) Requires Heavy Acid, Pure Water (production item), and Silver dust (ground up silver coin - requires poison making but tag cost is 0). Berserk I (I 1) Target may swing +1 damage on their next swing only. These can be stacked as desired into a single swing. Berserk III (I 2) Target may swing +3 damage on their next swing only. Target takes 1 Poison during swing. These can be stacked as desired into a single swing. Berserk X (I 4) Target may swing +10 damage on their next swing only. Target takes 3 Poison during swing. These can be stacked as desired into a single swing. Berserk XX (I 6) Target may swing +20 damage on their next swing only. Target takes 10 Poison during swing. These can be stacked as desired into a single swing. Berserk XXX (I 8) Target may swing +40 damage and the flavor may, if the character desires, be changed to Massive for the next swing. When they use this swing, they will take 1000 Poison. Death (WC 7)(T 7)(M 6)(G 12) This poison does "1000 Poison" damage to the target. Flesheater (WC 4)(T 4)(M 3)(G 5) This poison does "8 Humanoid" damage to the target. If applied to a weapon, this does +8 "Humanoid" damage. Globe of Daylight (X 5) A chemical light stick, this may be used by anyone. This is considered "natural light" for purposes of affecting monsters who are harmed by daylight. Globe of Light (X 1) A chemical light stick, this may be used by anyone. Note that this is not considered "natural light" for purposes of affecting monsters who are harmed by daylight. Glowstone Temper (X 10) Requires Vial of Human Blood, Vial of Elf Blood, Unicorn Horn Powder (ground up Unicorn Horn (1 gp, rare) - requires poison making but tag cost is 0) Glue (X 2) This produces a chemical glue that is capable of adhering two objects together. This glue is comparatively weak and can be removed on a three-count by anyone with normal strength. Characters who are maimed or weakened cannot separate the objects. Common sense should be applied with regards to weight the glue will hold. Heal I (X 1) Affects the target with "1 Poison Healing" Heal III (X 4) Affects the target with "3 Poison Healing" Heal VI (X 6) Affects the target with "6 Poison Healing" Heavy Acid (T 10)(G 12)(X 8) This acid may be applied to produce a Break effect upon the target object. The object may be no larger than 10' x 10'. The eight tag version of this recipe requires contact with the object in a similar fashion to a Coating. Drinking this compound causes its imbiber to suffer "10 Poison". This compound is rendered useless if mixed with any other liquid. Light Acid (T 2)(G 3)(X 1) Light Acid allows you to produce a Break effect on any organic, inanimate object such as rope, canvas, wood, etc that is no more than 2' x 2'. The single tag version of this recipe requires contact with the object in a similar fashion to a Coating. Drinking this compound causes its imbiber to suffer "10 Poison". This compound is rendered useless if mixed with any other liquid. Poison I (WC 2)(MC 1)(T 1)(G 5) This poison does "3 Poison" to the target. If applied to a weapon, weapon does +3 "Poison" damage instead of it's regular flavor. Poison II (WC 4)(MC 2)(T 2)(G 7) This poison does "4 Piercing" to the target. If applied to a weapon, weapon does +4 "Piercing" damage instead of it's regular flavor. Poison III (WC 7)(MC 4)(T 4)(G 10) This poison does "8 Poison Stun" to the target. If applied to a weapon, weapon does +8 "Poison Stun" damage instead of it's regular flavor. Pure Water (X 1) Up to a gallon of water may be converted into completely pure water, removing all trace minerals and other contaminants. May be used outside of debriefing, but requires 2 tags, 2 empty containers capable of holding water, a fire, and five minutes of uninterrupted time. The character may talk while working, but may perform no in-play actions. Ravage (WC 6)(T 5)(M 5)(G 11) Target is affected by a "Poison Smite" effect. Shatterproof I (IC 2) When this poison is applied to an item, that item will Resist the next break effect that hits it. This lasts until the next debriefing or until used. Shatterproof II (IC 5) When this poison is applied to an item, that item will Resist all break effects that hit it until the next debriefing. Smelling Salts (M 3) This poison grants a Dispel: Poison effect to the target. Very useful for overcoming hangovers. Steelcoat I (AC 2) This thick goopy mass stiffens to leathery texture after being applied, granting armor and clothes thus covered an additional 3 points to their AR. This cannot be applied multiple times for further bonuses. This bonus lasts for the next hit only. Steelcoat II (AC 7) After being applied to a character’s armor, the next Poison or Physical effect to hit the character is nullified with a “No Effect” call. This lasts only for one hit, and if not used will wear off at the next debriefing. Stun (M 1) Target is affected by a "Poison Stun" effect. Worm Webbing I (WC 3)(T 4)(G 6) This poison confers a "Poison Net: {Limb}" effect in addition to any normal damage carried by the weapon. Worm Webbing II (WC 6)(T 7)(G 9) This poison confers a "Poison Net: Body" effect in addition to any normal damage carried by the weapon. Wraithbone Temper (X 5) Requires a vial of blood from two different sentient beings be mixed, then Divine Blessing be cast on the mixture by a cleric of Rend, Mordekai, Veil or Isikil.
|