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Crafting Poisons

skill used

The skill used for making poisons is alchemy and the check depends on the rarity of the poison being made.

rarity difficulty
1 Easy
2 Easy
3 Average
4 Average
5 Hard
6 Hard
7 Formidable
8 Formidable
9 Daunting
10 Daunting
cost
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%

the cost to make poisons is a percentage of the cost to buy the same poison, depending on the rarity.

poison price/rarity
paralysis poison 525/6
neurotoxin 300/4
anesthetic 375/5
Befuddle poison 460/6
Poison of weakness 900/8
Poison of suggestion 1000/9
Blinding poison 900/8
paralysis poison

when applied to a weapon (as a maneuver), causes anyone struck by the poison to make a hard resilience check on their turn or become immobilized for the next 3 turns, they also suffer 1 strain per threat rolled, and if they roll a despair they have to make the check again next round.

neurotoxin

This poison may be introduced into the target’s body via aerosol deployment, food ingestion, or injection (via an applicator or dart). Resisting a single dose has an Average difficulty, while two or more doses combined into a single application have a Hard (♦♦♦). difficulty The poison inflicts 5 wounds if the target fails the check. Each threat generated inflicts one strain on the target as the effort of fighting the poison overwhelms him. Finally, the CM can spend despair to make the target test against the poison again during the next round, as the poison remains in his system.

anesthetic

A single dose has an Average 2) difficulty, while two or more doses combined into a single application have a Hard 3) difficulty The poison inflicts 5 strain if the target fails the check. If the check generates one to two threats, the target must also give up his free maneuver during his next turn (he may still take two maneuvers, however); if it generates 3 threats or more, he’s staggered during his next turn. Finally, the CM can spend despair to make the target test against the poison again during the next round, as the poison remains in his system.

Befuddle poison

A single dose has an Average 2) difficulty, while two or more doses combined into a single application have a Hard 3 difficulty) If the check is failed the target adds 2 setback die to any int based skill check for the next 3 rounds, if the roll results in 1-2 threat the character also gains the setback dice on willpower checks. If three or more threats are rolled they upgrade the difficulty of the next int check they make by 1. If a despair is rolled the end check must be made again on the next turn.

Poison of weakness

A single dose has an Average 2 difficulty, while two or more doses combined into a single application have a Hard 3 difficulty. On a failed check the target lowers their brawn trait by 1 for 2 rounds, and suffer 1 strain for each threat rolled. A despair can be spent to make them check for the poison again in the next round.

Poison of suggestion

this poison must be ingested to take effect. the victim must make an average (2)resilience check or for the next hour the target will be extremely susceptible to suggestions made to them. they will lower the difficulty of all social checks made to convince them to easy. the gm has discretion to keep the target from harming themselves or others at a suggestion. if the target rolls 3 threats while resisting, they will have a hard time remembering exactly what happened during the hour they were under the poisons effects, if they roll a despair they will believe that all suggestions they followed were their idea. otherwise, once the hour is up they will realize they have been drugged and act accordingly.

Blinding poison

this poison can be ingested, or entered into the bloodstream. one dose requires an average resilience check, while 2 doses requires a hard check. if the target fails they find it hard to see for 3 turns progressively getting worse, each round the poison is active they add 1 setback die to any check that requires vision.(1 die first turn, 2 second, etc.) if three threats are rolled, the target also upgrades the difficulty of the same tests by 1. despair forces the target to make the check again on their next turn.

Poisoner talents

tier 1

Poison maker


  • Ranked: yes

when using alchemy to create poisons, may remove 1 setback dice, per rank in poison maker.

tier 2

potent poisons


  • Ranked: yes

poisons created by you add 1 setback die to all endurance checks made to resist them.

slick Saboteur


  • Ranked: No

you may apply poison to 1 or two weapons as an incidental action, instead of a maneuver.

Savy shopper


  • Ranked: No

add 1 boost die when searching for poison ingredients and pay half the cost for the supplies.

tier 3

Exhausting poisons


  • Ranked: yes

for each rank, increase the strain damage done by spending threats by 1, whenever a check is made to resist a poison you made.

Potent Poisons enhanced


  • Ranked: yes

Requires potent poisons. upgrade the check to resist any poison made by you by 1 for each rank.

Potable poisoner


  • Ranked: No

When a poison you make is ingested instead of put in the bloodstream, the difficulty to resist is increased by 1(from average to hard, etc.)

Poisoners luck


  • Ranked: No

Once per session, may force the target of you’re poison to reroll their endurance check to resist a poison you made. They must keep the new result

tier 4

extended poisons


  • Ranked: yes

when you apply poisons you have made to weapons, you may apply the poison to an additional target per ran

tier 5

Master poison maker


  • Ranked: No

When making poisons, may spend 3 advantages or 1 triumph to make a second poison of the same type for free.

Potent poisons (master)


  • Ranked: No

Requires potent poisons enhanced

Extend the duration of poisons you make by 1 round.