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poisons [2019/12/14 11:56] davepoisons [2020/02/12 13:43] – [Acids] andrew
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 ==== Venoms ==== ==== Venoms ====
-Poisoners may coat their weapons with these poisons to deliver extra damage along with a successful weapon attack. Each dose may only be used for one fight, and takes an Active action to apply.+Poisoners may coat their weapons with these poisons to deliver extra damage along with a successful weapon attack. Each dose may only be used for one fight, and takes an Active action to apply. Some venoms are more powerful and require a higher DC check reflected by the Check Modifier
  
 ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^ ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^
-|Vampire Spider Venom|50gp|1 attack round|+2Sickened; Can only take a Move, Quick, or Active action each turn until healedThe crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]| +|Blade Venom|25gp|Immediate|-1D4 poison damage|Crushed and dried [[murder fly]] maggots
-|Snake Venom|100gp|1 attack round|-| 1D6 poison damage|The corpse of a poisonous snake+|Razorbat Toxin|100gp|Immediate|-|Paralysis for 1D6 rounds|The corpses of at least three [[Razorbat|Razorbats]]
-|[[razorbat|Razorbat Venom]]|100gp|1 attack round|-|Paralysis for 1D6 attack rounds|The corpses of at least dozen [[Razorbats]]| +|Scorphemoth Poison|400gp|Immediate|+4|2D6 poison damage|A dram of venom from a [[Scorphemoth]]
-|[[Spined Quail|Spined Quail Ichor]]|150gp|10 minutes|-|Death|The blood of a [[Spined Quail]]| +|Snake Venom|100gp|Immediate|-| 1D6 poison damage|The corpse of a [[snakes|poisonous snake]]| 
 +|Quail Ichor|150gp|10 minutes|-|Death|The blood of a [[Spined Quail]]| 
 +|Tunneler Venom|1200gp|Immediate|+6|3D6 poison damage|A dram of venom from the extinct Porphyrous Tunneler| 
 +|Vampire Spider Bile|150gp|Immediate|+2| [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn| The crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]|
 ==== Toxins ==== ==== Toxins ====
 Poisoners may also sneak deadly toxins into food or water consumed by the target. Poisoners may also sneak deadly toxins into food or water consumed by the target.
- 
-[[https://www.sarahwoodbury.com/medieval-poisons/|Midevil Poisons]] 
- 
-// It turns out that ACTUAL medieval poisons are kind of lame. I believe we should we add more FANTASY toxins for poisoners and herbalists. // 
  
 ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^ ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^
-|Deadly Nightshade| | |-| | | +|Deadly Nightshade|20gp | |-| | | 
-|Foxglove| | |-| | | +|Foxglove|10gp | |-| | | 
-|Hemlock|250gp|10 minutes|-|2D4 Poison Damage;  Sickened; Can only take a Move, Quick, or Active action each turn until healed| Hemlock Seeds| +|Hemlock|5gp|10 minutes|-|2D4 Poison Damage;  [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn until healed| Hemlock Seeds| 
-|Monkshood| | |-| | |+|Monkshood|5gp | |-| | |
 |Toadstools|10gp or herbalism check|10 minutes|-|1 point per hour until 0 reached| toadstools| |Toadstools|10gp or herbalism check|10 minutes|-|1 point per hour until 0 reached| toadstools|
  
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 Poisoners may harvest acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom.    Poisoners may harvest acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom.   
  
-**Maybe Acids belong to Alchemy, all of these were discovered by real Alchemists** +All acids can be used to make an acid bomb.  The acid must be kept in a pottery flask (if the person who carries it falls downroll DEX check or it will break on him and do damage) and can be thrown up to 50' as a thrown weapon.  If it hits a target, it inflicts 2d4 points of acid damage, and 1d4 acid damage to anyone standing within 5' of the main target.  Additionally, each acid type has a potential damaging effect to target's gear.
-**Ah hah, the answer is simple, Acids belong in both places, it can be 2 things**+
  
-//I could go either wayI like acids with the Poisoner because they are applications that are thematically appropriate for Specialists such as backstabbing and giving a reroll to open an ancient lock or something. If you think this belongs with Alchemy I won't argue though//+^Acid Type^ Price^ [[Load]]^[[Supply]]^Prime Ingredient^Effects^ 
 +|Oil of Vitriol (sulfuric acid)|25gp| 0.2| 5|Brimstone|A powerful agent to burn away organic material, used to treat a chest or wooden door, give advantage to breaking attempts.  If used in an acid bomb, 1 in 6 chance of wrecking a shield carried by target| 
 +|Spirits of Salt (hydrochloric acid)|35gp|0.2|5|Green Vitriol|Used to clean and prepare precious metals and gemstones, a dose of this acid can grant a reroll to Appraisal checks on items that could benefit from such a treatment.  If used in an acid bomb, 1 in 6 chance of doing 1 point of Durability damage to weapon wielded by the target| 
 +|Spirits of Niter (nitric acid)|35gp|0.2|5|Niter|Good from dissolving base metal, using a dose of this can grant a lockpicker a second attempt to pick a rusty lock or to disarm an ancient trap If used in an acid bomb,1 in 6 chance of doing 1 point of durability damage to target's armor| 
 +|Aqua Regius (mixture)|50gp|0.2|6|Niter and Green Vitriol|Strong metal dissolver, also gold, silver, useful in destroying precious items, and can automatically open metallic seals on doors or boxes.  If used in an acid bomb, has a 1 in 6 chance each of doing durability damage to both weapon and armor of target|
  
-^ACID TYPE^ PRICE^ LOAD^[[Supply]]^PRIME INGREDIENT^EFFECTS^ +-----
-|Oil of Vitriol (sulfuric acid)|25gp| 0.2| 5|Brimstone|A powerful agent to burn away organic material, splashing this caustic fluid inflicts 2d4 damage to target and 1d4 to all within 5'| +
-|Spirits of Salt (hydrochloric acid)|35gp|0.2|5|Green Vitriol|Used to clean and prepare precious metals and gemstones, a dose of this acid can grant a reroll to Appraisal checks on items that could benefit from such a treatment| +
-|Spirits of Niter (nitric acid)|35gp|0.2|5|Niter|Good from dissolving base metal, using a dose of this can grant a lockpicker a second attempt to pick a rusty lock or to disarm an ancient trap| +
-|Aqua Regius (mixture)|50gp|0.2|6|Niter and Green Vitriol|Strong metal dissolver, also gold, silver \\   //Maybe this acid attacks armor? I'm not sure how we use this. //|+
  
 +======= Design Notes =======
 +
 +[[https://www.sarahwoodbury.com/medieval-poisons/|Midevil Poisons]]
 +
 +[[http://the-history-girls.blogspot.com/2016/06/medieval-murder-ten-handy-ways-to.html|More poisons and drugs]]
 +
 +// It turns out that ACTUAL medieval poisons are kind of lame. I believe we should we add more FANTASY toxins for poisoners and herbalists. //
  
  
  
poisons.txt · Last modified: 2021/03/15 23:01 by andrew