Poisons
There are a large variety of poisons available from natural sources or alchemists. All, however, can be categorized under the following system.
First, poisons are either contact, introduced, inhaled, or imbibed.
Contact poisons need only touch the flesh. They need twice the amount of time to take effect that other poisons do, but once they start affecting the body, they do it at the normal rate. Contact Poisons are labeled CP.
Introduced poisons must enter the bloodstream through a cut. They are labeled IP. They take effect at the normal rate.
Inhaled poisons are often a powder or liquid that is extremely volatile. They must be inhaled in concentration, so are not effective in windy situations. They are quite rare, as well, and this is not considered an effective method of poisoning, though they take effect at the normal rate. They are labeled PP. (for powdered poisons)
Imbibed Poisons must be drunk - the best ones (and most expensive) are odorless and tasteless. They are labeled DP (Drunk Poisons) and take effect at the normal rate.
Poisons can have the following effects –
Mild Paralytic (CP, IP, PP, DP) -- These poisons begin working after a number of quints equal to two times the victim's vitality. After that, the victim should look at their vitality and turn it into a percent (8 would equal 70% -see below). This is their chance of resisting the poison completely. If they fail to resist, the victim will begin to lose feeling in their limbs and body. In a number of quints equal to their vitality, they will lose all feeling and be unable to move, although they will remain conscious. The paralyzation will last for 20 minutes minus the victim's vitality.
Strong Paralytic (CP, IP, PP, DP) -- Action begins in a number of quints equal to the victim's vitality. Paralysis occurs in (victim's vitality minus 6) quints, and lasts for 12 hours minus the victim's vitality.
Mild Sedative (CP, IP, DP) -- The victim begins feeling effects in a number of minutes equal to twice their vitality. They will then lose one endurance point every three quint. If they reach 0 endurance, they will fall asleep and remain asleep even if shaken, for (120 minutes - minus 10 times vitality minutes). If they are not awakened, by shaking, they will sleep for a full 6-10 hours.
Strong Sedative (CP, IP, DP) -- The victim will feel effects in a number of quint equal to their vitality. They will then lose one endurance every quint. When they reach 0, they will remain asleep, unable to be awoken, for a number of hours equal to 20 minus their vitality.
Damaging Poisons -- (CP, IP, PP, DP) Refer to vitality score for modifications of the damage.
Mild -- Victim begins taking damage after d20 quints. They will suffer 1-10 damage for 1-10 quints.
Strong -- Victim begins taking damage after d20 quints. They will suffer 1-10 damage for 1-20 quints.
Virulent -- Victim begins taking damage after d10 quints. They will suffer 1-20 damage for 1-20 quints.
Deadly -- Victim begins taking damage after d6 quints. They will suffer 10-20 damage for 1-20 quints.
Remember that poisons are affected by the victim’s Vitality .
Poison Resistance –
If a character is poisoned, you should consult their Vitality.