One of my players wants to create/use poison.
Could anyone tell me in which book I could find more infos about crafting and using poisons(if there is any rules about poison in this game)?
Thanks
Patrick
One of my players wants to create/use poison.
Could anyone tell me in which book I could find more infos about crafting and using poisons(if there is any rules about poison in this game)?
Thanks
Patrick
Not sure if I emailed this to you.
don't think there are any central ones, they are scattered about.
Schlaff is in the Tome of Adventure as an example of a poison.
Several creatures have poison effects, dealing fatigue damage on a critical equal to severity (e.g., giant spiders), the Scarlet Elf Cap item card outlines finding a means to make such a poison yourself.
Gathering Storm has Slackfungus Bomb, which is inhaled but can be template for another sort of poison, making subjects Sluggish.
Overall, use Fatigue or Conditions to represent the effects of poison and require either a critical hit to deliver (really it's an extra oomph on criticals) or a failed Resilience check.
It's one of those "do what's fun and interesting and appropriately challenging for your table" things rather than "do this exactly as set out" things.
At least that's my take.
Deadly poison could require, if successfully applied, a Resilience test per given period (minute, hour, day), dealing X wounds - Toughness per fail, and extra wounds or criticals on banes. It should also provoke some fatigue and/or conditions to represent debilitating effects, if there are any.
Thanks!
Anyone else got some house rules for poison?
well, first you have to create a poison.
using the scarlet elf cap, first you have to find it of course, this might be a tradecraft (INT) check. the difficulty should be modified to how effective the poison should come out in the end, deadly poison is harder to make, of course.
poisoning someone can be a little adventure in itself, maybe putting it in a noble's drink or food ad a banquett or so.
on weapons i would go with the fatigue at critical wounds as fatigue is very effenctive against normal foes.
long term effective poisons call for a home made condition card i would say. something modelled after nurgle's rot maybe. if i have time i may come up with something later today!
edit: of course you could also try to take it further by trying to inflict disease on others by tinkering with tubes and ****. i think it would be fun to infect some townsfolk with a little cough or worse at some point.
but then you better be careful not to draw too much of father nurgle's attention on yourself
cheers
Edited by nephtysI've had a pretty simple idea for this: it's stated in the ToA beastiary that when a creature with poisonous attacks deals critical damage, the target suffers fatigue equal to the critical wound's severity rating, and you could simply apply that rule to the player's attacks. This would be converted into wounds when fighting most mosters and NPCs, and would thus do massive damage. To further enhance the deadliness of this effect, particularly powerful poisons could also improve the weapon's CR by one.
Of course, this would only work for poisoned attacks - poisoning food or whatnot would be something different altogether.