Difference between revisions of "Prepare Ingestive Poisons (sage ability)"
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− | [[File: | + | [[File:Prepare Ingestive Poisons (sage ability).jpg|right|525px|thumb]] |
+ | '''Prepare Ingestive Poisons''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Alchemy (sage study)|Alchemy]] and [[Poisoning (sage study)|Poisoning]], granting the knowledge and skill to create toxic substances meant to be ingested through food or drink. These poisons, carefully prepared and dosed, are designed to incapacitate, sicken or kill those who consume them. Their introduction into consumables requires an understanding of [[Dosing (sage ability)|dosing]], ensuring the poison is effective yet undetectable until its effects take hold. | ||
+ | __TOC__ | ||
+ | The process of preparing ingestive poisons requires a suitable laboratory, where the character can work with various reagents and compounds necessary for the poison's composition. The specific ingredients for these poisons are generally not prohibitively expensive, though some may be rare or difficult to obtain depending on the potency of the desired result. However, time and full concentration are required to produce an effective mixture. Each recipe below provides enough material to create a "batch" consisting of four doses. The preparation process is fixed, meaning poisons cannot be created in smaller quantities nor can the time required for their production be reduced. The character must follow precise methods to ensure the poison retains its intended potency and remains stable for later use. | ||
− | + | == Amateur-made Poisons == | |
+ | As an amateur, the character is only capable of producing a crude selection of ingestive poisons, lacking the refinement and subtlety of more advanced toxicology. These poisons are relatively easy to detect, with a 60% chance of discovery, reduced by the preparer's [[Knowledge Points|knowledge points]]. Their taste, smell or texture may betray their presence, particularly to those accustomed to handling food and drink. Once consumed, the imbiber will immediately sense that something is wrong, experiencing an abrupt and undeniable reaction to the poison. There is no delay in their awareness of being poisoned, as the initial effects begin rapidly. However, the precise onset of symptoms is not instantaneous; roll 1d3 to determine the number of rounds that pass (12–36 seconds) before the poison fully takes effect. The symptoms that follow will be unmistakable, making it clear that poisoning has occurred. | ||
− | + | === Biliosus === | |
+ | : '''Ingredients:''' 20 grains [[Aliphatic (substance)|aliphatic]], 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound. | ||
− | + | This herb-derived poison is formulated to induce nausea in the imbiber, quickly disrupting their physical state. Upon consumption, the first effect is an intense wave of nausea, at which point the imbiber must make a [[Saving Throws|saving throw]]. If the saving throw succeeds, the imbiber experiences severe vomiting, expelling the poison but suffering 1–3 damage in the process. They will feel sick and weak for 2–8 rounds, during which their [[Action Points|action points]] are reduced by 1, though no further harm occurs. | |
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− | + | If the saving throw fails, the poison takes full effect. The imbiber is overwhelmed by an intense wave of revulsion, rendering them incapable of acting while they vomit uncontrollably for two rounds, suffering 2–5 damage in the process. On the third round, their [[Strength (ability stat)|strength]] is reduced by 1 point, with an additional 1–4 points lost every minute (every 5 rounds) thereafter. During this period, the victim experiences debilitating nausea, impairing both [[Armour List|armour class]] and [[Roll to Hit|attack rolls]] by -2. The nausea persists for 5–20 rounds after the last strength point is lost. Strength recovery begins with 1–3 hours of [[Rest (healing)|rest]] following the subsidence of nausea, after which the victim will gradually return to full capacity. | |
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− | :: | + | === Ictus === |
+ | : '''Ingredients:''' 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound. | ||
− | + | This fruitseed-derived poison is designed to induce a localised paralysis, temporarily restricting movement in the imbiber. Upon ingestion, the first effect manifests as a sudden stiffness in the right arm, alerting the imbiber that something is wrong. At this moment, they must make a saving throw. If the saving throw succeeds, the stiffness will gradually pass within 3–12 rounds, during which time the imbiber will experience reduced dexterity and control, suffering a -2 penalty to any action performed with their right hand. Once the stiffness fades, no lingering effects remain. | |
− | + | If the saving throw fails, the poison takes full effect, resulting in complete paralysis of the right arm and hand for 1–4 hours. During this period, the affected limb is entirely immobilised, preventing the imbiber from using it for combat, spellcasting or any fine motor tasks. As the poison wears off, the affected arm slowly regains function. Within one hour of the effect lifting, the imbiber regains partial use of the arm, though all actions performed with it suffer a -4 penalty. This impairment gradually improves over time, with the penalty reducing by 1 point every half hour until full control is restored. | |
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− | :: | + | === Somnikus === |
+ | : '''Ingredients:''' 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound. | ||
− | + | This herb-derived poison is formulated to induce powerful drowsiness, potentially rendering the imbiber unconscious for a significant period. Once consumed, the first effect is an overwhelming wave of exhaustion, at which point the imbiber must make a saving throw. If the saving throw succeeds, the imbiber will collapse momentarily but remain fully conscious of their surroundings. Though unable to stand immediately, they will experience a groggy state for 1–4 rounds, during which they remain aware of any conversations, actions or threats around them. If they wish, they may choose to feign sleep, allowing them to mislead any would-be attackers or captors. While not truly incapacitated, they will suffer a -4 penalty to their [[Armour List|armour class]] and [[Roll to Hit|attack rolls]] while groggy. Once this effect subsides, the penalties are reduced by half for one additional round, then disappear completely. | |
− | + | If the saving throw fails, the poison takes full effect, and the imbiber collapses into a deep sleep for 3–12 rounds, rendering them completely helpless. They will remain unconscious and unresponsive, unable to take action or defend themselves during this time. If the imbiber has a [[Constitution (ability stat)|constitution]] score of less than 8, they must immediately make a constitution check. Failure to do so results in the imbiber falling into a coma for a full day, after which they will require another full day of rest before they are capable of taking any meaningful action. If they succeed in the check, they will wake normally once the poison has worn off, suffering no further consequences. | |
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− | :: | + | === Vexation === |
+ | : '''Ingredients:''' 10 grains [[Asphyxiant (substance)|asphyxiant]], 4 grains [[Arsenic (substance)|arsenic]], 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound. | ||
− | + | This mushroom-derived poison is designed to incapacitate or kill the imbiber through a series of progressively worsening symptoms. Upon consumption, the first effect is a severe blow to the digestive tract, causing 3–6 damage as the poison rapidly begins breaking down the body's internal defenses. The imbiber experiences sharp cramping pain, nausea and a wave of burning discomfort spreading through the gut. | |
− | + | Two rounds later, the poison delivers a secondary effect, inflicting 2–5 damage, as it continues to attack the digestive system. If this combined damage does not immediately prove fatal, the imbiber must make a saving throw. A successful saving throw means the poison has run its course; no further harm will occur, and within 6–8 hours, the imbiber will actually begin to recover, regaining 1–4 hit points as the body purges the toxins and stabilises. If the saving throw fails, the poison lingers, continuing to weaken the victim over time. After an additional 5–20 rounds, another 1–3 damage is suffered, causing further distress. Even if the victim remains alive, the poison's lingering effects persist, dealing 1 hit point of damage approximately 20 minutes later and another 1 hit point an hour after ingestion. | |
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− | + | Though rarely strong enough to kill a fit and levelled adventurer, vexation is highly effective against common folk, making it a preferred tool for discreet assassinations and exterminating vermin. It is most commonly used to eliminate weaker targets, slow an opponent's recovery or as a method of prolonged suffering rather than outright murder. | |
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− | <br> | + | See also,<br> |
− | + | [[Earth & Sky (sage field)]]<br> | |
− | [[ | + | [[Grace (sage field)]]<br> |
− | [[ | + | [[Prepare Insinuative Poisons (sage ability)]]<br> |
+ | [[Prepare Toxins (sage ability)]]<br> | ||
+ | [[Science (sage field)]] | ||
− | [[Category: | + | [[Category: Sage Abilities]][[Category: Reviewed]] |
Latest revision as of 04:56, 17 February 2025
Prepare Ingestive Poisons is an amateur-status sage ability in the studies of Alchemy and Poisoning, granting the knowledge and skill to create toxic substances meant to be ingested through food or drink. These poisons, carefully prepared and dosed, are designed to incapacitate, sicken or kill those who consume them. Their introduction into consumables requires an understanding of dosing, ensuring the poison is effective yet undetectable until its effects take hold.
The process of preparing ingestive poisons requires a suitable laboratory, where the character can work with various reagents and compounds necessary for the poison's composition. The specific ingredients for these poisons are generally not prohibitively expensive, though some may be rare or difficult to obtain depending on the potency of the desired result. However, time and full concentration are required to produce an effective mixture. Each recipe below provides enough material to create a "batch" consisting of four doses. The preparation process is fixed, meaning poisons cannot be created in smaller quantities nor can the time required for their production be reduced. The character must follow precise methods to ensure the poison retains its intended potency and remains stable for later use.
Amateur-made Poisons
As an amateur, the character is only capable of producing a crude selection of ingestive poisons, lacking the refinement and subtlety of more advanced toxicology. These poisons are relatively easy to detect, with a 60% chance of discovery, reduced by the preparer's knowledge points. Their taste, smell or texture may betray their presence, particularly to those accustomed to handling food and drink. Once consumed, the imbiber will immediately sense that something is wrong, experiencing an abrupt and undeniable reaction to the poison. There is no delay in their awareness of being poisoned, as the initial effects begin rapidly. However, the precise onset of symptoms is not instantaneous; roll 1d3 to determine the number of rounds that pass (12–36 seconds) before the poison fully takes effect. The symptoms that follow will be unmistakable, making it clear that poisoning has occurred.
Biliosus
- Ingredients: 20 grains aliphatic, 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound.
This herb-derived poison is formulated to induce nausea in the imbiber, quickly disrupting their physical state. Upon consumption, the first effect is an intense wave of nausea, at which point the imbiber must make a saving throw. If the saving throw succeeds, the imbiber experiences severe vomiting, expelling the poison but suffering 1–3 damage in the process. They will feel sick and weak for 2–8 rounds, during which their action points are reduced by 1, though no further harm occurs.
If the saving throw fails, the poison takes full effect. The imbiber is overwhelmed by an intense wave of revulsion, rendering them incapable of acting while they vomit uncontrollably for two rounds, suffering 2–5 damage in the process. On the third round, their strength is reduced by 1 point, with an additional 1–4 points lost every minute (every 5 rounds) thereafter. During this period, the victim experiences debilitating nausea, impairing both armour class and attack rolls by -2. The nausea persists for 5–20 rounds after the last strength point is lost. Strength recovery begins with 1–3 hours of rest following the subsidence of nausea, after which the victim will gradually return to full capacity.
Ictus
- Ingredients: 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound.
This fruitseed-derived poison is designed to induce a localised paralysis, temporarily restricting movement in the imbiber. Upon ingestion, the first effect manifests as a sudden stiffness in the right arm, alerting the imbiber that something is wrong. At this moment, they must make a saving throw. If the saving throw succeeds, the stiffness will gradually pass within 3–12 rounds, during which time the imbiber will experience reduced dexterity and control, suffering a -2 penalty to any action performed with their right hand. Once the stiffness fades, no lingering effects remain.
If the saving throw fails, the poison takes full effect, resulting in complete paralysis of the right arm and hand for 1–4 hours. During this period, the affected limb is entirely immobilised, preventing the imbiber from using it for combat, spellcasting or any fine motor tasks. As the poison wears off, the affected arm slowly regains function. Within one hour of the effect lifting, the imbiber regains partial use of the arm, though all actions performed with it suffer a -4 penalty. This impairment gradually improves over time, with the penalty reducing by 1 point every half hour until full control is restored.
Somnikus
- Ingredients: 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound.
This herb-derived poison is formulated to induce powerful drowsiness, potentially rendering the imbiber unconscious for a significant period. Once consumed, the first effect is an overwhelming wave of exhaustion, at which point the imbiber must make a saving throw. If the saving throw succeeds, the imbiber will collapse momentarily but remain fully conscious of their surroundings. Though unable to stand immediately, they will experience a groggy state for 1–4 rounds, during which they remain aware of any conversations, actions or threats around them. If they wish, they may choose to feign sleep, allowing them to mislead any would-be attackers or captors. While not truly incapacitated, they will suffer a -4 penalty to their armour class and attack rolls while groggy. Once this effect subsides, the penalties are reduced by half for one additional round, then disappear completely.
If the saving throw fails, the poison takes full effect, and the imbiber collapses into a deep sleep for 3–12 rounds, rendering them completely helpless. They will remain unconscious and unresponsive, unable to take action or defend themselves during this time. If the imbiber has a constitution score of less than 8, they must immediately make a constitution check. Failure to do so results in the imbiber falling into a coma for a full day, after which they will require another full day of rest before they are capable of taking any meaningful action. If they succeed in the check, they will wake normally once the poison has worn off, suffering no further consequences.
Vexation
- Ingredients: 10 grains asphyxiant, 4 grains arsenic, 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound.
This mushroom-derived poison is designed to incapacitate or kill the imbiber through a series of progressively worsening symptoms. Upon consumption, the first effect is a severe blow to the digestive tract, causing 3–6 damage as the poison rapidly begins breaking down the body's internal defenses. The imbiber experiences sharp cramping pain, nausea and a wave of burning discomfort spreading through the gut.
Two rounds later, the poison delivers a secondary effect, inflicting 2–5 damage, as it continues to attack the digestive system. If this combined damage does not immediately prove fatal, the imbiber must make a saving throw. A successful saving throw means the poison has run its course; no further harm will occur, and within 6–8 hours, the imbiber will actually begin to recover, regaining 1–4 hit points as the body purges the toxins and stabilises. If the saving throw fails, the poison lingers, continuing to weaken the victim over time. After an additional 5–20 rounds, another 1–3 damage is suffered, causing further distress. Even if the victim remains alive, the poison's lingering effects persist, dealing 1 hit point of damage approximately 20 minutes later and another 1 hit point an hour after ingestion.
Though rarely strong enough to kill a fit and levelled adventurer, vexation is highly effective against common folk, making it a preferred tool for discreet assassinations and exterminating vermin. It is most commonly used to eliminate weaker targets, slow an opponent's recovery or as a method of prolonged suffering rather than outright murder.
See also,
Earth & Sky (sage field)
Grace (sage field)
Prepare Insinuative Poisons (sage ability)
Prepare Toxins (sage ability)
Science (sage field)