Difference between revisions of "Prepare Ingestive Poisons (sage ability)"
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− | '''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]], | + | '''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. |
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− | The | + | 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. |
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− | == Amateur-made == | + | == 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 === | === 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. | + | ::: '''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. | |
− | + | 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. | |
=== Ictus === | === 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. | + | ::: '''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 immobilized, 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 === | === Somnikus === | ||
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'''Ingredients:''' 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound. | '''Ingredients:''' 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound. | ||
Revision as of 04:41, 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 immobilized, 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 attempts to cause the imbiber to sleep. Once consumed, the first effect is a sudden awareness of being overtaken by sleep, at which time the imbiber makes a saving throw. On success, the imbiber will collapse, will feel groggy for 1-4 rounds but will be completely aware of their surroundings and of what might be said. If wishing to, the imbiber may choose to feign sleep at this point. The imbiber will not be helpless, however; if they wish, they will be able to defend themselves, though they will suffer a -4 penalty to their armour class and rolls to hit for the time they are groggy. Once the grogginess has passed, this penalty is reduced by 50% for 1 round, and then evaporate the round thereafter.
- If the saving throw fails, the imbiber will collapse completely for 3-12 rounds and will be helpless during that time. If the imbiber has a constitution ability of less than 8, they must make a constitution check. If this fails, the imbiber will collapse into a coma for one full day, thereafter requiring a full day of rest before any action can be taken. Otherwise, the sleeping person will wake up normally once the somnikus poison has worn off.
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 attempts to kill the imbiber. Once consumed, the first effect is a strong blow to the digestive tract, causing 3-6 damage. This is followed two rounds later by another effect, causing 2-5 damage. If this doesn't kill, the imbiber makes a saving throw; a success will mean that the poison has run its course; no more damage will occur and within 6-8 hours, the imbiber will actually feel better, with 1-4 hit points being restored.
- If a saving throw fails, then a third effect will be felt after 5-20 additional rounds, causing 1-3 damage. The imbiber will then suffer 1 h.p. of damage about 20 minutes later, and 1 h.p. of damage an hour after taking the poison. This is all the suffering that vexation is able to bestow. It is rarely sufficient enough to kill a strong, fit levelled person, but it is effective against common folk and as a means to kill vermin.
See Also,
Alchemy (sage study)
Poisoning (sage study)