Difference between revisions of "Ingestive Poisons"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
'''Ingestive Poisons''' are those that must be consumed, rather than introduced into the bloodstream through an injury ([[Insinuative Poisons|insinuative poisons]]).  The poison is prepared from herbaceous plants or fungi, with a degree of lethality, purpose and detection depending on the skill of the [[Prepare Ingestive Poisons (sage ability)|preparer]].  Some, intending to kill, will cause a lot of damage; others will cause moderate damage over long periods in order to promote nausea; still others will cause just enough damage to produce paralysis, sleep or coma. More sophisticated poisons that produce these some of these effects won't cause any damage at all, as damage undermines the stealthiness of their use. Some poisons will take effect immediately; many more sophisticated poisons won't take effect until minutes or hours after the poison has been imbibed.
+
[[File:Ingestive Poison.jpg|right|525px|thumb]]
 +
'''Ingestive [[Poison (substance)|Poisons]]''' are introduced into the body by consuming the elixir, unlike [[Insinuative Poison|insinuative poisons]] that must be introduced through a cut in the skin.  The effects vary, depending on the [[Prepare Ingestive Poisons (sage ability)|poisoner's]] intentCertainly, however, every poison means to bring harm to whomever imbibes the intended potion.  The art of introducing poison into a victim's food or drink is called "[[Dosing (sage ability)|dosing]]."
 +
 
 +
== Examples ==
 +
The four most common ingestive poisons are '''[[Prepare_Ingestive_Poisons_(sage_ability)#Biliosus|biliosus]]''', '''[[Prepare_Ingestive_Poisons_(sage_ability)#Ictus|ictus]]''', '''[[Prepare_Ingestive_Poisons_(sage_ability)#Somnikus|somnikus]]''' and '''[[Prepare_Ingestive_Poisons_(sage_ability)#Vexation|vexation]]'''.  Any amateur poison-maker can create these tinctures, though they require a laboratory and four to six days to "compound," or mix together so as to be effective and difficult to detect for the unwary and inexperience victim.
 +
 
 +
Biliosus is made from herbs and produces an intense [[Nausea|nausea]] which weakens in order to incapacitate.  Ictus is derived from fruit-seed and produces a partial [[Paralysation|paralysis]]. Somnikus is an extract from narcotic plants that cause the victim to fall [[Helpless Defenders|asleep]].  Vexation uses a solution from mushrooms in order to [[Death|kill]]. Each has specific effects that are outlined in the links above.
  
 
== Detection ==
 
== Detection ==
The chance of detecting an ingestive poison before it is consumed is equal to 60%, minus the [[Knowledge Points|knowledge]] of the preparer.  Thus, a dose created by an amateur with 11 knowledge points would be detected in food or drink with a 49% chance, from its odour, surface oiliness or due to discoloration of the food.  
+
The chance for an individual to detect an ingestive poison before allowing it to pass the lips is 60% — '''minus''' the [[Knowledge Points|knowledge]] of the poison's preparer.  Characters with knowledge points in the [[Poisoning (sage study)|study of poison]] also add those points to the chance of detection.  If poison is discovered in time, it's revealed itself in the smell, appearance, surface oiliness or even small unnatural discolourations that occur. 
 +
 
 +
: For example, a dose created by an amateur poisoner with 11 knowledge would have a 49% chance of being detected, whether it was in food or drink.  If the imbiber had even three points of knowledge in the study of poisoning, this would increase the chance of detection to 52%.  In this case, any person with 51 or more points would automatically know the food or drink was poisoned.
 +
 
 +
Anyone detecting poison won't imbibe, and an investigation is sure to begin regarding the placement of the poison and anyone present who might potentially be the poisoner.  Anyone who has entered the room or had access to the food is surely to be questioned and confined, until the poisoner is found.
 +
 +
== Consumption ==
 +
Once the poison is consuemd, the victim will recognise within 2-8 rounds that something is dreadfully wrong — this is the "first effect" of the poison.  For example, with somnikus, the first effect is a sudden awareness of being overtaken by sleep.  At this point, a saving throw is made.  Depending on the substance, the effects of saving and not saving vary widely.  In each case the poison itself needs to be examined and the rules of that poison applied to the situation.
 +
 
 +
 
 +
See also,<br>
 +
[[Assassin Sage Abilities]]<br>
 +
[[Harvest Poisonous Herb (sage ability)]]
  
Amateur-created poisons, once consumed, will suggest that something is wrong immediately; within 1-3 rounds, the imbiber will know that the poisoning has occurred, as the first effects take place.
+
[[Category: Don't Review until 2023]]

Latest revision as of 01:51, 10 May 2022

Ingestive Poison.jpg

Ingestive Poisons are introduced into the body by consuming the elixir, unlike insinuative poisons that must be introduced through a cut in the skin. The effects vary, depending on the poisoner's intent. Certainly, however, every poison means to bring harm to whomever imbibes the intended potion. The art of introducing poison into a victim's food or drink is called "dosing."

Examples

The four most common ingestive poisons are biliosus, ictus, somnikus and vexation. Any amateur poison-maker can create these tinctures, though they require a laboratory and four to six days to "compound," or mix together so as to be effective and difficult to detect for the unwary and inexperience victim.

Biliosus is made from herbs and produces an intense nausea which weakens in order to incapacitate. Ictus is derived from fruit-seed and produces a partial paralysis. Somnikus is an extract from narcotic plants that cause the victim to fall asleep. Vexation uses a solution from mushrooms in order to kill. Each has specific effects that are outlined in the links above.

Detection

The chance for an individual to detect an ingestive poison before allowing it to pass the lips is 60% — minus the knowledge of the poison's preparer. Characters with knowledge points in the study of poison also add those points to the chance of detection. If poison is discovered in time, it's revealed itself in the smell, appearance, surface oiliness or even small unnatural discolourations that occur.

For example, a dose created by an amateur poisoner with 11 knowledge would have a 49% chance of being detected, whether it was in food or drink. If the imbiber had even three points of knowledge in the study of poisoning, this would increase the chance of detection to 52%. In this case, any person with 51 or more points would automatically know the food or drink was poisoned.

Anyone detecting poison won't imbibe, and an investigation is sure to begin regarding the placement of the poison and anyone present who might potentially be the poisoner. Anyone who has entered the room or had access to the food is surely to be questioned and confined, until the poisoner is found.

Consumption

Once the poison is consuemd, the victim will recognise within 2-8 rounds that something is dreadfully wrong — this is the "first effect" of the poison. For example, with somnikus, the first effect is a sudden awareness of being overtaken by sleep. At this point, a saving throw is made. Depending on the substance, the effects of saving and not saving vary widely. In each case the poison itself needs to be examined and the rules of that poison applied to the situation.


See also,
Assassin Sage Abilities
Harvest Poisonous Herb (sage ability)