Difference between revisions of "Poison (substance)"

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'''Poisons''' are substances that cause death, injury or harm to organs when a creature absorbs a sufficient quantity. Poisons derive from substances that are made and in the venom of numerous animals and [[Monster (definition)|monsters]]. It's presence in D&D is a potential game breaking concern; too much poison in the hands of players or NPCs can drastically alter the structure of a campaign, which is one reason why rules for accessibility have been overlooked by game designers. Additionally, there are thousands of poison forms, so that any definitive work on the subject would be immense and unworkable as a design. Therefore, specific poisons in these rules should be seen general '''types''', the sources of which are variable — but as a vast number of things can be distilled into a poison, the actual source for any poison can be disregarded for game purposes. If needed, however, examine [https://en.wikipedia.org/wiki/List_of_poisonous_plants this list of plants], this [https://en.wikipedia.org/wiki/List_of_poisonous_fungus_species list of fungi] and [https://en.wikipedia.org/wiki/List_of_venomous_animals this list of animals].
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[[File:Poison (substance).jpg|right|525px|thumb]]
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'''Poisons''' are substances that cause [[Death|death]], [[Injury|injury]] or harm to organs when a creature absorbs a sufficient quantity. Poisons may be derived from manufactured substances or occur naturally in the venom of various [[Animal|animals]] and [[Monster (definition)|monsters]]. Their presence in D&D presents a potential game-breaking concern; excessive availability of poison in the hands of players or NPCs can drastically alter the structure of a campaign. For this reason, rules governing accessibility have often been left vague or omitted by game designers.
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Additionally, poisons exist in thousands of forms, making a definitive catalog impractical for game design. Instead, the poisons presented in these rules represent general '''types''', with flexible sources. A vast number of natural and artificial substances can be distilled into poisons, meaning that the specific origin of a given poison can be disregarded for gameplay purposes. If a source is needed, however, reference can be made to [https://en.wikipedia.org/wiki/List_of_poisonous_plants this list of plants], this [https://en.wikipedia.org/wiki/List_of_poisonous_fungus_species list of fungi] and [https://en.wikipedia.org/wiki/List_of_venomous_animals this list of animals].
  
It should be noted that the list of poisons included on this page have been invented for game use and are in no way intended to accurately depict poisons as they exist in the real world. In some cases, real world names have been co-opted for flavor and verisimilitude; in no way should this be seen as an attempt to simulate these real poisons. It should be understood that the words and laws surrounding poisons reflect the characteristics of Alexis' fictional game setting, and were never meant as a simulation of real poisons and their application.
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It should be noted that the poisons described on this page have been created specifically for game use and are not intended as accurate depictions of real-world toxic substances. In some cases, real-world names have been used for thematic consistency and verisimilitude, but this should not be mistaken for an attempt at realism. The words, mechanics and laws governing poisons in this system are tailored to Alexis' fictional game setting and should not be interpreted as a simulation of real poisons or their applications.
  
 
== Effects of Poison ==
 
== Effects of Poison ==
These rules do not make use of the traditional saving throw against death for poisons. Specific poisons do cause effects such as sleep, coma, [[Paralysis|paralysis]], [[Nausea|nausea]] and [[Death|death]] — but this is done through manipulation of the character's [[Ability Stats|ability stats]] and [[Hit Points|hit points]], not through a blanket succeed/fail roll. Poison effects are felt over time, with even the deadliest poisons requiring several [[Combat Round|rounds]] to kill unless the victim is exceptionally unfit or [[Negative Hit Points|below zero in hit points]].
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These rules do not use the traditional saving throw against death for poisons. Instead, specific poisons cause effects such as sleep, coma, [[Paralysation|paralysis]], [[Nausea|nausea]] and death through direct manipulation of the character's [[Ability Stats|ability stats]] and [[Hit Points|hit points]], rather than a simple succeed/fail roll. Poison effects occur over time, with even the deadliest poisons taking several [[Combat Round|rounds]] to kill unless the victim is exceptionally unfit or already at [[Negative Hit Points|below zero hit points]].
  
Commonly, an animal venom has the potential to cause 2-8 h.p. of poison damage per hit die of the creature, depending upon the specific venom's toxicity. A giant centipede's venom is weak; a black mamba's venom is very strong. Again, depending on the venom, the speed with which this damage occurs differs.  The giant centipede causes 1 damage every 1-4 rounds, whereas the black mamba will cause 2-8 damage every round.
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Animal venoms typically deal 2-8 h.p. of poison damage per hit die of the creature, varying based on toxicity. A [[Centipede (giant)|giant centipede's]] venom is weak, whereas a black mamba's venom is highly potent. The speed at which the poison takes effect also varies; a giant centipede's venom causes 1 damage every 1-4 rounds, while a black mamba's venom inflicts 2-8 damage every round.
::''[these characteristics need to be defined and collected on a single table, a work that hasn't been done yet]''
 
  
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'''Ingestive Poisons''' are concoctions that must be consumed to take effect. Some are designed to kill quickly by dealing severe damage, while others inflict moderate harm over time to induce [[Nausea|nausea]]. Certain poisons are formulated to incapacitate rather than kill, causing [[Paralysation|paralysis]], sleep or coma. More sophisticated variants produce these effects without dealing any damage, preserving their subtlety. While some ingestive poisons act immediately, many are delayed, taking effect minutes or even hours after ingestion.
'''Ingestive Poisons''' are concoctions that must be drunk. 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.
 
  
'''Insinuative Poisons''' are substances that are applied to weapons for use in [[Combat|combat]]. They are generally intended to cause additional hit points above weapon damage, but some have been created to cause paralysis, sleep and coma. All insinuative poisons are designed to take effect within a few minutes.
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'''Insinuative Poisons''' are substances applied to weapons for use in [[Combat|combat]]. Most are intended to cause additional [[Hit Points|hit point]] damage beyond the weapon's normal attack, though some induce [[Paralysation|paralysis]], sleep or coma instead. All insinuative poisons are designed to take effect rapidly, typically within minutes of exposure.
  
 
=== Creation of Poisons ===
 
=== Creation of Poisons ===
The preparation of poisons are related to [[Sage Abilities|sage abilities]] that specifically allow characters the [[Knowledge Points|knowledge]] to create poisons as amateurs, authorities, experts and sages. Some abilities can be found related to [[Alchemy (sage study)|the study of alchemy]]; more sophisticated knowledge is available to [[Assassin (class)|assassins]] who [[Poisoning (sage study)|study poisoning]]. The categorization of poisons is, therefore, based on these abilities that knowledgeable characters are able to create. Poison forms exist according to the imagination; if a specific poison can be conceived of, then it follows that with sufficient knowledge, the player character (or the DM) should be able to create it and add it to the list found below.
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The preparation of poisons is tied to specific [[Sage Ability|sage abilities]] that grant characters the [[Knowledge Points|knowledge]] to create poisons at amateur, authority, expert and sage levels. Some abilities are associated with [[Alchemy (sage study)|the study of alchemy]], while more advanced techniques are available to [[Assassin (class)|assassins]] who specialise in [[Poisoning (sage study)|poisoning]]. The categorisation of poisons is therefore based on the abilities that trained characters can develop. Poisons exist as a function of creativity; if a specific poison can be conceived, then with sufficient knowledge, a player character (or the DM) should be able to create it and integrate it into the list below.
  
 
== Ingestive Poisons ==
 
== Ingestive Poisons ==
Available through the sage ability, [[Prepare Ingestive Poisons (sage ability)|Prepare Ingestive Poisons]].  These are somewhat clumsy poisons, which are easily detected (60% chance, minus the knowledge points of the preparer).  Once consumed, the imbiber will know that something is wrong immediately.  It will be clear that a poisoning has occurred, as the first effects take place.  In each case below, roll 1d3 to determine the number of rounds that pass (12-36 seconds) before the first effects occur.
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:: ''Main Article: [[Prepare Ingestive Poisons (sage ability)|Prepare Ingestive Poisons]]''
  
 
==== Amateur-made ====
 
==== Amateur-made ====
:*'''Biliosus:''' induces nausea, vomiting, loss of strength ability and some damage.
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:*'''Biliosus:''' This herb-derived poison is made 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]].
  
:*'''Ictus:''' causes partial paralysis and stiffening of the right arm, until it is immobilized completely for hours.
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:*'''Ictus:''' 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.
  
:*'''Somnikus:''' induces sleep and helplessness, potentially causing some victims to lapse into a full coma.
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:*'''Somnikus:''' 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.
  
:*'''Vexation:''' delivers sufficient damage to kill a 1st or 2nd level character or most monsters up to 2 hit dice. Particularly effective against common folk and vermin.
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:*'''Vexation:''' 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.
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== Insinuative Poisons ==
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:: ''Main Article: [[Prepare Insinuative Poisons (sage ability)|Prepare Insinuative Poison]]''
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:*'''Carroder:''' This poisonous toxin is designed to kill the victim slowly and over time. It's meant to be used with a dagger; upon another blade, the viscosity is too low, so that a sweeping movement of a long blade shakes the poison off. Once 3 damage is done with the dagger, however, a sufficient amount of poison enters the bloodstream and the victim immediately suffers an additional 2 hit points of damage — after which, the victim makes a saving throw.
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:*'''Suurbite:''' an insinuative poison specifically designed for the scimitar, which upon a hit delivers the right concentration of poison. Comparatively, a sword with its large blade surface and dual edge is likely to deliver only half the dose upon a hit.
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[[Category: Incomplete]]

Latest revision as of 15:45, 4 March 2025

Poison (substance).jpg

Poisons are substances that cause death, injury or harm to organs when a creature absorbs a sufficient quantity. Poisons may be derived from manufactured substances or occur naturally in the venom of various animals and monsters. Their presence in D&D presents a potential game-breaking concern; excessive availability of poison in the hands of players or NPCs can drastically alter the structure of a campaign. For this reason, rules governing accessibility have often been left vague or omitted by game designers.

Additionally, poisons exist in thousands of forms, making a definitive catalog impractical for game design. Instead, the poisons presented in these rules represent general types, with flexible sources. A vast number of natural and artificial substances can be distilled into poisons, meaning that the specific origin of a given poison can be disregarded for gameplay purposes. If a source is needed, however, reference can be made to this list of plants, this list of fungi and this list of animals.

It should be noted that the poisons described on this page have been created specifically for game use and are not intended as accurate depictions of real-world toxic substances. In some cases, real-world names have been used for thematic consistency and verisimilitude, but this should not be mistaken for an attempt at realism. The words, mechanics and laws governing poisons in this system are tailored to Alexis' fictional game setting and should not be interpreted as a simulation of real poisons or their applications.

Effects of Poison

These rules do not use the traditional saving throw against death for poisons. Instead, specific poisons cause effects such as sleep, coma, paralysis, nausea and death through direct manipulation of the character's ability stats and hit points, rather than a simple succeed/fail roll. Poison effects occur over time, with even the deadliest poisons taking several rounds to kill unless the victim is exceptionally unfit or already at below zero hit points.

Animal venoms typically deal 2-8 h.p. of poison damage per hit die of the creature, varying based on toxicity. A giant centipede's venom is weak, whereas a black mamba's venom is highly potent. The speed at which the poison takes effect also varies; a giant centipede's venom causes 1 damage every 1-4 rounds, while a black mamba's venom inflicts 2-8 damage every round.

Ingestive Poisons are concoctions that must be consumed to take effect. Some are designed to kill quickly by dealing severe damage, while others inflict moderate harm over time to induce nausea. Certain poisons are formulated to incapacitate rather than kill, causing paralysis, sleep or coma. More sophisticated variants produce these effects without dealing any damage, preserving their subtlety. While some ingestive poisons act immediately, many are delayed, taking effect minutes or even hours after ingestion.

Insinuative Poisons are substances applied to weapons for use in combat. Most are intended to cause additional hit point damage beyond the weapon's normal attack, though some induce paralysis, sleep or coma instead. All insinuative poisons are designed to take effect rapidly, typically within minutes of exposure.

Creation of Poisons

The preparation of poisons is tied to specific sage abilities that grant characters the knowledge to create poisons at amateur, authority, expert and sage levels. Some abilities are associated with the study of alchemy, while more advanced techniques are available to assassins who specialise in poisoning. The categorisation of poisons is therefore based on the abilities that trained characters can develop. Poisons exist as a function of creativity; if a specific poison can be conceived, then with sufficient knowledge, a player character (or the DM) should be able to create it and integrate it into the list below.

Ingestive Poisons

Main Article: Prepare Ingestive Poisons

Amateur-made

  • Biliosus: This herb-derived poison is made 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.
  • Ictus: 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.
  • Somnikus: 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.
  • Vexation: 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.

Insinuative Poisons

Main Article: Prepare Insinuative Poison
  • Carroder: This poisonous toxin is designed to kill the victim slowly and over time. It's meant to be used with a dagger; upon another blade, the viscosity is too low, so that a sweeping movement of a long blade shakes the poison off. Once 3 damage is done with the dagger, however, a sufficient amount of poison enters the bloodstream and the victim immediately suffers an additional 2 hit points of damage — after which, the victim makes a saving throw.
  • Suurbite: an insinuative poison specifically designed for the scimitar, which upon a hit delivers the right concentration of poison. Comparatively, a sword with its large blade surface and dual edge is likely to deliver only half the dose upon a hit.