Poisons The poisonous plants of Lur-Asko had no need of genetic engineering - most predate the Alacris and have been used to gain an edge on animals and enemies since time immemorial. Lur-Asko is full of specialized guilds that still breed the plants and produce their poisons, as well as many hedgedoctors who harvest them from the wild during the course of adventuring.
Poison Points Poisons arriving in a
character's body are
quantified as poison points.
A separate pool of points is tracked for
each poison type - Type A, Type B, or Type C.
Attacks that
inflict poison are often listed
elsewhere in the rules in a shorthand like "poison A40/B20," which
would
indicate an attack that inflicts 40 Type A poison points and 20 Type B
points. When poison
is a component of attacks that also inflict normal damage, they are
inflicted only if damage is taken from that attack. Poison points are
halved whenever
the normal damage points would be halved by armor range, but are
otherwise unaffected by weaknesses and resistances to damage. Anything
else
that modifies or multiplies damage points does not do so with attached
poison points, and vice versa. Poison points not attached to a weapon
(such as from gas grenades) are unaffected by armor. Critical hits and
injury rolls have no extra effect for poison.
Poison Resistances and Weaknesses
Non-organic characters are immune to poison of all types.
Some characters are resistant or weak against certain types of poison, or against all poison, in a way similar to damage resistance/weakness rules. For example, anthrosaurs and dryads take 50% points from all poison types, and certain elixirs and Abilities provide other resistances. Whenever a weakness or vulnerability comes into play, apply it after defenses and drive. If the same character gains resistance or weakness from multiple sources, apply each one sequentially. For example, dryads that take 50% poison who also take an elixir that reduces poison to 50% will take a total of 25% poison.
Unless otherwise stated, venomous creatures take 50% poison points from their own species' attacks (but not from the same poison type from other species).
Degrees of Poison Larger and tougher creatures are harder to
poison. Just as damage is
compared to injury factor to
determine degrees of injury, each type of
poison points is compared to injury
factor to determine degrees of
poison for that type.
Whenever you gain or lose poison points of
a certain type, see how many multiples of injury factor it has met or
passed below, and adjust the effects accordingly. Each degree's effects
replaces the effects of all lesser degrees of that type. In combat, all
effects "update" at the end of your turn, even if you were poisoned on
another character's turn, potentially giving you a chance to treat
a poisoning before the effects begin. The maximum
amount of poison points for any type is equal to 10 times injury
factor; this is much higher than the amount required for the highest
listed degree, so extra points beyond that degree have no additional
effects, besides taking longer to remove.
Type A These
poisons are aggressive neurotoxins that interfere with the body's
signals. They
are quick to act and their effects are debilitating and combat-useful,
but they are also the shortest-lived and easiest to treat, even with
minor elixirs.
1st-degree: Adds 1 Hindrance to any roll on DEX or INT. This
Hindrance does not stack with any Hindrance from the stunned status.
2nd-degree: You are stunned.
3rd-degree:
You are stunned and paralyzed.
4th-degree: You are
stunned and paralyzed, but also unable to breathe. Consult Holding
Breath rules. If
you die of lack of air while still at this degree, you cannot be
revived.
These
are blood poisons which directly damage and exhaust the body. While
less immediately impactful than Type A, they can potentially provide
minor mid-combat assistance, and their later effects can doom a
retreating foe quickly enough for them to be
tracked.
Animals that die with at least 3
degrees of Type B poison are treated as if they had the "edible with
difficulty"
tag; if they already have the tag, they are treated as inedible
instead.
These
poisons slowly erode the body's cells over long periods. They are
certainly the least useful mid-fight, but also extremely dangerous in
the long term due to their rarer treatments.
Animals that die with at least 1 degree of Type C
poison are treated as if they had the "edible with
difficulty"
tag; if they already have the tag, they are treated as inedible
instead.
If artificial means of removing poison points are not available, they can only be reduced by waiting out the body's natural processes. Each poison type has a half-life: 1 minute (12 rounds) for Type A, 30 minutes for Type B, and 24 hours for Type C. This clock begins whenever you gain poison points of that type, and is reset if you take more. When the half-life runs out, your poison points of that type are reduced to 50%, and the countdown begins again. Because all math in Legends is rounded down, this will eventually reduce your poison points to 0.
Poisoning Weapons Poisons are purchased in
1-pound containers (0
carry
slots), each one
costing 50 coins per pound, regardless of type. Whether or not a
poison
is actually used up
by an attempt to apply it to a weapon depends on your skill in doing
so. Applying a poison to a melee weapon
requires a roll of d20 on INT,
while applying it to a round of ranged weapon ammunition requires a d12
on INT. Poisoned Weapon Proficiency (Nature)
adds a significant +TN to this roll, and also allows different types to
be mixed.
If you succeed, you apply the poison; if you
succeed by 5 or more, the
poison container is not used up. It is always used up by a
failure. If you fail by 10 or more and
do not
have Poisoned Weapon Proficiency, you
accidentally poison yourself, taking 10 points of the relevant poison
type. Poisoning a weapon mid-combat is a slowing major action.
You must be competent in a weapon in order to
poison it or its ammunition. You cannot poison weapons that have the
Blunt tag. Amongst ranged weapons, only arrows, bolts, and non-blunt
thrown weapons can be poisoned. Thrown weapons follow the rules for
poisoning melee weapons.
Upon successfully
poisoning a weapon or round of
ammunition, you add 10 poison points of the chosen type to it. This
amount can be increased by Poisoned Weapon Proficiency's progression.
It may also be voluntarily reduced when applied, though this does not
adjust the roll.
You cannot
re-apply poison to increase the poison points. Poisoned items will
deliver their poison only on a damaging hit (halved
whenever damage is halved by armor, as discussed above). Weapons are no
longer poisoned upon delivering their poison, and cannot poison
partially. Unused poison will remain
on a weapon or projectile for 12 hours before wearing off. It can be
cleaned off as a minor action; this does not recover the poison.