Poisons offer a range of diverse and potentially devastating effects, accessible to all characters. However, their use is restricted to bladed or piercing weapons.
Preparation and Application
Applying a poison requires not only skill but also a deep knowledge of toxic ingredients. To coat a weapon or projectile with poison, the player must pass two consecutive tests:
- Intelligence Test (INT) - Difficulty 10: This test reflects the character's ability to correctly identify the appropriate vial of poison and understand the chemical composition necessary to ensure optimal effectiveness without harming the weapon. A failure may result in the use of a less effective or inappropriate poison.
- Dexterity Test (DEX) - Difficulty 10: This test determines the character's skill in carefully applying the poison to the weapon without injuring themselves or wasting the substance.
Once applied, the poison remains active on the weapon for the next three attacks or until an attack succeeds, dissipating the poison.
Types of Poisons and Effects
The effects of poisons on targets last only one turn. Moreover, poisons only inflict additional damage on mini-bosses and bosses, without reproducing their usual debilitating effects.
Certain abilities can modify this rule, either enhancing the duration or the impact of the applied poisons.
| Type of Poison | Cost (NX) | Effect |
|---|---|---|
| Slowing Poison | 60 | Reduces the target to a single action per turn. For Bosses and Mini-bosses: 1d6 damage. |
| Weakening Poison | 120 | Forces the target to use a d12 instead of a d20 for their rolls. For Bosses and Mini-bosses: 2d6 damage. |
| Paralyzing Poison | 180 | Prevents any actions by the target and makes attacks against them automatically successful. For Bosses and Mini-bosses: 3d6 damage. |
Transport
Although characters can carry as many vials of poison as they wish, accumulating a large quantity can be risky, especially in perilous situations.
For example, following a critical failure, an adventurer attempting to sneak up behind an enemy slips and falls. The impact causes several vials of poison he was carrying to break. The adventurer must immediately succeed a Constitution check (difficulty 15) to avoid suffering the harmful effects of the released poisons.
The consequences of such an accident, as well as the use of poisons outside of combat, are left to the discretion of the Game Master.