Updated 2024 May 17

Poisons

Poisons, with their varied and specific effects, can be used by all characters but their application is limited to sharp or piercing weapons.

Preparation and Application of Poison

Applying poison requires not only skill but also a deep knowledge of toxic ingredients. To coat a weapon or projectile with poison, the player must successfully pass two consecutive tests:

  1. 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 needed to ensure optimal effectiveness without altering the weapon. A failure may result in using a less effective or inappropriate poison.
  2. 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 a successful attack occurs, dissipating the poison.

Effects of Poisons on Bosses and Mini-Bosses

Poisons only inflict additional damage to mini-bosses and bosses, without reproducing their usual debilitating effects.

Transporting Poisons

A player cannot carry more than three vials of poison at a time.

Types of Poisons and Their Effects

  • Slowing Poison (60 NX): Reduces the target to one action per turn.
    Inflicts 1d6 damage to demi-bosses and bosses.
  • Weakening Poison (120 NX): Forces the target to use a d12 instead of a d20 for their rolls.
    Inflicts 2d6 damage to demi-bosses and bosses.
  • Paralyzing Poison (180 NX): Prevents all actions by the target and makes attacks against them automatically successful.
    Inflicts 3d6 damage to demi-bosses and bosses.

Use Outside of Combat

The use of poisons outside of combat is left to the discretion of the Game Master (GM).