The character is skilled at recognizing, making and using poison.
Identify Poison
His bonus for identifying poisons is ((KNOW - 15) x 3) + (Rank x 5)
Identify Poison Symptoms
His bonus to see the symptoms in someone who has been poisoned is (((KNOW + PER) - 30) x 1.5) + (Rank x 5)
Identify Poisonous Source
His bonus to identify a source of poison, such as an animal or plant, is (((KNOW + PER) - 30) x 1.5) + (Rank x 5)
Poison Perception
His bonus to determine if an object, drink, food item, etc., has been poisoned is ((PER- 15) x 3) + (Rank x 5)
Make Poison
His chance of successfully manufacturing a usable poison is equal to (rank x 5) + ((Know – 15) x 3) and is rolled on the static maneuver table. This assumes a poison level (PL) equal to the character’s rank. If the character wants to make a poison that has a PL lower than his rank, he gains a +5 bonus per level of difference. If he attempts to make a poison with a PL higher than his rank, he suffers a –10 per level of difference. The result is compared to the Poison table below. All fractions round up.
Poison Table |
Absolute Success | Poison causes (PL/2) points of damage every round for (PL) rounds starting the following round. |
Success | Poison causes (PL/2) points of damage every round for (PL) rounds starting in (20 – PL) rounds. |
Near Success | Poison causes (PL/2) points of damage every round for (PL/2) rounds starting in (20 – PL) rounds. |
Partial Success | Poison causes (PL/3) points of damage every round for (PL/3) rounds starting in (20 – PL) rounds. |
Failure | The attempt to make the poison failed and the ingredients are used up. |
Absolute Failure | The assassin believes that the attempt was successful (as Success above) but, in fact, the attempt failed and the “poison” is not the least bit toxic. |
Blunder | The assassin blundered while making the poison and suffers poison damage as if he had gotten success (i.e., if he was attempting to make a PL 8 poison, then he suffers 4 points of damage every round for 8 rounds starting in 12 rounds). |
In most cases 1d3 doses of the poison are made.
Make Antidote
If the character has access to a wide variety of herbs and plants, they can attempt to make an antidote to a specific poison. Chance of success is ((KNOW - 15) x 3) + (Rank x 5). The GM may assess a modifier based on the lethality of the poison or other factors. Compare the result to the table below:
Poison Table |
Absolute Success | The antidote works. After attending to current poison needs, the character has one dose left that works as a Potion of Neutralize Poison. |
Success | The antidote works. The poison is removed from the system. |
Near Success | The antidote works if the imbiber makes a Normal save with a +15 bonus. |
Partial Success | The antidote works if the imbiber makes a Normal save. |
Failure | The antidote fails to work. |
Absolute Failure | The antidote makes things worse. The poison has an additional negative effect, as determined by the GM. A successful Normal save avoids this additional effect. |
Blunder | As above but no save is allowed. |
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