Poison

OSE AES CHAR · pp.46–47

Open source p.46

At the referee’s option, various types of poison may be available for purchase. Using poison is a chaotic act, so it will be avoided by many characters. The sale of poisons is also prohibited by most cultures. Characters may have to turn to the black market or to clandestine guilds (e.g. of thieves or assassins) to acquire poison.

A victim of a poison attack must save versus poison with a modifier depending on the strength of the poison. The effects of the poison then depend on whether the save succeeded or failed. The tables opposite list the available types of poison, the cost to purchase a single vial, and the following details:

  • Save modifier: Applied to the victim’s saving throw. Indicative of the strength of the poison.
  • Chance of detection: Probability of the victim noticing the poison, either visually (per round of a poisoned blade being used) or by smell or taste. Characters who notice a poisoned blade may attack the one wielding it or may call for aid. A victim who notices an ingested poison will reject the poisoned drink or food, thus avoiding being poisoned.
  • Onset time: The poison’s effect occurs after this delay. An onset time of “instant” indicates that the poison takes effect instantly, before the victim has a chance to react in any way.
  • Effect (if save succeeds / fails): Notes what happens to victim if the saving throw fails or succeeds.

Bloodstream Poisons

Typically applied to a bladed weapon.

Application

Applying a vial of poison to a weapon takes one turn. A vial of poison is sufficient for a single bladed melee weapon or up to 6 arrows or crossbow bolts.

Effectiveness

Once applied to a blade, a poison is effective for up to two days or two hits in combat, whichever comes first.

Evaporation over time: After one day, a poison is at half effectiveness; after two days it is no longer effective.

Wiping off after hits: A poison has full effectiveness on the first successful attack. On the second successful attack, it has half effectiveness, and upon subsequent attacks the poison is no longer effective.

Half effectiveness: A poison at half effectiveness inflicts only half damage. For poisons that cause death (rather than damage), half effectiveness grants a bonus to the saving throw.

Ingested Poisons

Take effect when swallowed by the victim. A vial of poison is enough to poison one victim.

Bloodstream Poisons

TypeCost (gp)Save Mod.Chance of DetectionOnset TimeEffect (Save Succeeds)Effect (Save Fails)
I1080% roundsNone15hp damage
II7565% roundsNone25hp damage
III60040%1 roundNone35hp damage
IV1,50015%InstantNoneDeath

Ingested Poisons

TypeCost (gp)Save Mod.Chance of DetectionOnset TimeEffect (Save Succeeds)Effect (Save Fails)
I580% rounds10hp damage20hp damage
II3065% rounds15hp damage30hp damage
III20040% rounds20hp damage40hp damage
IV50015%Instant25hp damageDeath
V1,0000% turns30hp damageDeath

Tables on pp.46–47 (2)

Bloodstream Poisons

No table.

Ingested Poisons

No table.