Poisons
The use of poisonous substances to (purposefully) cause harm to another.
The use and availability of poisons within a given campaign is highly variable. Most
historical medieval societies considered poisons a tangible Evil. Some campaign societies
especially evil fantasy societies may tolerate comparatively high availability of poisons.
These would be allowed for the following purposes:
- Ritual or personal suicide;
- a somewhat common "legitimate" use
- Assassination;
- or similar diabolical use is well documented.
- Combat:
- poisoned weapons are "dishonorable" in combat with political enemies but are
(rare) occasionally tolerated in combat with racial enemies or predators. When fighting an
army "known" to use poisoned weapons the incidence of "berserker"
behavior is often substantially increased. Basically, if a fighter believes he is going to
die from the poison anyway, his ferocity can be inspiring.
- Within "polite" society, or organizations where trust is an important aspect
of continued membership (such as an adventuring party) characters known (or even
suspected) of carrying/using poisons will generally be eliminated.
Descriptions of poisons that may be available in your campaign (check with your GM)
follow. These descriptions indicate results with the usual potency and dosage (in
arbitrary game terms). The names of each poison are chosen to indicate a general family of
poisons and not necessarily the only source - especially the organic poisons. The
production of these poisons from their plant or mineral sources is hardly a science.
Herbalists and Alchemists each have their own recipe generally resulting in concoctions
with the listed (market) potency. Certainly many less potent versions exist (and may be
sold by unscrupulous traders) and occasionally a higher grade might be procured by a well
placed and persuasive individual. Your GM may alter the difficulty of the Constitution
test downward as required to account for this but may only increase the posted difficulty
by one or two levels to maintain game balance.
Organic Poisons
The potency of most organic poisons naturally degrades with time. For each week that
passes since the original production of a particular poison, reduce the difficulty of the
Constitution test by one. These poisons are eventually neutralized by biological
processes. Recovery from an unsuccessful poisoning is accomplished through
regular healing (including the use of etheric cures). Costs indicated are for a five
"dose" vial.
Poison |
Cause of Death |
Disability |
Time to Death |
Lethality vs. Constitution=10 |
Cost (sp) |
ED |
Curare |
Muscular |
Gradual Paralysis |
~2 min. |
0%, 0.4%, 26% |
150 |
|
Yew |
Heart Failure |
Nausea, Abdominal Pain, Coma |
3 min. - 4 days |
32% |
300 |
3 |
Mezereon |
Heart Failure |
Nausea, Abdominal Pain, Weakness, Disorientation, Convulsions |
20 min. - 6 hr. |
25% |
200 |
0 |
Belladonna |
Heart Failure |
Light Sensitivity, Quickened Pulse, Hallucination, Coma |
1-2 hours |
33% |
100 |
0 |
Death Cap (toadstool) |
Liver and Kidney Failure |
T+ 4-12 hr.: Nausea, Abdominal Pain, Diarrhea
T'+ 4-6 hr. to T''+2-4days: none apparent |
5-10 days |
100% |
find |
0 |
Ricin (Castor Bean) |
Kidney Failure |
Abdominal Pain, Vomiting, Bloody Diarrhea |
3-5 days |
95% |
1500 |
0 |
Wolfsbane |
Heart Failure |
Burning sensation, coldness, sweating, T+ 1 hr.: numbness, vomiting, diarrhea and
abdominal pain, slow pulse, convulsions, coma |
10 min. - 3 hr. |
77% |
1200 |
1 |
Hemlock |
Muscular |
Gradual Paralysis |
15 min. - 5 hr. |
77% |
600 |
1 |
Toxicity Chart
Curare
- Curare is the only type of poison really effective in common (adventuring type) combat.
Others are obviously available, but the toxic effects generally take much longer than
combat itself, so the victim continues to fight at full capability. Curare begins its
debilitating effects within a few seconds, and can kill quite quickly.
- The poison is fairly harmless if ingested, therefor it must be administered to the blood
stream directly to have the listed effect. In common usage a paste or oil is made and this
is spread on a blade (poor), or arrows/bolts are soaked in it (better), or injection darts
are filled with it (best). A "hit" with a poisoned weapon must do physical
damage - not just fatigue - to cause subsequent deterioration in the victims
capabilities. One combat round (20 seconds) after such contact the victim should make a
Constitution test with difficulty (D1) for blades, (D2) for arrows/bolts and (D3) for
injection. Success indicates that the toxin has run its course and will do no further
damage. Failure indicates progression of the toxin. Make all combat and physical activity
tests at one difficulty level higher and modify all combat percentage rolls by +/- 10%
against as the muscles begin to relax and fail. Continue to make such tests every combat
round until a success is acquired. Each failed test further diminishes combat and physical
activities by increasing the difficulty of all test by one and all combat rolls by +/-10%
against. Failure of five consecutive tests indicates respiratory failure (death). Recovery
from the effects, if death is avoided, occurs naturally at one hour intervals. For each
hour of recovery reduce the penalty by one difficulty level and +/- 10% in favor.
- Once a small weapon has scored a "hit" of any kind on an opponent, it is no
longer considered to be poisoned. This would include blades of less than 2 ft length and
all axe blades, arrows, bolts and darts. Larger bladed weapons are effectively
"poisoned" for 1 hit for every two feet in length - note that such weapons will
be easily noticed as being poisoned. When a victim is hit multiple times with curare
poisoned weapons, the effects are not cumulative, however, the victim must make his
Constitution tests for each poisoning, every combat round. A single failure in each round
will continue the effects.
Example:
Ylidrich is ambushed by a band of Knoblins and is hit by four of their envenomed
bullets. The first he is able to avoid skin penetration by using the fatigue absorption
rules, but the following three penetrate his skin and release their deadly poison. The
next combat round Ylidrich rolls three constitution tests, failing two. The penalties are
assessed and he continues fighting at +/-10% against. The next round he must again make
three tests, applying the penalties if any of the three fail. This continues until
Ylidrich either succeeds with all three tests in a round, or until he dies after failing
five rounds of tests.
Yew
- Yew is a fast acting poison - though not necessarily quick to kill. Primary symptoms of
Yew poisoning begin a Constitution/4 minutes after ingestion when nausea and abdominal
pain begin; increase the difficulty of all tests made by the character by one level and
modify all combat percentage rolls by +/- 10% against due to this debilitation.
Constitution/2 minutes after ingestion make a (D1) test against Constitution, failure
indicates a heart attack and death Success indicates Constitution/2 hours of continued
nausea and pain followed by, lethargy (reduce fatigue levels to one-half the current
rating), trembling, staggering, coldness and/or convulsions further increasing the
difficulty of all tests by an additional level and further reducing all combat percentage
rolls by +/- 10% against. These secondary symptoms continue for Constitution/4 days when a
final (D2) Constitution test is made. If it is successful, recovery begins immediately,
with a cessation of the secondary symptoms within 60/Constitution minutes and primary
symptoms persisting for another 24/Constitution hours. Failure indicates death.
Mezereon
- The poisons in Mezereon are well suited to long term storage without appreciable decay
in potency. The storage potential requires some work immediately prior to administration
as the dried seeds of this plant must be crushed or chewed in order to deliver the
required toxins to the bloodstream, after crushing the poison decays normally. Primary
symptoms of a burning sensation in the mouth, nausea, vomiting and stomach pains begin in
about twenty minutes after ingestion. Increase the difficulty of all tests made by the
character by one level and reduce any modify all combat percentage rolls by +/- 10%
against due to this debilitation. Make a single (D3) Constitution test at that time,
success indicates a mild poisoning with primary symptoms plus diarrhea continuing for
120/Constitution minutes.
- Failure indicates the onset of secondary symptoms in 120/Constitution minutes: weakness
(reduce fatigue levels to one-half the current rating) and disorientation further
increasing the difficulty of all tests by an additional level and further reduces all
combat percentage rolls by +/- 10% against. Make a (D2) Constitution test, success
indicates a serious poisoning with secondary symptoms plus convulsions continuing for
[Constitution/3]*10 minutes. Natural recovery in 48/Constitution hours. Failure indicates
death.
Belladonna
- The raw organic materials for this poison are readily obtained, thus it can be
relatively inexpensive - or even produced by an amateur. The best -and most lethal form
comes from the black berries of Deadly Nightshade. Primary symptoms are a dry
mouth, flushed face, dilation of pupils, light sensitivity and rapid pulse. Secondary
symptoms include breathing difficulties, constipation, convulsions, hallucinations, and
coma.
- Twenty minutes after ingesting the poison primary symptoms will begin. Make a
(D2)Constitution test, success indicates a mild poisoning with continued primary symptoms
for 25/Constitution hours. Note that characters so afflicted will tire easily, expending
2x the usual fatigue points in any activity (including the absorption of damage, or
casting of Magic). Failure indicates the immediate onset of secondary symptoms and death
in Constitution*10 minutes.
Death Cap (toadstool)
- Many mushrooms contain considerable toxicity. The Death Cap is one of the most potent.
The difficulty in administering this poison is that it generally requires the victim to
ingest the uncooked toadstool directly (it doesnt take more than two, a bite is
usually sufficient).
- After ingestion the victim will have no symptoms until Constitution/2 hours later when
acute abdominal pain, vomiting and bloody diarrhea begin. This will persist for
24/Constitution hours and subside. Constitution/4 days later the continuing damage becomes
evident in Liver and Kidney failure resulting in death. There is no Constitution save for
this poison, however a combination of the Mend Blood and Mend Organ spells will cure both
the poisoning and the damage at any time prior to death.
Rincin (Castor Bean)
- The beans of the Castor oil plant contain small quantities of this toxin. The processing
required to extract the toxin is however quite exacting, and not generally within the
abilities of the medieval apothecary. If pure essence is extracted there is no
Constitution save for this poison - fortunately this essence is very rare indeed.
- This poison may be administered directly into the bloodstream by coating a weapon or
dart with the extract or it may be ingested. Once administered make (D4)Constitution test,
failure indicates the onset of primary symptoms of abdominal pain, vomiting and bloody
diarrhea will begin in 60+(1d3*20) minutes and continue for Constitution/4 days resulting
in kidney failure and death. A combination of the Mend Blood and Mend Organ spells will
cure both the poisoning and the damage at any time prior to death.
Wolfsbane
- This poison has seasonal availability, winter and mid-summer, as the toxins are
concentrated in the unripe seed pods (mid summer) and the roots (winter) and otherwise not
available in sufficient concentration for economical distillation.
- After ingestion symptoms of burning sensations, feelings of coldness and sweating
develop in Constitution*3 minutes. Make a (D3)Constitution test at this time, success
indicates a mild poisoning, 20/Constitution minutes of vomiting will purge the system with
no further damage. Failure indicates the onset of general numbness, vomiting and diarrhea
with severe abdominal pain and death from cardiac arrest in Constitution*3 minutes.
Hemlock
- This poisonous plant has an extremely wide variety of species, of various toxicity. Most
are not particularly effective in the small doses required for efficient use as a poison.
This entry refers specifically to the Hemlock Water Dropwort and/or Cowbane. The toxins
are primarily found in the tubers or roots and can be dried or cooked without
significantly reducing toxicity.
- Initial symptoms occurring after ingestion occur within 1d2*Constitution*6 minutes and
include nausea, salivation, vomiting, diarrhea, sweating, weakness of legs, dilation of
pupils. . Make a (D3)Constitution test at this time, success indicates a mild poisoning
leaving the victim exhausted - requiring a full 120/Constitution hours bed-rest for full
fatigue recovery with no further damage. Failure indicates the onset of general muscular
contractions and convulsions, difficulties in breathing and eventually unconsciousness and
death in Constitution*5 minutes.
These rules are new, experimental, and subject to considerable modification. I'm
indebted to the alt.suicide FAQ for much of the detailed information on these organic
poisons, unfortunately I don't completely trust either the FAQ or my interpretations. Any
constructive comments, particularly from learned reviewers, would be muchly appreciated.
Just drop me an e-mail bholty@slonet.org. I am also
looking for similar information for the mineral poisons, Arsenic and Quick Silver
(Mercury) or others appropriate to the 15th century apothecary. The materials data sheets
from OSHA are full of great information on how to prevent exposure, but not much on the
details of (successful) poisonings with these substances. I can't imagine why not [evil
grin].
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