Poison Calls

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Poison Calls
Last Updated: 1/15/24

Combat Call

Call: Poison

Call Type: Damage Types

Description: A chemical based or toxic attack that is difficult to heal.

Common Sources: Goblin Iron weapons, Alchemicals

Associated Condition(s): Poisoned

Condition

Condition Name: Poisoned

Effect: You cannot heal body points or remove wounds while you have this condition.

Duration: Event or if attached to another condition that condition's duration

Common Sources: Goblin Iron weapons, Alchemicals

Common Cures: The Purify Spirit spell, Theriac, Catholicons

Magic Item Crafting Option

Option Name: Goblin Iron Weapon

Ornamenting Craftable: No

Weaponsmithing Craftable: Yes

Craft Point Cost: 8

Description: This weapon is crafted out of Goblin Iron. Attacks with it call for 'Poison!'. Goblin Iron weapons cannot also be made of Silver.

Magic Item Crafting Option

Option Name: Improved Goblin Iron Weapon

Ornamenting Craftable: No

Weaponsmithing Craftable: Epic Only

Craft Point Cost: 16

Description: This weapon is crafted out of exceptional Goblin Iron and may not use other special materials. Attacks with this weapon call for 'Poison!'. Blade alchemicals applied to this weapon get an additional use.

The 'Poison!' call is used to represent chemical or toxic attacks that are difficult to heal.

Description

'Poison!' can be used to represent quite a few things. At the most basic 'Poison!' it represents the attacks of venomous creatures and things so toxic they pollute the victim. Alchemy is also often represented by 'Poison!'. Adventurers typically seek out 'Poison!' attacks to deal with creatures such as the Fae. Goblin Iron weapons are made by a refining process invented by the snow goblins of Gersh. These blades are exceptionally toxic, poisoning anyone they injure. They are popular with anyone who wishes to take full advantage of blade alchemicals.

The 'Poison!' call can also be combined with other offensive effect calls to represent different situations. The 'Pin!' call is normally a Compulsion spell, however an item such the alchemical Tanglefoot Bag (which calls for 'Poison Pin!') changes the 'Pin!' call. The call in this case represents a chemical concoction that is so sticky it restrains someone in place. In this situation the call is not a Compulsion spell. It follows all the rules for 'Poison!' instead: it can be blocked by a shield, defenses against 'Poison!' stop it, defenses against Compulsion spells do not, the Pinned condition is removed when the Poisoned condition is removed (and items that would normally remove the Pinned condition do not remove anything).

Calls

The 'Poison!' call sometimes inflicts damage, also it always inflicts the Poisoned condition. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Poison!' damage, otherwise it will only inflict the Poisoned condition and no damage.

Tag bags or arrows that call for 'Poison!' count as weapons and may always be blocked with an unbroken shield.

When the 'Poison' call is used to modify an offensive effect call the whole attack follows the rules for 'Poison!'. It is never considered a spell (if it was) and the attack may be blocked by a shield. Conditions applied by the attack are only removed when the Poisoned condition is removed. Any defense which prevents 'Poison!' prevents the entire call.

The Poisoned Condition

A character who has the Poisoned condition cannot heal lost body points. They also may not remove Wound conditions, the Bleeding Out condition, or the Dead condition by any means. This lasts until the Poisoned condition has been removed.

If the call that applied the Poisoned condition applied other conditions, those other conditions can only be removed by removing the Poisoned condition. This will automatically remove the attached conditions at the same time. When the Poisoned condition is attached to another condition like this, the duration of the effect is determined by the attached condition. Both conditions wear off at the same time.

This condition can be removed by spells like Purify Spirit, or alchemicals like Theriac and Catholicon.

Goblin Iron Weapons

Weapons crafted out of Goblin iron call for 'Poison!'. Goblin iron items must be covered with green paint. Many blade alchemicals get bonuses when applied to a pure Goblin Iron weapons. Pure Goblin Iron weapons are those that aren't made with any other material type. Each blade alchemical lists what material types get bonuses in their description. Goblin Iron can never be included in the crafting of a Silver weapon.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Goblin Iron Weapon

No Yes 8 This weapon is crafted out of Goblin Iron. Attacks with it call for 'Poison!'. Goblin Iron weapons cannot also be made of Silver.

Improved Goblin Iron Weapons

The great artisan crafters of Gersh have created a perfect form of Goblin Iron. A weapon crafted out of this improved Goblin Iron cannot have any other material types used in it's construction. An improved Goblin Iron weapon counts as pure Goblin Iron for the purposes of blade alchemicals that get bonuses on a pure Goblin Iron weapon.

When a blade alchemical is applied to an improved Goblin Iron weapon it gets one additional use of it's effect. The weapon counts as Goblin Iron for determining which blade alchemicals can be used on it, and how many uses you start with before the improved Goblin Iron bonus is applied. This bonus doesn't stack with any further bonus uses.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Improved Goblin Iron Weapon

No Epic Only 16 This weapon is crafted out of exceptional Goblin Iron and may not use other special materials. Attacks with this weapon call for 'Poison!'. Blade alchemicals applied to this weapon get an additional use.

References

Blade Alchemicals

A blade alchemical is a consumable item that is applied to a weapon in order to make it more deadly. All blade alchemicals replace a weapon's normal damage call with something else. In order to apply a blade alchemical you must possess the Herbalism skill and role-play the action of applying the compound to your weapon, then tie a flag to it.

Once applied a blade alchemical typically lasts for 10 minutes and/or replaces the next successful hit the weapon makes (whichever comes first). Some blade alchemicals require different special materials, or have bonuses based on what materials a weapon is made out of. Each blade alchemical lists any special interactions it has with a particular material type.

Some blade alchemicals reference a "pure" weapon. These are weapons made from only the material type listed. A weapon that has the mundane weapon craft feature (which allows it to strike for a material type or no material type) does not count as a pure weapon.

Elven Steel weapons may never have blade alchemicals applied to them. If a blade alchemical is applied to an Elven Steel weapon it is rendered inert immediately.

The Purify Spirit Spell Effect

Removes the poisoned and weakened conditions from a subject. Also removes any effect attached to the poison call such as 'Poison Pin'. Can remove other effects at a game master's discretion.

Categories: Gameplay Rules | Damage Types | Calls | Poison Calls | Conditions | Weaponsmithing


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