POISON


Poison can show up on weapons;

on darts, needles, or spikes in traps; in

food or drink offered by a treacherous

foe; and anywhere else you did not

expect it. Human foes are not the only

ones who can poison you. Snakes,

insects, and certain other creatures

have natural poison (usually blood

agents) – and eating the wrong plant

or animal may treat you to a dose of

digestive poison.

DESCRIBING

POISONS

A poison’s description includes its


name, means of delivery, delay, resist-

ance roll, effects (injury and symp-

toms), and cost per dose – and possi-

bly notes on what constitutes a


“dose,” how to use or conceal the poi-

son, and how to treat it (including any


antidotes).

A poison can have multiple sets of

effects. For example, tear gas is both a

respiratory agent (with one set of

effects) and a vision-based agent (with

other effects).

Delivery


A given poison might reach its vic-

tim in any of several ways:


Blood Agent: The poison must

reach a mucous membrane (eyes,

open mouth, nose, etc.) or an open

wound. If it is sprayed or spat, it must

actually strike one of these vulnerable

areas (so a spitting cobra must target

the face). If it is delivered as a gas or

wide-area spray, only those with the

Sealed advantage (p. 82) – or with one

of Doesn’t Breathe (p. 49) or Filter

Lungs (p. 55) and one of Nictitating

Membrane (p. 71) or Protected Vision


(p. 78) – are immune. These advan-

tages might be natural or provided by


equipment.

Contact Agent: The poison must be

inhaled or touch skin to take effect. If

it is use to poison a melee weapon, the

weapon must hit an unarmored and

unclad hit location for the poison to

affect the target. If it is delivered as a


gas or wide-area spray, it affects every-

one in the area who lacks the Sealed


advantage (whether natural or provid-

ed by a suit, vehicle, etc.).


Digestive Agent: The victim must

swallow the poison. This is typical of

poisonous plants and toxic substances

such as arsenic. If the poison has a

slight but distinctive taste (e.g.,

cyanide), the GM can allow the victim

a Taste roll or Perception-based

Poisons roll – at a basic -2, but +2 per

doubling of dosage – to notice it in


time. Poisons that are easier to detect

give a bonus; those that are harder to

detect, or whose taste is masked by

suitable food or drink, give a penalty.

To force someone to swallow a poison


rather than spit it out, you must grap-

ple him by the head or neck and main-

tain your hold for 10 seconds.


Follow-Up Poison: The poison must

be placed on a piercing or impaling

weapon, or injected using a hollow

projectile, hypodermic needle, etc. If

the weapon penetrates DR and does

any damage, it delivers the poison.

Most “follow-up” poisons are simply

blood or contact agents injected into

the body.

Respiratory Agent: The poison is a

gas that only affects those who inhale

it into their lungs. Delivery is usually

via an area or cone attack (e.g., gas

grenade, spray gun, or dragon’s

breath), but an entire atmosphere

could be poisonous! Only Doesn’t


Breathe and Filter Lungs protect com-

pletely against respiratory agents – but


a victim who makes a Sense roll to

notice the poison in time may hold his

breath (see Holding Your Breath,


p. 351). Unconscious or stunned vic-

tims inhale automatically. An impro-

vised mask, such as a wet towel over


the face, gives +1 to HT to resist.


Sense-Based Agent: The poison

affects the victim through a specific

sense. It has no effect on those who

lack that sense or have appropriate


protection. A smell-based agent is usu-

ally a foul stench that induces nausea;


suitable protection is nose plugs, a res-

pirator, or the Protected Sense (Smell)


advantage. A vision-based agent is

generally a cloud of gas that irritates

the eyes; appropriate protection is a

gas mask, goggles, or the Protected


Sense (Vision) advantage. See Sense-

Based (p. 109).


Delay


Most poisons require a few sec-

onds to several hours to take effect.


This is nearly always true for digestive

agents.

Delays given are for victims with


Size Modifier 0. The victim’s size mod-

ifies delay: each +1 to SM doubles the


delay; each -1 to SM halves the delay.

For example, if the delay is 1 hour,

someone with SM -2 is affected in only

15 minutes.


Resistance Roll

Some poisons give the victim a HT

roll to resist. Make this roll after the

delay, if any, has passed. There is often

a modifier: a mild poison might call

for a HT+2 roll, while one that is

almost impossible to resist might


require a HT-8 roll! HT to HT-4 is typ-

ical. DR never affects this roll.


If you’re in a poisonous environ-

ment (like a gas cloud or toxic atmos-

phere) and make your initial HT roll,


you must roll again once per second


until the poison affects you or you

leave the area. If the poison has a

delay, roll after each delay period

instead.


Some poisons are specific to cer-

tain species and do not affect others.


Others are easier or harder for partic-

ular species to resist. These effects are


up to the GM.

Effects of Poison

The most common effect of poison


is toxic or fatigue damage. Mild poi-

sons might only inflict 1 HP or FP;


more severe poisons might inflict 1d


or more. DR has no effect on this dam-

age. These HP and FP losses heal nor-

mally, but if the poison is cyclic (see


below), no healing is possible until

after the final cycle!

Damaging poisons sometimes

affect their victims gradually, causing

damage each time a specified interval

of time passes. The description of

such a poison specifies the length of

this interval and the total number of

cycles. The interval may vary from

one second (for a fast-acting agent)


to one day (for a slow poison). The

total number of cycles may be two to

several dozen.

If a resistible poison is cyclic, the

victim gets a new HT roll to resist

every cycle. On a success, he shakes


off the poison; on a failure, an addi-

tional cycle of damage occurs. Note


that even a poison that inflicts 1 HP of

injury per day can be lethal if it’s hard

to resist and lasts for two dozen cycles!


A poison always has some symp-

toms. The basic damage includes


symptoms such as swelling, headache,

and fever. Poisons that inflict toxic


damage may have more severe symp-

toms that occur automatically after


the poison causes enough injury (usu-

ally 1/3, 1/2, or 2/3 of the victim’s HP).


For example, a poison might result in

blindness once the victim loses 1/2 his


HP. Symptoms vanish when the vic-

tim’s HP rise above this threshold.


Some poisons cause effects other

than injury or fatigue, including


attribute penalties, irritating or inca-

pacitating conditions (see Afflictions,


p. 428), temporary disadvantages, or


even the removal of existing advan-

tages (e.g., an alchemical poison that


negates Magery). The victim usually

gets a resistance roll against these

effects, and the effects always have a


specific duration. The default dura-

tion is a number of minutes equal to


the margin of failure on the resistance

roll. In a poisonous environment, a

failed resistance roll means the effects


last for as long as you’re in the envi-

ronment plus the duration.


Cost Per Dose


It is up to the GM whether a par-

ticular poison is for sale – it might be


impossible to extract in a useful

form, or the authorities might want

to keep it off the market. If a poison

is available, its cost often reflects how


difficult it is to obtain, not its effec-

tiveness. In most game worlds, peo-

ple who sell poisons are criminals. All


of these factors make cost per dose

highly variable. See Poison Examples

(p. 439) for suggestions . . . but the

GM is free to use whatever prices he

feels are reasonable.

Dosage

The statistics given in a poison’s

description always assume one “dose”:

enough poison to produce the

described effects in one victim. Some

additional notes:


Contact Agents: One dose of a con-

tact agent coats or affects a single hit


location.

Gases and Sprays: One dose of a


respiratory agent, or a blood or con-

tact agent in gas or spray form, affects


one hit location on one victim. For a

respiratory agent, this must be the

face. Ten doses are enough to affect

everyone in a room (say, a 2-yard

radius).

Poisoned Weapons: One dose of a

follow-up poison envenoms the tip of

a piercing or impaling weapon, or fills

a hypo. Poisoning the edge of a

weapon, so that a cutting attack can

deliver it, requires three doses per

yard of reach. Most poisons on blades

only last for one successful strike or

three blocked or parried ones. Misses

and dodged attacks do not rub off the

poison.

Varying the Dosage: It is possible to

vary the dosage of a digestive agent or


a follow-up poison delivered by hypo-

dermic. Each doubling of dosage (and


cost!) halves the delay and interval,

doubles damage, gives -2 to HT rolls to

resist, and gives +2 to all rolls to detect

the poison (including the victim’s

Sense rolls, and any Diagnosis or

Forensics roll made to investigate the

victim’s symptoms or death). Using

less than one full dose may reverse

these modifiers or simply make the

poison ineffective, at the GM’s option.

Treatment

If the poison has a delay, there may

be time to treat the victim before he

suffers any ill effects. Since he will not

yet be showing symptoms, he must be

aware of his predicament in order to

seek help!


A poisonous animal bite is usually

obvious – but the GM may require a


Naturalist roll to realize that an ani-

mal is venomous. Sucking the poison


from the wound takes a minute,

requires a First Aid or Physician roll at

-2, and gives +2 on HT rolls to resist.

If the victim suspects a digestive


agent, he or a friend can induce vom-

iting to expel the poison. This takes 10


seconds, calls for a First Aid or

Physician roll, and gives +2 to resist

the poison. But for some poisons,

vomiting is a bad idea – it can increase

injury!

It might also be possible to take an

antidote. Antidotes exist for only a few

poisons. Where they do exist, they are


usually specific to the poison. The cor-

rect antidote gives the victim a bonus


to HT rolls to resist the poison, or even

completely halts the poison.

Medical procedures – chelation,


gastric lavage, intravenous fluids, oxy-

genation, etc. – can also give a HT


bonus, but only if the treatment suits

the poison. Such measures require a

Physician roll. The HT bonus never

exceeds TL/2 (round up, minimum

+1).

To learn whether it is safe to induce


vomiting, or which antidotes or proce-

dures to use, you must identify the


poison. This is tricky before symp-

toms appear! The GM may require


rolls against Poisons (to identify a

residue on a dart, in a glass, etc.),

Naturalist (to identify a venomous

animal), or even Intimidation (to force

the poisoner to reveal what he used).

Once the victim takes damage,

symptoms appear. At this point, a

Diagnosis or Poisons roll can identify

the poison. If the poison is cyclic, the


correct antidote or medical proce-

dures can help prevent further dam-

age, providing their bonus to future


HT rolls.


Special Delivery

Two qualifiers can apply to several of the standard means of delivery:

Cumulative: A poison may be mild in low concentrations but become

harmful with continued exposure. The GM must decide how much

exposure constitutes a “dose.” This might be time-based (e.g., a toxic

atmosphere that requires an hour of exposure) or based on the victim’s

bulk or body mass (ST/10 ounces of liquid, HP/5 pills, etc.). See Drinking

and Intoxication (p. 439) for a detailed example.

Persistent Gas: A respiratory agent or area-effect blood or contact

agent typically persists for 10 seconds or more, depending on wind.

Some contact agents leave a poisonous residue on exposed surfaces until

they’re washed away.


Poison Examples


Arsenic (TL1): A digestive agent with a one-hour

delay and a HT-2 roll to resist. Inflicts 1d toxic damage,

repeating at hourly intervals for eight cycles. $1/dose.

LC1.


Cobra Venom (TL0): A follow-up poison with a one-

minute delay and a HT-3 roll to resist. Inflicts 2d toxic


damage, repeating at hourly intervals for six cycles. A

victim who loses 1/3, 1/2, or 2/3 HP has -2, -4, or -6 DX,

respectively. $10/dose. LC1.

Cyanide (TL4): This fast-acting poison is deadly in

any form. As a follow-up poison or respiratory agent, it

has no delay. As a contact or digestive agent, it has a 15-

minute delay. In all cases, there is no HT roll to resist!

Inflicts 4d toxic damage. $2/dose. LC1.

Mustard Gas (TL6): An area-effect respiratory and

contact agent. As a contact agent, it has no delay and a

HT-4 roll to resist, and inflicts 1 point of toxic damage,


repeating at 8-hour intervals for 24 cycles. As a respira-

tory agent, it has a two-hour delay and a HT-1 roll to


resist, and inflicts 1d toxic damage, repeating at one-

hour intervals for six cycles. $10/dose. LC0.


Nerve Gas (TL6): An area-effect contact agent with


no delay and a HT-6 roll to resist. Inflicts 2d toxic dam-

age, repeating at one-minute intervals for six cycles. A


nerve gas usually causes agony, paralysis, retching, or

seizure as well; see Afflictions (p. 428) $20/dose. LC0.

Smoke: Ordinary smoke is an area-effect respiratory

agent with a 10-second delay and a HT roll to resist.

Causes coughing (see Afflictions, p. 428) for the time

spent in the smoke plus one minute times the margin

of failure. Dense smoke can cause actual damage. LC4.

Tear Gas (TL6): An area-effect respiratory and

vision-based agent. As a respiratory agent, it has no

delay and a HT-2 roll to resist, and causes coughing (see

Afflictions, p. 428). As a vision-based agent, it has no

delay and a HT-2 roll to resist, and causes blindness.

Both effects endure for the time spent in the gas plus

one minute times the margin of failure. Tear gas is

opaque: Vision rolls are at -1 to -3 per affected yard.

$10/dose. LC2.

Individuals unprepared for mustard, nerve, or tear

gas may have to make Fright Checks!


DRINKING AND

INTOXICATION

If you drink too much alcohol in a

short period of time, you may become

intoxicated. Keep track of how many

“drinks” you consume each hour. For

simplicity, one drink is a full mug or

can of beer (12 oz.), a full glass of wine

(4-5 oz.), or a shot of spirits (1.5 oz.).

At the end of any hour during

which you consume more than ST/4

drinks, roll against the higher of HT or

Carousing. If you continue to drink,

continue to roll once per hour.

Modifiers: -1 per drink over ST/4

that hour; -2 on an empty stomach, or

+1 if you have recently eaten; +2 for

the Alcohol Tolerance perk (p. 100), or

-2 for the Alcohol Intolerance quirk

(p. 165).

Each failure shifts you one level


from sober to tipsy to drunk to uncon-

scious (drunken stupor) to coma; see


Afflictions (p. 428) for details. A criti-

cal failure drops you two levels: sober


to drunk, tipsy to unconscious, or

drunk to coma. If penalties reduce

your roll to 2 or less, critical failure

means you drop three levels!

Remember that any roll 10 or more

above effective skill is a critical failure;

e.g., a roll of 11+ against a modified

HT of 1.

Pink Elephants: If you are drunk,

make one additional HT+4 roll. On a

failure, you are also hallucinating (see

Incapacitating Conditions, p. 428).

The Heaves: If you are drunk and

keep drinking, your body will try to

purge itself of the alcohol (which is a

toxin, after all!). When a failed HT roll


indicates that you would fall uncon-

scious or into a coma, make a second,


unmodified HT roll. On a success, you


vomit up the alcohol instead of pass-

ing out; treat this as retching (p. 429).


On a critical failure, however, you pass


out and then retch; treat this as chok-

ing (p. 428).


Sobering Up: To sober up, you must

first stop drinking. After half as many

hours as the total number of drinks

you consumed, roll vs. HT. Various


remedies may give a bonus. On a suc-

cess, you move one step toward sober.


Continue to roll each time this many

hours pass until you are sober.

Exception: To recover from a coma,

you need medical help!

Hangovers: If you are tipsy or

worse, you must roll vs. HT when you

stop drinking, at -2 if you’re drunk or

-4 if you’re unconscious. On a failure,

you will suffer a hangover. This kicks


in 1d hours after the end of the drink-

ing session – or on awakening, if you


pass out or fall asleep before this time

– and lasts hours equal to your margin

of failure. During this time, you will

suffer from moderate pain (see

Irritating Conditions, p. 428) and

acquire Low Pain Threshold (or lose

High Pain Threshold, if you have it).

The GM may decide that preventative


treatment (including drinking plenty

of water and possibly taking a mild

analgesic) gives you a bonus to this

roll.

ADDICTIVE

DRUGS

The habitual use of a mind-altering

substance can lead to dependency.


Abusers have the Addiction disadvan-

tage (p. 122), and may suffer with-

drawal (see box) if forced to go with-

out the drug.


Below are rules for three common

classes of addictive drugs. Note that

these are also poisons. If someone

takes a large dose, follow all the usual

rules for poison on pp. 437-439, except

where specified otherwise.

Stimulants

Stimulants elevate the user’s mood

and energy level . . . temporarily.

Potent ones – e.g., amphetamine –


restore 1d FP, and give Doesn’t Sleep

and Overconfidence (12). These

effects endure for (12 - HT) hours,

minimum one hour. After that time,


the user loses twice the FP he recov-

ered (e.g., if his FP jumped from 8 to


10, he drops to 6 FP), and gains the

disadvantages Bad Temper (12) and

Chronic Depression (9) for an equal

length of time.

If the user takes multiple doses in

24 hours, he must roll vs. HT after the


second and later doses, at a cumula-

tive -1 per dose after the first. On a


critical failure, he suffers a heart

attack (see Mortal Conditions, p. 429).

Stimulants are cheap and only

slightly addictive. If they are legal,

stimulant addiction is a Minor

Addiction (-1 point); if they are illegal,

it is a -5-point Addiction.

Hallucinogens

Hallucinogens – e.g., LSD and

mescaline – cause disorientation,

hallucinations, and fits of paranoia.

They may induce psychological

dependency, but not physiological

addiction.


Most of these drugs are taken oral-

ly and require about 20 minutes to


work. Make a HT-2 roll to resist. On a

failure, the user starts hallucinating

(see Incapacitating Conditions, p. 428).


This lasts for hours equal to the mar-

gin of failure. After that time, the user


may roll vs. HT-2 once per hour to

shake off the drug’s influence.

Addiction is typically worth -10

points if the drugs are legal, -15 points

otherwise.


Depressants

Depressants induce drowsiness,


lassitude, and (in large doses) insensi-

bility. All offer a HT roll to resist. As


with any poison, a large dose gives a

penalty – see Dosage (p. 438). Massive

doses may lead to overdose (see box).

Commonly abused depressants

include:

Sedatives: These include sleep aids,


anti-anxiety drugs, and many psychi-

atric drugs. A typical sedative is taken


orally and requires 20 minutes to take

effect. Make a HT-2 roll to resist. On a

failure, the user becomes drowsy (see

Irritating Conditions, p. 428) for hours

equal to the margin of failure.

Habitual users need larger and larger

doses to produce the same effect,


increasing the risk of overdose.


Sedatives are cheap and highly addic-

tive. If the user acquires them legally,


he has a -5-point Addiction; otherwise,

he has a -10-point Addiction.

Painkillers: Potent painkillers, such

as morphine, are used to treat chronic

or surgical pain. Abuse is often the

unintended result of legitimate use.

Taken orally, there is a delay of 20

minutes; injected, there is no delay.

Roll vs. HT-4 to resist. On a failure, the

user acquires the High Pain Threshold


(p. 59) and Unfazeable (p. 95) advan-

tages, and the Laziness disadvantage


(p. 142), and experiences euphoria


(see Irritating Conditions, p. 428). All


effects last for hours equal to the mar-

gin of failure. Painkillers powerful


enough to produce these effects are

expensive and totally addictive.

Addiction is worth -15 points if the

drugs are legal, -20 points otherwise.

Heroin: This opium derivative has

few legitimate uses. It is typically

injected, in which case there is no

delay. Roll vs. HT-4 to resist. Failure

incapacitates the user for hours equal

to the margin of failure – treat this as

ecstasy (see Incapacitating Conditions,

p. 428). In addition to the usual risk of

overdose, there is always the chance

the heroin was “cut” with toxic filler;

effects are up to the GM. Heroin is

very expensive, incapacitating, totally

addictive, and illegal; Addiction to

heroin is a -40-point disadvantage.


Drug Withdrawal


Use these rules when you try to give up an Addiction, either volun-

tarily or because you are broke, imprisoned, or in a place where your


drug just isn’t available.


Withdrawal is a painful process that requires a series of daily with-

drawal rolls. It normally takes 14 successful rolls to shake the habit


(thus, it always takes at least two weeks), but the GM is free to vary this.

Should you manage to withdraw, you must “buy off” your Addiction

disadvantage immediately.


The effects of withdrawal rolls depend on whether the drug is phys-

iologically or psychologically addictive.


Physiological Dependency: Your body has come to rely on the drug!

Make daily withdrawal rolls against HT (maximum 13). Each success


puts you a day closer to shaking off your Addiction. The results of fail-

ure depend on whether the drug is available. If it is, you give in and take


a dose; if you still want to try to withdraw, you must restart the process

from day one. If the drug is not available, you take 1 HP of injury and

may continue the process . . . but that day doesn’t count toward the 14

successful rolls needed to withdraw. You cannot naturally recover HP

lost to withdrawal until you either succeed or abandon the attempt.


Psychological Dependency: You’ve convinced yourself that you can-

not function without the drug. Make withdrawal rolls against Will


(maximum 13). Use the physiological dependency rules, except that if

you fail a roll and the drug is unavailable, you don’t take injury. Instead,


you gain -1 point of drug-related quirks, chosen by the GM. These van-

ish if you give in and take a dose of the drug (but then you must restart


the process). If you don’t give in, these quirks grow into progressively

more severe mental disadvantages. If you make 14 successful Will rolls,

you withdraw – but you must make one final Will roll. On a failure, you

keep any quirks or disadvantages incurred along the way!


Overdose


Anyone who takes two or more doses of depressants risks an “over-

dose.” This definitely includes taking a single dose of two or more


depressants! Any alcohol at all counts as an extra dose. Drug interac-

tions can kill . . .


Overdose occurs on a critical failure on any resistance roll for mul-

tiple doses. As with any poison, each doubling of dosage gives -2 to


resistance rolls – and as for all success rolls, a roll of 10 or more above

effective skill is a critical failure. For instance, heroin offers a HT-4 roll

to resist. If a HT 10 man takes a double dose, his effective HT is 10 - 4

- 2 = 4. He overdoses on a 14 or higher.

Overdose causes unconsciousness for hours equal to the margin of

failure. As well, the drug acts as a poison with a resistance roll equal to

its usual resistance roll (the most difficult roll, for two or more drugs);

e.g., HT-4, for heroin. It inflicts 1 point of toxic damage, repeating at 15-

minute intervals for 24 cycles. If the victim reaches -1¥HP, he slips into

a coma (see Mortal Conditions, p. 429).