
These poison rules are made to make poison much more realistically
deadly. Really deadly!!! They are geared to a less heroic, grim and
gritty type game. So try to gauge whether they are right for your gaming
group.
The poisons are listed by delivery method (swallowed, injected/blade venom,
contact). They are also divided into groups of Common, Less Common,
Somewhat Rare, Rare, Very Rare and Exotic. These categories refer to the
difficulty in brewing the poison; shown below. Some delivery methods do
not have Common types.
Common poisons require only a Rank of 1+ to make.
Less Common require a Rank of 9+ to make.
Somewhat Rare requires 12+ Ranks to create.
Rare requires 15+ Ranks to make.
Very Rare needs a Rank of 18+ to brew.
Exotic poisons require 20+ Ranks to create.
Availability refers to the chance that a given poison will be available from a particular individual, who must still have been able to make the poison in question in the first place.
Prices are given in silver pieces ("s") because Domibia uses silver as the primary currency. I don't feel like going in and changing every damned "s" to a "g", so just treat them as gold pieces...
***DISCLAIMER*** I swiped this stuff from an old copy of Different Worlds magazine a long time ago and converted it to GURPS, what I have posted below is my d20 version of the GURPS conversion of the original article, which I no longer have available in order to give proper credit. If you know who the author is, please let me know, so that I know who I am ripping off...
Update 2008: I found out! I got it from "Poison: The Cup of
Death", by Larry DiTillio, Issue #31, pg 8-15
Thanks to Steve Brooks who told me back in 2006 but I didn't
have my admin account set to forward mail. Ooops!
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Name: Metal Salt |
Form: Grey powder. No color when mixed. Tastes slightly bitter and metallic. |
Availability: 50% |
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Begins Effect: 1d8 minutes |
Rank Needed to Make: 1+ |
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Runs Course: 2d20 minutes |
Symptoms: Increasing shortness of breath, dry and bitter taste in throat, slight reddening of the eyes. |
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Damage: 5d4 flat |
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Dose: 1/2 gram |
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Price: 30s |
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Base: Mineral |
Saving Roll: DC 8. A successful save will reduce damage by 1/2. |
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Odor: None |
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Name: Blood Vinegar |
Form: Light red liquid or tablet. Tastes vinegary. Adds a slight reddish tint when mixed. |
Availability: 75% |
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Begins Effect: 1d10 minutes |
Rank Needed to Make: 1+ |
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Runs Course: 3d10 minutes |
Symptoms: Swelling of fingers, ache in temples, nausea. May cause reduced manual dexterity, -2 to use hands. |
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Damage: 3d6 flat |
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Dose: 1 gram |
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Price: 45s |
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Base: Plant |
Saving Roll: DC 9. A successful save will reduce damage by 1/2. |
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Odor: Slightly vinegary |
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Name: Lung-Burn |
Form: Syrupy dark liquid. No color when mixed. Tasteless. |
Availability: 50% |
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Begins Effect: 1d6 minutes |
Rank Needed to Make: 1+ |
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Runs Course: 1d8 minutes |
Symptoms: Shortness of breath, burning sensation in chest and lungs, tingling of extremities. |
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Damage: 1d3 per minute |
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Dose: 1/2 gram |
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Price: 225s |
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Base: Plant |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: None |
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Name: Fever Honey |
Form: Green gel. No color when mixed. Tastes slightly sweet. |
Availability: 75% |
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Begins Effect: 2d6 minutes |
Rank Needed to Make: 1+ |
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Runs Course: 4d6 hours |
Symptoms: Feverish feeling, hazing of vision. |
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Damage: 4d6 flat |
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Dose: 2 grams |
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Price: 75s |
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Base: Animal |
Saving Roll: DC 11. A successful save will reduce damage by 1/2. |
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Odor: Flowery-sweet |
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Name: Spider Berry |
Form: Wine-colored liquid. No color when mixed. Tastes somewhat like blueberries. |
Availability: 10% |
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Begins Effect: 1d20 seconds |
Rank Needed to Make: 1+ |
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Runs Course: 3d10 minutes |
Symptoms: Partial paralysis of all limbs, numbing of lips and tongue, slight swelling of throat glands. |
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Damage: (1d3 / 2) per minute |
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Dose: 1 gram |
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Price: 300s |
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Base: Plant |
Saving Roll: DC 12. A successful save will reduce damage by 1/2. |
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Odor: None |
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Name: Hack Lemon |
Form: Off-white powder with black specks. Tastes like lemon. No color when mixed. |
Availability: 75% |
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Begins Effect: 1d4 minutes |
Rank Needed to Make: 1+ |
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Runs Course: 1d20 minutes |
Symptoms: Violent coughing, shortness of breath. |
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Damage: 5d2 flat |
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Dose: 1 gram |
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Price: 30s |
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Base: Mineral |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Lemony |
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Name: Silent Death |
Form: Clear liquid. Tastes slightly salty, darkens color of whatever it is mixed with. |
Availability: 50% |
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Begins Effect: 1d10 minutes |
Rank Needed to Make: 9+ |
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Runs Course: 5d10 minutes |
Symptoms: Hot and cold flashes. Paralysis of vocal cords within first five minutes of effect. |
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Damage: 1d3 per minute |
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Dose: 1/2 gram |
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Price: 150s |
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Base: Plant |
Saving Roll: DC 13. A successful save will reduce damage by 1/2. |
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Odor: None |
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Name: Boreweed |
Form: Crushed brownish leaf. Tastes "planty" like lettuce. Leaf does not dissolve in liquid. |
Availability: 50% |
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Begins Effect: 3d6 minutes |
Rank Needed to Make: 9+ |
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Runs Course: 1d4 hours |
Symptoms: Violent headaches, pain makes concentration almost impossible. Can cause brain damage, lose 1 Int or Wis for every 12 points of damage taken (roll randomly) |
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Damage: 5d6 flat |
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Dose: 1 gram |
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Price: 300s |
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Base: Plant |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Herbal scent |
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Name: Iron Ale |
Form: Light, amber liquid. Tastes like ale with a slight metallic aftertaste. Will color lighter substances. |
Availability: 75% |
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Begins Effect: 5d6 minutes |
Rank Needed to Make: 9+ |
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Runs Course: 3d8 minutes |
Symptoms: Nausea, stomach pain, vomiting. |
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Damage: 1d6 per minute |
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Dose: 2 gram |
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Price: 375s |
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Base: Mineral |
Saving Roll: DC 12. A successful save will reduce damage by 1/2. |
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Odor: Dried beer |
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Name: Silverfish |
Form: Silvery oil. Fishy taste. No color when mixed. |
Availability: 10% |
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Begins Effect: 1d8 minutes |
Rank Needed to Make: 9+ |
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Runs Course: 5d6 minutes |
Symptoms: Shortness of breath, loss of equilibrium, pain in lower back. |
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Damage: 1d2 per minute |
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Dose: 1/2 gram |
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Price: 225s |
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Base: Animal |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Slightly fishy |
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Name: Gutfire |
Form: Small yellowish tablet. Dissolves almost instantly in liquid. Colorless and odorless. |
Availability: 50% |
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Begins Effect: 1d6 hours |
Rank Needed to Make: 9+ |
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Runs Course: 2d6 hours |
Symptoms: Seems like ptomaine: nausea, stomach pains, sweating. |
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Damage: 1d10 per hour |
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Dose: 1/2 gram |
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Price: 525s |
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Base: Plant |
Saving Roll: DC 13. A successful save will reduce damage by 1/2. |
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Odor: None |
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Name: Green Lotus |
Form: Greenish powder. Gives a slightly melony taste and greenish tinge to whatever it is mixed with. |
Availability: 10% |
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Begins Effect: 1d4 minutes |
Rank Needed to Make: 9+ |
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Runs Course: 2d8 minutes |
Symptoms: Twitching of limbs, blurring of vision, slurring of speech. |
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Damage: 4d6 flat |
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Dose: 1 gram |
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Price: 750s |
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Base: Plant |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Honeydew melon |
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Name: Skintwister |
Form: Blue powder. Dissolves instantly in liquid, slight blue color, no taste. |
Availability: 10% |
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Begins Effect: 1d10 minutes |
Rank Needed to Make: 12+ |
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Runs Course: 1d20 minutes |
Symptoms: Victim is thrown into violent convulsions and suffers great pain. Walking is impossible. |
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Damage: 2 1/2 pts per minute |
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Dose: 1/4 gram |
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Price: 1200s |
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Base: Animal |
Saving Roll: DC 15. If save is made the victim will still take 1/2 damage, but will be able to walk and keep the convulsions down to frequent shakes. |
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Odor: None |
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Name: Jasmine Seed |
Form: Clear liquid. Tasteless and colorless. |
Availability: 50% |
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Begins Effect: 1d6 minutes |
Rank Needed to Make: 12+ |
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Runs Course: 1d4 hours |
Symptoms: Burning sensation in chest and lungs, shortness of breath. |
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Damage: 5d8 flat |
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Dose: 1 gram |
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Price: 900s |
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Base: Plant |
Saving Roll: DC 13. A successful save will reduce damage by 1/2. |
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Odor: Jasmine scent |
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Name: Amber Lotus |
Form: Dried, reddish-brown leaves. Slight brown color to whatever it is added to. Can be spotted. Tastes sweet. |
Availability: 10% |
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Begins Effect: 1d12 minutes |
Rank Needed to Make: 12+ |
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Runs Course: 1d6 hours |
Symptoms: Shortness of breath, loss of sensation in fingers, pain in joints. |
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Damage: 5d3 per hour |
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Dose: 2 gram |
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Price: 1500s |
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Base: Plant |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Cinnamon smell |
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Name: Snake Marrow |
Form: Silvery-white powder, dissolves instantly in liquid. No color or taste. |
Availability: 75% |
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Begins Effect: 1d4 minutes |
Rank Needed to Make: 12+ |
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Runs Course: 3d20 minutes |
Symptoms: Chills, fever, shaking, blurring of vision. |
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Damage: 5d6 flat |
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Dose: 1/2 gram |
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Price: 825s |
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Base: Animal |
Saving Roll: DC 12. Poison does no damage if save is made, but will still cause symptoms. |
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Odor: None |
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Name: Hell Wax |
Form: Black gel, dissolves slowly in liquid, darkening the color of whatever it is mixed with. Tastes rubbery. |
Availability: 50% |
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Begins Effect: 1d4 hours |
Rank Needed to Make: 12+ |
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Runs Course: 1d20 hours |
Symptoms: Like having a cold; stuffed head, aching muscles, congested throat and chest. |
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Damage: 5 pts per hour |
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Dose: 1 gram |
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Price: 2250s |
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Base: Mineral |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Waxy odor |
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Name: Dead Tongue Nut |
Form: White tablet with purple specks. Dissolves instantly in liquid. Slightly nutty taste with no color. |
Availability: 50% |
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Begins Effect: 2d20 minutes |
Rank Needed to Make: 12+ |
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Runs Course: 4d20 minutes |
Symptoms: Loss of sense of taste and smell, pain in ears like a bad earache. |
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Damage: 5d5 flat |
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Dose: 1/2 gram |
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Price: 1125s |
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Base: Plant |
Saving Roll: DC 14. A successful save will reduce damage by 1/2. |
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Odor: Smells like roast nuts |
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Name: Red Lady |
Form: Reddish powder. Dissolves instantly, gives a pale red tint to what it is mixed with. Tastes rather salty. |
Availability: 10% |
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Begins Effect: 6d20 seconds |
Rank Needed to Make: 15+ |
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Runs Course: 3d10 minutes |
Symptoms: Gradual paralysis, chills, blurring of vision in final stages. |
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Damage: 7 pts per minute |
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Dose: 1/4 gram |
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Price: 3750s |
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Base: Plant |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Slight strawberry scent |
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Name: Fat Hand |
Form: Either light green liquid or a speckled green powder. Tastes chalky and tints lighter liquid green. |
Availability: 50% |
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Begins Effect: 1d6 minutes |
Rank Needed to Make: 15+ |
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Runs Course: 3d10 minutes |
Symptoms: Tightening of chest, pain in hands and feet, slight swelling of extremities. |
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Damage: 5d6 flat |
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Dose: 1 gram |
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Price: 4500s |
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Base: Mineral |
Saving Roll: DC 15. A successful save will reduce damage by 1/2. |
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Odor: None |
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Name: Headsplitter |
Form: Grey tablet. Dissolves slowly in liquid (1d6+6 minutes) but has no color. Slight sour taste. |
Availability: 10% |
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Begins Effect: 1d8 hours |
Rank Needed to Make: 15+ |
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Runs Course: 2d20 hours |
Symptoms: Gradual pain in head, building as more damage is taken. Very violent head pain just before death. |
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Damage: 2d6 per hour |
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Dose: 2 gram |
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Price: 3000s |
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Base: Animal |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Sour grape odor |
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Name: Wolf's Breath |
Form: Brownish powder. Dissolves very fast in liquid, no taste or color |
Availability: 50% |
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Begins Effect: 3d8 seconds |
Rank Needed to Make: 15+ |
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Runs Course: 1d10 minutes |
Symptoms: Speeding of metabolism, heavy sweating, shakes. |
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Damage: 4d8 flat |
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Dose: 1/2 gram |
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Price: 2250s |
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Base: Plant |
Saving Roll: DC 16. A successful save will reduce damage by 1/2. |
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Odor: None |
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Name: Star Seeker |
Form: Light gold liquid, yellow tablet or yellowish powder. Dissolves instantly with no color or taste. |
Availability: 10% |
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Begins Effect: 3d10 minutes |
Rank Needed to Make: 15+ |
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Runs Course: 1d4 hours |
Symptoms: Hot flashes, "sparkly" vision, dryness in mouth and throat. |
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Damage: 2d10 per hour |
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Dose: 1 gram |
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Price: 5250s |
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Base: Mineral |
Saving Roll: None, but a natural 20 will reduce damage by 1/2. |
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Odor: Spicy smell |
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Name: Scarlet Lotus |
Form: Crimson leaf. Does not add color, but does add a spicy pepper-like taste. The leaf does not dissolve. |
Availability: 10% |
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Begins Effect: 1d8 minutes |
Rank Needed to Make: 15+ |
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Runs Course: 3d20 minutes |
Symptoms: Drowsiness that increases with damage. Will fall asleep after taking 1/2 Con in damage. |
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Damage: 5d6 flat |
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Dose: 1 gram |
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Price: 3000s |
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Base: Plant |
Saving Roll: DC 16. A successful save will reduce damage by 1/2. |
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Odor: Tulip smell |
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Name: Cold Summer |
Form: Light orange powder. Adds no color and dissolves rapidly. Tastes somewhat like gin. |
Availability: 10% |
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Begins Effect: 1d8 seconds |
Rank Needed to Make: 18+ |
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Runs Course: 1d10 minutes |
Symptoms: Alternating hot and cold flashes, shortness of breath, vomiting. |
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