Poisons
The noble knights and high lords of the Seven Kingdoms look down on poison with fear and loathing. It is a vile weapon used by the debauched sots of the Free Cities — and is also seen as a weapon of bastards and women. Of course, much of this is posturing. The maesters of the Citadel study the histories and qualities of various poisons in addition to their healing arts, and many nobles have fallen to a poisoned blade or tainted morsel.
Poison may be delivered by dosing food or drink, coating a weapon, or even through the skin.
Poison Characteristics
All poisons share the following characteristics.
Delivery
Poisons need to interact with the body in a particular way to take effect. This entry describes the primary means for introducing a poison to a victim's system. Ingested means the victim must eat or drink the poison, whereas contact means the victim must touch the skin or be injected, such as by a stab wound. Finally, some poisons are inhaled; the poison is blown from a tube or thrown into the air.
Virulence
A poison's Virulence rating describes its "attack dice." Whenever you expose an opponent to poison, you roll a number of dice equal to the Virulence against the victim's passive result, usually Endurance (Endurance rank × 4) but sometimes Will for poisons that affect the mind. If the poison's attack beats the target's passive result, it takes effect.
Frequency
Even if the poison fails to get past the intended target's Endurance (or other ability), it often lingers in the victim's system and may strike again. A poison's Frequency describes the time between attacks. Multiple successful attacks produce cumulative effects.
Toxicity
All poisons have Toxicity, which describes the number of times it can attack before it runs its course.
Diagnosis
A healer can only assist a poisoned character if the poison is successfully identified. This entry describes the Difficulty of the Healing test to properly identify the poison. A healer that diagnoses the poison can substitute the result of a Healing test for the victim's passive Endurance result. The victim may use the higher of the two results.
Effects
Poisons all produce some sort of effect, whether it's one or more penalty dice to a set of abilities, injuries or wounds, or some other effect. Effects from multiple successful attacks are cumulative. A poison's effects last until the victim manages to overcome it or is successfully treated.
Recovery
Recovery describes the type of test and Difficulty a character must make to recover from the poison once its effects take hold. Recovery tests are always Endurance tests.
Poison Entries
Each entry below lists a poison's characteristics — Delivery, Virulence, Frequency, Toxicity, and Diagnosis — followed by its effects and how it is treated. The cost of common poisons is listed in the Equipment chapter.
Wasting Potion (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 4 | 1/round | 2 | Routine (6) |
A simple solution made from common but potent ingredients such as pepper juice and yellow mustard is given to a patient to help him expunge poisons from the body. It may be administered to help purge bad blood. A wasting potion can harm the patient and even cause lasting damage or death if not carefully administered. Wasting potions tend to cause weakness, dizziness, and sometimes lasting nausea, whether or not they relieve the initial symptoms.
A character who imbibes a wasting potion gains a +5 bonus to his passive Endurance result against poisons and disease. However, if the poison successfully attacks the victim, it imposes −1D on Athletics and Endurance tests.
Recovery. The victim recovers from the effects of a wasting potion after 1 day.
Basilisk Venom (Contact)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 5 | 1/round | 2 | Challenging (9) |
The basilisk is a poisonous lizard, whose very blood can drive predators mad, but far more deadly is the venom in its fangs. Basilisk venom acts quickly, inducing muscle seizures and numbing the neck and face, making it difficult to breathe.
On a successful attack, basilisk venom deals 1 wound per degree. At any time a victim gains an injury or wound from the venom, he loses the ability to speak and must succeed on a Formidable (12) Endurance test or take −1D to Endurance.
Recovery. Injuries and wounds heal normally; the penalty die is permanent unless the victim burns a Destiny Point, in which case he recovers after 2d6 days.
Firemilk (Contact)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 3 | 1/round | 2 | Easy (3) |
A pale red ointment that is poured directly onto wounds in order to cleanse them. Firemilk burns and may cause weakness in those treated, but it helps stave off infection. It is a staple of maesters.
Firemilk purifies and improves the victim's chance to recover from injuries and wounds. The poison grants a +1D to Endurance and Healing tests made to recover from injuries and wounds on a success and +1B per additional degree. However, the poison also imposes a −1 penalty to Athletics test results per degree on a successful attack.
Recovery. The penalty to Athletics tests fades 24 hours after the poison is first applied. The extra test die and bonus die (if any) apply to the next Endurance test to remove any injuries or wounds.
Greycap (Ingested or Inhaled)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 5 | 1/6 hours and 1/day | 2 | Challenging (9) |
Greycaps are a poisonous umbrella-shaped fungus, like toadstools. The caps are dried and powdered to create this poison. Although it acts slowly, after several hours, it produces agonizing intestinal pains. The victim may experience diarrhea, vomiting, and dehydration. If untreated, hallucinations and fevered dreams will set in after a day, and the internal organs, such as the liver and kidneys, will become swollen and begin to fail, killing the victim in a matter of days.
Greycap produces two nasty effects. The first attacks the body once every six hours. On a successful test, the poison imposes −1D to Athletics with an additional −1D for every two degrees. The second effect strikes every day, imposing −2D to Cunning and −1D to Endurance per degree. If the penalty dice equal any of the associated abilities, the victim dies.
Recovery. After the poison has run its course, the penalty dice to Cunning fade at a rate of −1 die per day. Penalty dice to Athletics and Endurance are permanent unless the victim burns a Destiny Point, in which case he recovers fully after 1d6 days.
Milk of the Poppy (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 4 or 6 (large dose) | 1/minute | 1 | Easy (3) |
Milk of the poppy is made by scoring the unripened seed pods of poppies and collecting the sap. A small dose causes a patient to become drowsy and dulls pain, and a larger dose will allow one to sleep through even great pain. Maesters use it regularly to treat wounds, but care must be taken, as it can be very addictive.
Milk of the poppy dulls pain, and the victim halves any penalties from injuries or wounds (round down). Victims treated with a large dose take a −3 penalty to all test results. In addition, if the poison successfully attacks the victim, it knocks him unconscious for 6 hours plus 1 hour for each degree (or 12 hours plus 1 hour for each degree for a large dose).
Recovery. The pain-deadening effects of this poison last for 8 hours, after which time the victim removes any related penalties.
Myrish Fire (Contact)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 4 | 1/round | 2 | Routine (6) |
Myrish Fire is an ointment that is dabbed onto wounds to clean them. It burns the skin terribly but fights off infection and helps to ensure the flesh does not mortify. Like firemilk, the stinging pain can cause weakness, but it is a useful tool in helping a wounded patient recover.
When applied directly, Myrish Fire purifies, improving the victim's chance to recover from injuries and wounds. The poison grants +1D to Endurance tests made to recover from injuries and wounds on a success and +1B with each additional degree. However, the poison also imposes a −1 penalty to Agility test results per degree on a successful attack.
Recovery. The penalty to Agility tests fades 24 hours after the poison is first applied. The extra test die and bonus die (if any) apply to the next Endurance test to remove any injuries or wounds.
Nightshade (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 4 | 1/minute and 1/hour | 2 | Routine (6) |
The nightshade is a type of shrub. Its leaves are dull green, and it flowers with pink or purple blossoms and has shiny black berries that are quite toxic. Nightshade poison is extracted from the berries, and even eating two or three berries can be dangerous. Nightshade causes nausea, dizziness, an increased heart rate, and hallucinations. Its symptoms also include paleness and dilated pupils.
Nightshade has two effects. The first attacks the mind once per minute. On a successful attack, the poison imposes −1D to Cunning with an additional −1D for every two degrees. The second effect strikes every hour, imposing −2D to Endurance with an additional −1D to Endurance for each additional degree. If the penalty dice equal any of the associated abilities, the victim dies.
Recovery. After the poison has run its course, the victim can recover normally. Each week, the victim can remove one −1D per degree by succeeding on a Challenging (9) Endurance test. A healer can assist in the recovery as normal.
Strangler (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 7 | 1/round | 4 | Hard (15) |
Strangler is a poison that comes from the islands of the Jade Sea. The aged leaves of a local plant are soaked in a mixture of limes, sugar water, and exotic Summer Isles' spices. Once the pulpy leaves are removed, the liquid is thickened with ash, which produces purple crystals. These crystals will melt in any liquid, such as water, wine, or ale. Once a victim imbibes the poison, it closes off the throat, making it impossible to breathe and suffocating him.
Strangler imposes −2D to all abilities and an additional penalty die for each extra degree. If the penalty dice accumulated equal the victim's Endurance rank, he dies.
Recovery. In the unlikely event that the victim survives a brush with the Strangler, he loses −1D each week spent in total bed rest. For most, the only chance of surviving is by burning a Destiny Point.
Pennyroyal (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 3 (mild) or 5 (strong) | 1/hour and 1/2 hours | 2 | Routine (6) |
Pennyroyal is an herb, similar to spearmint or peppermint, that gives off a highly aromatic oil. Pennyroyal leaves are green, and its clustered flowers are reddish purple or lilac blue. It may be cooked with, and the leaves, either fresh or dried, may be steeped for tea — a common remedy for colds. However, drinking more than two or three strong cups can make one sick, resulting in nausea, dizziness, hot flashes, and even numbness in the limbs. Pennyroyal is one of the key ingredients in Moon tea (with mint, tansy, and wormwood), used as a form of birth control. A strong dose of pennyroyal can even cause a pregnant woman to lose a child.
If a mild dose of pennyroyal successfully attacks, it imposes a −1 penalty to all Agility, Athletics, and Awareness test results, per degree. A strong dose imposes the same penalties as a mild dose plus −2 to Health and another −1 to Health for every two degrees.
Recovery. Penalties from being poisoned fade after 24 hours.
Sweetsleep (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 4 (grains), 5 (pinch), or 6 (3 pinches) | 1/5 minutes (grains), 1/round and 1/5 minutes (pinch), or 1/round (3 pinches) | 1 (grains), 2 (pinch), or 3 (3 pinches) | Easy (3) |
This powder is used to calm nerves, lessen pain, and help one sleep. A few grains are all that is needed to calm a pounding heart or reduce trembling or shakes, while a pinch provides dreamless slumber. However, three pinches will give the gift of endless sleep. Although sweetsleep is less potent than milk of the poppy, as well as less addictive, it stays in the subject's body, and if used too often over subsequent days, it can cause lasting harm.
The effects of sweetsleep vary depending on the dosage. A few grains impose a −1 penalty to Cunning tests per degree. However, the victim temporarily increases his Composure by +2.
A pinch of sweetsleep has two effects. The first, which attacks each round, imposes −1D on Cunning tests with an additional penalty die for every two degrees. The second imposes unconsciousness for 3 hours, plus one hour per degree.
Three pinches are lethal. A successful attack imposes −2D on Cunning and Endurance tests with an additional −1D for every additional degree and knocks the victim unconscious for 24 hours plus 10 hours per additional degree. If the penalty dice to Endurance equal the victim's rank, the victim dies.
Recovery. The penalty dice fade after the period of unconsciousness wears off.
Tears of Lys (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 6 | 1/hour and 1/day | 6 | Very Hard (18) |
Tears of Lys is a colorless, odorless liquid, as sweet as water. It is a rare and expensive drug, originating in the Free City of Lys. The tears attack a victim's stomach and bowels, weakening them drastically and killing the victim after several days. The tears of Lys is favored by assassins, for it leaves no trace.
The tears of Lys has two effects. Once per hour, a successful attack imposes −2D to Athletics tests plus −1D for every two degrees. The second effect works each day, and a successful attack imposes −1D to Agility, Athletics, and Endurance tests, plus −1D to each for every degree. If the penalty dice to Endurance equal the victim's Endurance rank, the victim dies.
Recovery. Tears of Lys is always fatal, and the effects are permanent, unless the victim burns a Destiny Point, in which case the victim recovers after 3d6 days.
Widow's Blood (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 5 | 1/hour | 1 | Challenging (9) |
Widow's blood is a virulent poison that cripples a victim's bowels and bladder. The victim slowly drowns in his own toxins over several days.
Widow's Blood makes just one attack. If successful, the victim gains −1D on all Endurance tests each day until the penalty dice equal the victim's Endurance rank, at which point he dies.
Recovery. A healer who diagnoses the cure can counter the effects of this poison with a successful Challenging (9) Healing test. A success halts the poison's progress for 1 day. Three degrees of success remove the disease. Once cured, the victim loses one penalty die each day until all are removed.
Wolfsbane (Contact or Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 3 (contact) or 5 (ingested) | 1/round (contact) or 1/round and 1/hour (ingested) | 4 | Routine (6) |
An herb and relative to the buttercup, wolfsbane plants are long and tall, crowned by blue, yellow, purple, white, or pink flowers. Carefully used, wolfsbane can be a painkiller. If touched, wolfsbane burns the skin and causes itching. If ingested, it causes burning, tingling, and numbness in the mouth and a burning in the stomach. After about an hour, the victim vomits violently, followed by weakness and burning, tingling, and numbness throughout the body. The pulse and breathing both slow until the victim dies of asphyxiation.
Wolfsbane can be used in two ways — contact or ingestion. Contact with wolfsbane imposes −1D on Agility and Endurance tests per degree. Ingested wolfsbane has two effects. The first, attacking each round, imposes −2D on Athletics tests plus an additional penalty die for each additional degree. The second attacks each hour and imposes −2D on Endurance tests plus an additional penalty die for each extra degree. Again, if the penalty dice to Endurance equal the victim's rank in the ability, the victim dies.
Recovery. The victim loses −1D each day after the contact poison runs its course or each week after the ingested poison runs its course.
Alcohol (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 1 per drink in excess of normal limits | 1/hour | 2 (ale or beer), 3 (wine), 4 (spirits) | Automatic (0) |
While harmless when used in moderation, alcohol functions exactly like a poison, and heavy doses can have lethal effects. Characters can safely drink alcohol in quantities determined by their Endurance rank. A character can have a number of servings of ale, beer, or wine equal to his rank, or a number of servings of spirits equal to one half his rank (round down, minimum 0). Drinking in excess of these numbers causes the alcohol to function as a poison.
The alcohol takes effect five minutes after the character's last drink. Alcohol imposes −1D per degree on all tests. The first time the alcohol attacks, the character gains a +3 bonus on all Endurance and Will tests. If the penalty dice equal the victim's Endurance rank, he passes out for 1d6 hours. If the penalty dice triple the victim's Endurance rank, he dies from alcohol poisoning.
Recovery. The victim regains 1D each hour after the alcohol has run its course.
Basilisk Blood (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 6 | Once/5 minutes | 3 | Formidable (12) |
The basilisk is a type of lizard from the jungles of Yi Ti. Its blood is mixed into a thick paste, which can be added like a spice to meat. When cooked, it gives off a savory smell, but if eaten, will cause madness, driving both men and beasts into a frenzy.
Basilisk blood imposes −1D to Cunning per successful attack and an additional −1D for every two degrees. While basilisk blood is in the system, the victim must succeed on a Challenging (9) Will test or attack the closest creature. If the victim can't see any potential targets, he claws at his arms and body, inflicting 1 injury per minute. A successful Will test indicates the victim retains control for 1 minute times the degree. If the penalty dice equal the victim's Cunning rank, then his brain hemorrhages, causing immediate death.
Recovery. Unfortunately, the effects of basilisk blood are permanent, and those who survive its attack are always left with deep mental scars. The penalty dice remain unless a character burns a Destiny Point, in which case he recovers after 1d6 days.
Tansy (Ingested)
| Virulence | Frequency | Toxicity | Diagnosis |
|---|---|---|---|
| 3 (mild) or 5 (strong) | 1/30 minutes | 1 | Easy (3) |
Tansy is a tall, flowering herb with yellow, button-like flowers. It smells of camphor and rosemary, and it may be used to spice puddings or eggs. Like pennyroyal, it can be steeped into a tea to combat stomach pains, fevers, and even the shaking sickness. Too much, however, can cause abdominal and bowel pains — and even violent seizures. Tansy is one of the key ingredients in Moon tea (with mint, pennyroyal, and wormwood), used as a form of birth control. As with pennyroyal, a strong dose can cause a pregnant woman to lose a child.
A successful attack from tansy grants a +1 bonus to Endurance test results but imposes −1D to Athletics tests per degree of success. A strong dose imposes −2D on Athletics tests and −1D to Endurance tests, plus −1D to Endurance tests per degree. If the penalty dice to Endurance equal the victim's Endurance rank, the victim dies.
Recovery. The penalties automatically fade after 1 hour.