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poisoner

Why wouldn't I trust a scorpion-man bartender? If anything, I'd think he'd be a natural.

Poisoners tend to be stereotyped as villainous (or at least cowardly) but there's no rule that says they have to be either of these things. Venomous animals are often natural Poisoners, and the archetype conceptually pairs very well with the Healer and Injector ones. Just don't lean on poison too hard if you fight a lot of robots.

Poisoner Wield toxins.
caret-right Contagion The condition spreads.
caret-right Euphoric Hard to remove.
caret-right Locusta Assassinate via food.
caret-right Paracelsus Benefit from being poisoned.
caret-right Side Effects Inflict bonus conditions.

Poisoner

Offense plus-circleBio Blast: As an action, you may inflict the Poisoned condition on any subject within throwing range (0-10 meters).

minus-circleWeaponized: This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do.

minus-circleProvisions: Roll a trigger die when inflicting the Poisoned condition this way. If the result is 1-3, then doing so costs 1 Provisions. You cannot use this ability if you have no Provisions remaining.
Offense plus-circlePoisoned Blades: You know how to enhance your weapons with venom. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Poisoned condition to your target in addition to all of that attack's normal effects (damage, conditions, etc).

minus-circleMonoelemental: Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple elemental archetypes, you pick which condition your 10+ trigger die attacks inflict each time.
Condition Explanation
brandy-bottle Poisoned minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.

minus-circle Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn.

Contagion

Offense plus-circleCover Your Mouth: Your poisons are highly transmissible. Every time a target is damaged by a Poisoned condition that you inflicted on them, all adjacent targets also gain the Poisoned condition. These secondary targets are also considered to have been poisoned by you, meaning that they can go on to spread the condition to further targets.

plus-circleInoculation: You and your allies are immune to being poisoned through the use of this ability (unless you don't want to be), even if adjacent to a poisoned subject when they are damaged.

Euphoric

Offense plus-circleFeels Good, Man: Your poisons overload their target's systems in a pleasurable way, making them very hard to want to fight off despite their drawbacks. When you poison a target (either directly or indirectly through the use of the Contagion ability), the condition can only be removed by a recovery check roll of 11+ instead of the normal 9+.

Locusta

Offense plus-circleDelicious Death: You can poison any food, drink or similar consumable that you can get your hands on as an action. If any creature consumes the tainted material, they die a short time afterwards (anywhere from the next round to a minute or so, depending on what's dramatically appropriate). You do not need to be present or even conscious/alive to assassinate creatures in this way.

minus-circleAssassination Limits: As with weapon assassinations, a target must be of your own level or lower in order to be instantly killed by eating your poisoned food. If they are higher level than you, they simply gain the Poisoned condition instead. Anything that is immune to the Poisoned condition is also immune to being assassinated via poison.

minus-circleCommissary Cost: Roll a trigger die when poisoning food. If the result is a 1-3, then doing so costs 1 Provisions. You cannot use this ability if you have no Provisions remaining.
caret-right Alternative plus-circleSpecial For You: Through clever silverware-switching, portion sizing, chemical engineering or some other trickery you can poison only targets you want to be poisoned through the use of Locusta (for example, you can poison only Lord Toastwanker and not his wife even if they eat off each others' plates, or poison all the goblins and not yourself even if they make you taste it in front of them first).

minus-circleHigher Cost: Precision poisoning requires more material and preparation. Making use of this option always costs 1 Provisions; you don't even need to roll the trigger die anymore.

Paracelsus

Protection plus-circleMithridates: You can recover any Energy/Flesh lost from the Poisoned condition normally without having to wait until the next exploration turn, even if you haven't thrown the condition off yet.
Offense plus-circleHexxus: You deal +2 damage with all weapon attacks while you have the Poisoned condition.

doubledPoison Elemental: If you also have the Adamant's Mechanical ability, you have the ability to gain the Poisoned condition (and thus enjoy the bonus offense from the Paracelsus ability) but remain completely immune to all damage from being poisoned as normal. Despite Poisoned now being a wholly beneficial boon to you rather than a negative condition, you still must roll to recover from it normally at the end of each turn (but you can re-apply it to yourself if desired).

concentrated: removes Energy on 1-8 instead of 1-4.

Side Effects

Offense plus-circleExtra Horror: When you inflict the Poisoned condition to a target, you may choose to inflict a random standard condition on them as well. Roll on the below chart to find out which one.

minus-circleSubsumed: You can inflict an extra condition via Side Effects once per target per exploration turn. Repeatedly poisoning a single target during a single battle only carries an additional side effect the first time you do it.
Condition Explanation
1 desert-skull Afraid minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal.

plus-circle Second (and beyond?) actions each round are unaffected.
2 bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
3 cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
4 noose Choking minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).
5 cracked-helm Cracked minus-circle Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt.
6 snail Crippled minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0).
7 broken-bottle Deprived minus-circle Cannot use/spend resources in any way.

minus-circle Cannot use any ability that requires unspent resources.
8 ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Energy.

minus-circle Cannot dash (travel further in exchange for Energy) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.
9 turd Nauseous minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have.

minus-circle Cannot double attack during a round.

plus-circle Weapon attacks made for free (without spending any actions) are unaffected.
10 aura Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.
11 player-pain Sore minus-circle Do not automatically regain lost Attention at the beginning of each round.
12 falling Vulnerable minus-circle All incoming weapon attacks deal +2 damage.
poisoner.txt · Last modified: 2021/04/02 14:46 by kyle