This is an old revision of the document!
A beach holiday? No thanks. I once got bitten on the unmentionables by a sea-viper while getting some sun and my useless manservant Hugo refused to suck out the venom for me. In the end I had to suck it out myself.
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 class 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 | Locusta | Assassinate via food. |
caret-right | Overdose | Stack toxicity. |
caret-right | Paracelsus | Benefit from being poisoned. |
caret-right | Sapper | Toxicity saps life. |
caret-right | Side Effects | Inflict bonus conditions. |
Enterprises | Poisoner School |
Offense | plus-circleBio Blast: As an action, you may inflict the Poisoned condition on any subject within throwing range (0-10 meters). minus-circleCommissary Cost: Roll a trigger die when inflicting the Poisoned condition this way. If the result is 1-3, then doing so costs 1 Supply or use of a Commissary Kit item. You cannot use this ability if you have no Supply/Commissary Kit uses 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). | |
Condition | Explanation | |
---|---|---|
brandy-bottle | Poisoned | minus-circle When rolling to remove condition at the end of the round, lose 2 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. |
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 Supply or use of a Commissary Kit item. You cannot use this ability if you have no Supply/Commissary Kit uses 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 Supply/Commissary Kit use; you don't even need to roll the trigger die anymore. |
Offense | plus-circleVileness Overwhelming: Every time you would inflict the Poisoned condition to a target that already has it (and thus normally wouldn't actually do anything) you instantly increase their toxicity level by +1. | |
---|---|---|
Protection | plus-circleMithridates: When you have the Poisoned condition, you lose 1 Energy/Flesh on a recovery roll of 1-4 instead of the normal 2. | |
---|---|---|
Protection | plus-circleFeast of Corruption: When you roll a 9+ on a recovery check from the Poisoned condition, you can choose to regain 1 Energy instead of removing the condition. | |
Offense | plus-circleHexxus: You deal +2 damage with all weapon attacks while you have the Poisoned condition. | |
Offense | plus-circleLife Ticks Away: Every time a creature gains toxicity from one of your poisons, they also lose 1 point of Energy. If they have no Energy remaining, they lose Flesh instead. plus-circleMe Special: You are immune to this effect if you poison yourself somehow (either accidentally or intentionally in order to use the Paracelsus ability). minus-circleCondition Only: The effect of Sapper does not take place if you inflict toxicity via the Overdose ability. Only toxicity gained from the actual Poisoned condition inflicted by you counts. |
|
---|---|---|
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 Supply or Supply-substituting items in any way. minus-circle Cannot use any ability that requires Supply in inventory. |
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 School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
---|