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DRAGON WEED<br />

PR (Onset Time): –4 (Rapid)<br />

Vector: Insinuation<br />

Cost per Dose (Availability): 1000 (Rare)<br />

Description: This poison is created from the root of the Talmus tree that grows only in the sparse forests along the eastern edge of the<br />

great desert. The root is pulverized and mixed with the blood of a dozen victims killed with the same dagger. The mixture is then boiled<br />

and left to sit for 24 hours. After this, it is buried beneath a hanging tree until the dawn following a full moon. The resulting toxin may then<br />

be used to coat the blade of the user’s weapon of choice.<br />

Normal Effect: A victim of Dragon Weed suffers one wound. Each raise on the attack roll that caused the poisoning requires the victim to<br />

make an additional Vigor roll at the start of their next action. Each failure results in an additional wound. Bonus Effect: All Vigor rolls<br />

made after the initial roll are made at –2.<br />

DROPS OF DESPAIR<br />

PR (Onset Time): –2 (Moderate)<br />

Vector: Contact<br />

Cost per Dose (Availability): 1000 (Rare)<br />

Description: This poison is made from the juices of three rare herbs that grow along the banks of the great western ocean. The herbs are<br />

difficult to locate and none grow within 50 miles of any of the others. The herbs are added to sea water and brought to a boil. After<br />

cooling, the top layer is skimmed off and the water discarded. The residue is then dried and concocted into a paste.<br />

Normal Effect: Anyone affected by this poison suffers a general malaise that eventually deepens into depression. Ten minutes after<br />

exposure the victim begins to feel generalized body aches and muscular cramping (–1 to all actions). One hour after being poisoned the<br />

victim enters into a deep depression (–2 on all attempts to recover from being Shaken). This depression lasts for d6 hours after which time<br />

the victim may make a Spirit roll to shake off its effects. If the roll is failed, the depression continues for another d6 hours. This cycle is<br />

repeated until the character recovers. Bonus Effect: The depression lasts for 2d6 hours instead of just d6 hours.<br />

HELLSTRIKE<br />

PR (Onset Time): –4 (Slow)<br />

Vector: Any<br />

Cost per Dose (Availability): 5000 (Very Rare)<br />

Description: This versatile bright crimson paste is normally used as a contact poison (being rubbed onto clothes or other similar items<br />

sure to contact the victim’s skin). However, it can also be dried and mixed with food, dried and pulverized so as to form an airborne mist,<br />

or thickened and used to coat a weapon. The paste is created from the blood and ground teeth of a slain demon.<br />

Normal Effect: A victim of Hellstrike reduces their Vigor die type by one! This attribute may only be restored to its original score through<br />

normal character advancement. All derived statistics are immediately changed to reflect the reduction in die type. Any Healing rolls to treat<br />

this poison are made at –6. Bonus Effect: The character’s Vigor is reduced by two die types instead of just one!<br />

M<strong>IN</strong>D ROT<br />

PR (Onset Time): –2 (Chronic)<br />

Vector: Ingestion<br />

Cost per Dose (Availability): 500 (Uncommon)<br />

Description: This vile poison is brewed from the brain of an imbecile, the bones of feeble-minded man, and the heart of a liar. All the<br />

ingredients are pulverized and dried before being brewed into a foul-smelling potion.<br />

Normal Effect: 24 hours after ingesting Mind Rot the victim reduces his Smarts die type by one! This attribute may only be restored to<br />

its original score through normal character advancement. Bonus Effect: All Smarts-based skills are reduced by one die type as well. If the<br />

Smarts die type is ever raised back up, these automatically return to their original levels.<br />

TWISTED ROOT<br />

PR (Onset Time): –2 (Slow)<br />

Vector: Ingestion<br />

Cost per Dose (Availability): 150 (Uncommon)<br />

Description: This poison is concocted from the root of a small tree that grows along the cliffs of the southern coasts. The root is chopped<br />

into fine shavings, which are used to brew a bitter tea.<br />

Normal Effect: The victim suffers severe stomach cramps and pain (–2 to all actions). This pain slowly builds in intensity over time, –3<br />

after two hours and finally, –4 after three hours. Healing rolls cannot stop this process. After four hours the victim is Incapacitated, but a<br />

successful Healing roll restores them to Shaken. Bonus Effect: The Healing roll made to restore the victim to Shaken is made at –4<br />

instead of the normal –2.<br />

Shark Bytes #2 - October 2004 6

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