October 20th, 2010


Poisons with a chance component have a 1/36 base chance (2D6 roll of 2) of the effect taking place each turn. If a poison comes from a spell, the chance is increased by the caster's stamina bonus modifier. If the poison comes from some other source, the chance is increased by the power level of the source.

The effects can be resolved by adding 2 to the modifier or potency and comparing the roll against that number. If the roll is equal to or less than the combined number, the effect takes place.

Example: if a creature is afflicted by a poison with a power level of 2, it would then suffer the effects on a 2D6 roll of 2, 3 or 4 at the end of the turn when the lingering effects are resolved.

Blinding Poison

Charming Poison

Confusing Poison

Deadly Poison

Deafening Poison

Draining Poison

Leeching Poison

Paralytic Poison

Silencing Poison

Sleeping Poison

Slowing Poison