Crafting Skills: Medicine Edu./Survival Crafting Scrap: Medicine & Survival
Toxins are chemical compounds that do not rely on Poison-type energy to debilitate the enemy. To craft a Toxin, choose one Delivery Method and at least one Symptom below, then apply any modifiers. Add the DC and Cost of the Delivery Method, Symptom, and all modifications to determine your final DC and price.
Upon exposure to the Toxin the target must make a DC 8 Athletics Check in order to completely resist the toxin. Creatures that are immune to the Poison Status or have the Immunity or Poison Heal abilities gain a +4 bonus to resist Toxins. A Toxin’s Athletics DC is not the same as its Crafting DC!
Symptoms are the main effects of the Toxin. Some Symptoms, such as status conditions, may be curable with conventional healing items. Curing a Symptom does not remove the Toxin from the target, merely the Symptom. Toxins last 1 hour unless they have the Persistent or Permanent Modifiers.
Toxins may be delayed with the Mitigate Poison Power or, as a Full Round Action, someone may try to cure it using an Antidote to attempt a Medicine Education check with a DC equal to the Athletics DC of the Toxin. Success instantly flushes out the Toxin. The Antidote is spent whether or not this check is successful. Toxins have a Strong Smell, taste like Regular Ingredients, and are visible to the naked eye (see Perceive Power). All Toxins are of “N-12” weight.
Delivery Method | Effect | DC 1 | Value |
Ingested 0(E) | The Toxin must be ingested to have its effects felt. | 6 | 10 |
Coating 0(E) | The Toxin must be placed on a cutting or piercing weapon or otherwise exposed to an open wound. | 6 | 10 |
Contact 0(H) | The Toxin affects those who touch it. | 8 | 15 |
Gaseous 1(M) | The Toxin is a gas and affects those who come into contact with it. | 10 | 20 |
Toxins have a lower creation DC than their Quality would indicate, mainly because they MUST have their DCs raised by also selecting a Symptom. |
Modifier | Effect | DC | Value |
Obvious | You make the Toxin easier to detect – if it is Ingested then it tastes Strong, if it is Gaseous then it smells Overpowering. May be taken again to make it even more obvious. Cannot be applied to Coating or Contact Toxins. | -2 | 5 |
Increase Check | Increase the Athletics Check needed to overcome the Toxin by 2. May be taken multiple times. | +1 | 5 |
Odorless | The Toxin has a Pungent smell to it. May be taken 2 more times to reach Faint smell. | +2 | 15 |
Follow-Up Check | If the target of the Toxin succeeds on the first Athletics check they must make an additional check in 60 seconds to avoid its effects. May be taken multiple times, requiring an additional check every 60 seconds. | +3 | 20 |
Potency | Coating Toxins may be inflicted upon one additional target before expiring. May be taken multiple times. | +4 | 20 |
Tasteless | The Toxin has a Faint taste to it. | +4 | 20 |
Invisible | The Toxin is either perfectly clear if in non-gaseous form or invisible if in Gaseous form. | +4 | 20 |
Persistent | After exposure and the Athletics check the target does not know if they succeeded or failed. On a failed check the Toxin takes effect in 60 seconds and the Symptoms last for 24 hours. Treating Symptoms but not the Toxin will cause the Symptoms to resurface after 10 minutes. Treating the Toxin during the 60 seconds before it takes effect halves the required Medicine Education DC. | +6 | 30 |
Undetectable | When suffering from the Symptom, the only way anyone can tell that the target is being affected by a Toxin is to spend an Extended Action (S) to pass a Medical Education check with a DC equal to the Toxin’s Athletics DC. Only then may the Toxin be detected and treated. | +9 | 60 |
Permanent | Similar to the Persistent Modifier except the Symptoms last until treated. | +12 | 2 |
Symptom | Effect | DC | Value |
Debilitate | The target is unable to use any PP. | +2 | 5 |
Dizziness | Target suffers -1 to Accuracy. May be taken multiple times. | +2 | 5 |
Drained | Target suffers a -4 Penalty to all Body Skill checks. | +2 | 5 |
Delirious | Target suffers a -4 Penalty to all Education Skill checks. | +2 | 5 |
Depression | Target suffers a -4 Penalty to all Social Skill checks. | +2 | 5 |
Shaky | Target has the Range of all their attacks halved. May be taken multiple times to further half the target’s Range. For example, taking it twice would make Short Ranged Attacks reach up to 1 per Tier meters away. This does not affect the minimum range. | +4 | 10 |
CS Loss | When crafting, choose a non-HP Stat. This Toxin lowers that stat’s Default CS by 1. May be applied multiple times, each time choosing a different stat or the same one. | +4 | 10 |
Hemophilia | The target cannot naturally heal HP or recover Injuries, and all healing effects targeting them are halved. | +4 | 10 |
Rejection | The target becomes violently ill and their body fails to properly metabolize new drugs. The target may not gain the benefit of any consumable items. | +4 | 10 |
Feverish | The target automatically fails all Hot and Cold checks. | +4 | 10 |
Volatile Status | Choose a single Volatile Status of Tier X. The Toxin inflicts that Status. The DC for this Symptom is X * 3. You may select this multiple times, selecting a new Status each time. You may not select a Tier 4 status. | ~ | 10 * X |
Persistent Status | Choose a single Persistent Status of Tier X. The Toxin inflicts that Status. The DC for this Symptom is X * 4. You may select this multiple times, selecting a new Status each time. You may not select a Tier 4 status. | ~ | 15 * X |
Vertigo | The target cannot shift without being hit with Vertigo. Any time they attempt to move, roll 1d20. On a 4 or lower, they become Prone instead of moving. On a 5 or higher, they may act normally. | +6 | 20 |
Laughing | The target is incapable of speaking without bursting out into uncontrollable laughter. They cannot communicate verbally, nor use [Orders] or Sonic attacks. | +6 | 20 |
Strip Capability | Upon creation, select a single Capability. The target loses a single level in that Capability. May be taken multiple times for different Capabilities or more levels in the same one. | +8 | 30 |
OHKO | The target is subject to an Execute attack. The User’s level is equal to the Toxin’s Athletics DC. May not be used with the Persistent or Permanent Modifiers. | +10 | 40 |
Terrible Status | Choose a single Tier 4 Status. The Toxin inflicts that Status. May not be used with the Persistent or Permanent Modifiers. | +16 | 1 |
Time Distortion | The target gains the Distorted Status. | +16 | 1 |
Blinking | The target gains the Blinking Status. | +16 | 1 |
Example: The GM wishes to craft a Toxin that their players will be able to harvest from an Arbok and replicate in the future. They first consider how the Arbok uses the Toxin and decides that it is delivered as a Coating. After moving on to Toxin Modifiers, the GM decides they want their Toxin to have 3 levels of Increase Check and 2 Follow-Up Checks. So far, the Toxin has a Crafting DC of 15, an Athletics DC of 14, and is worth65 to make. Now the GM moves on to Toxin Symptoms, to decide what the Toxin actually does. They decide it’s a potent venom and chooses Persistent Status to make the target Badly Poisoned, a Tier 3 Status. This Symptom adds 12 to the Crafting DC and 45 to the cost. The end result: Arbok Venom Toxin – Coating Value: 110 Craft DC: 27 Athletics DC: 14 Effect: The target is Badly Poisoned. If the target of the Toxin makes the first Athletics check they must make an additional check in 60 seconds to avoid its effects. If they make this check, they must make another additional check 60 seconds after that to avoid it. |
Delivery Descriptions:
Ingested – These Toxins enter the body through the digestive system and are typically applied to food or drink. A favored tool of the unscrupulous.
Coating – These Toxins enter the bloodstream, usually through envenoming a weapon, injecting it into the enemy, or applying to existing wounds.
Contact – These Toxins enter the bloodstream like a Coating, but are potent enough to seep into the skin by mere touch. Any skin contact with a Contact Toxin is enough to be considered exposure. The Contact Toxin can be applied to surfaces or stored in Glass Vials and used as a weapon as described below. If you are handling a Contact Toxin without gloves, you must make a Medicine Education check equal to half the Toxin’s Athletics DC to avoid exposure to it. Contact Toxins on a surface or object require a Perception check dependent on how large the toxin’s area is (see Perceive Power). Because of this, assassins typically leave a Mini or Tiny amount on the object. If the Toxin is Invisible, then it must be detected with a different sense. Contact Toxins may be used as Coatings in dire circumstances, as detailed below.
Gaseous – These Toxins can be contained and used through Glass Vials, Pester Balls, and Pepper Spray, or mechanically pumped into enclosed areas. Glass Vials, Pester Balls, and Pepper Spray are described below. If a Gaseous Toxin is released into an enclosed area it begins to fill that area. Every dose of Toxin fills a 2 by 2 meter square for a round, then begins to disperse. If the Toxin fills an area, all targets within are exposed to the Toxin with no accuracy check unless they begin to hold their breath. See Suffocating/Drowning for details.
Using Toxins in Battle:
There are many ways of deploying toxins in a fight. Methods such as Glass Vials, Pester Balls, and Pepper Spray are all Status Struggle Attacks. Weapon Coatings are a one-time secondary effect inflicted on the first target to be hit by a Struggle Attack from the weapon. All Toxins are single-use, though some Toxins can be recovered after a failed accuracy check.
Weapon Type | Delivery | Range | Special |
Weapon | Coating | WR | May only be applied to edged weapons. Applied when the weapon lands a strike. The Toxin is used up after the first strike. |
Weapon | Contact | WR | May be applied to any weapon. Applied when the weapon lands a strike. Wielder must make a Medicine Education check every round to avoid exposure. The Toxin is used up after the first strike. |
Glass Vial | Contact | Throwing Range, 1 Target | Does not deal damage. Upon a failed accuracy check, the Glass Vial and Toxin are lost. |
Glass Vial | Gaseous | Throwing Range, Blast 2 | Does not deal damage. Upon a failed accuracy check, the Glass Vial and Toxin are lost. |
Pester Ball | Gaseous | Short Range, Blast 2 | Does not deal damage. Upon a failed accuracy check, the Pester Ball does not release the Toxin and may be recovered and used again. |
Pepper Spray | Gaseous | Melee | Does not deal damage. Upon a failed accuracy check, the Toxin is lost. |