Poison

“Any poison applied to an equipped weapon will be used on the next hit.”

—The Elder Scrolls V: Skyrim

Poisons can be bought, found or crafted using your Alchemy Skill. When applied to a Weapon, they augment the damage you can make or add other effects to your next successful attack. Once you apply a Poison to your weapon, on your next successful attack, you inflict the Poison onto your target, where it remains as a Condition and activates its effect.

Applying a poison to a weapon takes only a minor action and does not require you to roll.

Features of a Poison

Poisons can be weaker or stronger depending on the quality of their production, represented by the Poison’s value (#)1. A high value means that the Poison’s effects are more severe or last longer, a low value means their weaker or more fleeting. All Poisons have a certain effect, which either inflicts damage, reduces a resource, or inflicts a negative Aspect to the target.

Once the Poison’s Condition is inflicted, on the victim’s next turn, it produces its effect with its full value. Each following round it takes effect on the inflicted’s turn, and each time it produces the effect, the Poison’s value is reduced by 1, lowering its effects and its duration. Once the value reaches 0, the Condition is removed and any effects end.

Damage Poisons

Poisons don’t normally cause flesh wounds. When taking a Consequence to reduce damage from a Poison, call it something like “Sick to the Stomach”, “Nasty Itching Rashes”, or “Bleeding Abscesses”, something nasty.

(#) NIGHTSHADE EXTRACT
Causes 1 point of damage to Health for # rounds.

(#) DEATHBELL POISON
Causes 2 points of damage to Health for # rounds.

(#) NAMIRA’S GIFT
Destroys 1 Magicka point for # rounds.

(#) BLISTERWORT JUICE
Destroys 1 Stamina point for # rounds.

Compel Poisons

These Poisons put Aspects on characters that are most effective when invoked. Poison your target and then use the Aspect you applied to them to overcome, attack, create advantages or defend against them more easily.

(#) DARTWING STIMULANT
The afflicted will try to avoid the attacker for # rounds.

(#) AMANITA TOXIN
The afflicted will attack anything nearby for # rounds.

(#) IMP STOOL SEDATIVE
The afflicted cannot move or act for # rounds.

(#) ROCK SALT SOLUTION
The afflicted becomes docile and passive for # rounds.

Weakness Poisons

These poisons make the target more susceptible to attacks of a certain type. These weaknesses only start after the first turn of the affected character, not just after the infliction.

(#) INFLAMATION PASTE
Fire attacks cause +2 more damage for # rounds.

(#) WHITE CAP COOLANT
Frost attacks cause +2 more damage for # rounds.

(#) SPARKLING JELLY
Shock attacks cause +2 more damage for # rounds.

(#) LICHEN SUPPRESSANT
Attacks from poison cause +2 more damage for # rounds.


1 For more see: Conditions

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Poison

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