Synthetic

Vast OnumPoison

Root Effect • Routine • Craft


You may have heard of Targeted Poisons. Well, here we are. Synthetic Poisons are the well prepared Poisoner’s best friend. They ignore Poison Immunity if their target is the designated target when crafting.

Synthetic Poisons can affect non-biological and undead adversaries with the right knowledge. You could even poison ghosts! To create Synthetic Poisons for non-biological and undead adversaries, you also must have Toxicology unlocked. Happy crafting!


Routine Craft: 3 Routine Paths
Additional Requirements: Vial and Poisoner’s Gloves or Access to a Poisoner’s Lab during the Routine Craft eliminates the need for a Vial or Poisoner’s Gloves.

Synthetic Poisons when crafted must be designated. For example “Hefal Bovine Synthetic Poison,” If an application of Synthetic Poison is applied to any other target, the application is lost without any effect.

Without the right Toxicology knowledge, you may only craft Synthetic Poisons which target living and biological characters and units. Usually to specifically use against living and biological characters and units who are normally immune to poison.

Synthetic Poisons do not have a shelf life and do not expire.

“Target Type“ Synthetic Poison

Item Type: Filled Vial
Weight: 0.2 Load
Durability: 3

Synthetic Poison Death Knock

Activation

Celerity: 1 Action Slot
Durability Cost: 3
Reach: 1 Tile
Byproduct: Contaminated Vial

Effect: You poison target drink or food or apply a stack of Synthetic Poison Death Knock to your weapon. Only one stack may be applied at a time. This poison is undetectable without detection granted by Toxicology.

If the drink is drunk, the food is ate, or the weapon deals damage to Vitality or Hit Points, the Target gains a stack of “Death Knock”

This mid paced acting poison is fatal if left untreated for 2 Minutes.

The first time Death Knock is applied, the application is consumed. Multiple applications do not stack. Death Knock is wasted even if the target is the incorrect type.

Death Knock

Enfeeblement
Poison Potency: 5
Max Stack: 1
Duration: Until Antidote is applied or Death.

The victim of Death Knock does not become aware of the fact they have been poisoned until the end of the 9th Full Round.

At the end of 12 Full Rounds (1 Minute), the character or unit with this Enfeeblement takes 90% of their current Vitality or Hit Point Total as damage, minimum of 100 damage.

If this effect reduces Vitality or Hit Points to 0, the Enfeeblement kills them.


Vital Statistics Adjustment

Awareness: +10

Unlocking Synthetic

Potential Cost: 10
Requirements
Minimum Level: 1


Story Guide’s Notes

This Effect Doesn’t Make Sense in the Real World. It is true. A tank doesn’t have any business being affected by a targeted poison. But in this case, a targeted poison can be a sticky gel liquid which dries near instantly when it comes into contact with electrical systems, causing bridges and burnouts.

When we are crafting a targeted poison we are making something specific we know will mess up the insides of our adversary.

Don’t push players to come up with good reasons why this effect should work, but don’t forget to have fun with it either. Our character has the chemistry degree, not necessarily our player.


Synthetic Branch Effects

• wip



Death Knock is a favorite of assassins. They poke their victim with a little, almost unnoticeable sting and within a couple of minutes their mark is dead.
— Lament, Morridoan Cleft


The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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Poison