Types of Poisons

Disputes about succession, unbearably noisy neighbors, rivals — all these problems are sometimes solved in Aventuria with the remedies below, when an honest punch or a duel seems ineffective. Of course, such a practice is against the law almost everywhere in Aventuria — according to the Wehrheim Codex (recognized not only in the Middenrealms, but also in Horasia, Bornland, Arania, Nostria, Andergast, and the Caliphate of Mherwed). The use of Velvet Touch, Shurin Bulb, Tinzal, Marsh Knotweed, Gonede, Sunsura, Black Lotus, Omrais, Kukris, Tulmadron, Boabungaha, and Crimson Flash face particularly severe penalties. Whoever kills someone with these poisons or causes permanent damage to the victim, as a poisoner, has no extenuating circumstances, but only death by the most shameful and painful form of execution depending on the country. The manufacture or distillation of these poisons is punishable by 30 years imprisonment, possession — by 5 years.

In addition to perfume, love elixirs or healing potions, alchemists continue to diligently brew poisons, because this is often the more lucrative business as long as you don’t get caught. Usually the substances are obtained from poisonous plants or animals, extracted, distilled, concentrated or increased in their effectiveness by adding other substances, sometimes the mixtures are charged with astral energy and even special magic.

Weapon Poisons

Small injury, big effect: weapon poisons, mostly viscous pastes — are part of the basic equipment of every assassin, but are also sometimes used in the hunt. They are applied to the tip or blade of a weapon and enter the victim’s bloodstream if the attacker manages to deal at least one point of damage with the weapon.

Ingestion Poisons

In this case murder, like love, goes through the stomach. In the rarest cases, however, the victim is willing to do so, so that the tinctures and powders have to be mixed secretly with the wine or with the food. To poison a food or drink so unnoticed by the victim, the assassin must succeed on a cooking test so that he can match the poison’s “flavor” to the food being poisoned. The victim is entitled to perception or danger sense test equal to the level of the poison and the talent points left over from the cooking check to detect the poison before ingesting a dangerous dose.

Contact Poisons

The effect occurs after mere contact with skin. Contact poisons are therefore particularly suitable for traps (including deadly doorknobs!), but a simple leather (not fabric) glove usually protects against poisoning. Contact poisons can usually also be used as weapon poisons.

Respiratory Poisons

Respiratory poisons are fine dusts or pollen that the victim must inhale. They are just as dangerous for the perpetrator as for the victim if handled improperly, but they are excellent for traps. Some respiratory poisons are also common as intoxicants in lower doses. In order to apply a breath poison in close combat, the character must succeed at a Dexterity test +8. If this fails, the poison has no effect; if even the unmodified DX test would fail, then the user has poisoned himself. Small, funnel-shaped blowpipes make the application 5 points easier.