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Characters gets a Physical saving throw to avoid the effect of, or mitigate harm from, poisons.
- Depending on the poison, can either be a +4 or -4 modifier to the saving throw.
- Upon a failed save, the poison takes effect.
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Those with the Heal Skill can assist in the saving throws of others. This is equal to twice the Heal skill, or at Heal-0, a plus 1 modifier.
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Typical dungeon poisons to deter intruders will force a Physical save or a loss of half the victim’s maximum hit points. Exceptionally potent poisons could potentially outright kill a victim.
- If a character is left at 0 HP from poisons, it will take 1d6 minutes before they are Mortally Wounded, though they may not take any action during this time.
- Antidotes applied during this time will put the character’s HP at 1.
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Healers can attempt to identify and counteract the toxin with an Int/Heal skill check for at least a DC of 10 (average poisons) or 12 (extremely deadly poisons).
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Aside from damage dealt to HP, additional effects can be associated with poisons such as additional System Strain or penalties to hit rolls and skill checks.
- If the poison takes a character’s system strain above their limit, it acts as if the character has been taken to 0 HP (see above).