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Poisons are categorized with three types of tags: | Poisons are categorized with three types of tags: | ||
* | * Rarity denotes how common a poison is. Poison will be Common, Uncommon, Rare, Very Rare, or Mythical. | ||
* | * Lethality denotes how dangerous a poison is. Lower- lethality poisons are typically much more common. | ||
* | * Transmissibility denotes how likely the effects of the poison are to spread to another target. High transmissibility is very uncommon for poisons. | ||
Several abilities might allow you to ignore or treat poisons of a certain level of rarity. Lethality and transmissibility are not referenced in the Core Rulebook, but will come into play in later releases as the peoples of Ancerra become more medically advanced. | Several abilities might allow you to ignore or treat poisons of a certain level of rarity. Lethality and transmissibility are not referenced in the Core Rulebook, but will come into play in later releases as the peoples of Ancerra become more medically advanced. | ||
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'''Application''' explains what must happen for a creature to suffer from the poison: is it ingested, breathed, or do you simply touch it? | '''Application''' explains what must happen for a creature to suffer from the poison: is it ingested, breathed, or do you simply touch it? | ||
'''Symptoms''' | '''Symptoms''' breaks down the poison’s symptoms in increments of time. Slow-acting poisons might have day-by- day symptomatic progressions, while fast acting ones might be minute-by-minute or even round-by-round. | ||
'''Treatment''' explains what one must do to become cured of the poison. This typically involves some kind of antidote, magical healing, and/or successful INT/Medicine checks. | '''Treatment''' explains what one must do to become cured of the poison. This typically involves some kind of antidote, magical healing, and/or successful INT/Medicine checks. | ||