Poisons & Antidotes


General principles :

The poisons and the antidotes are classified into three categories : animal, herbal, mineral. Each antidote of one category affect fully only poisons of the same category. If the antidote is of another category, it still works, but its Potency is halved.

Each poison has now specific effects, and not only Hit Points. The major types are the following :

It is possible, if the GameMaster so agrees, to create poisons having combined effects (such as affecting more than one characteristic). Each antidote normally affect only one type of poison, and has half potency if not of the same animal/herbal/mineral category. However, it is always possible, if the GameMaster so agrees, to create wider range antidotes.

Effects of poisons :

The poison generally starts its effect after 1D6 rounds. Quicker or slower poisons may be created, if the GameMaster so agrees. Once started, the following system applies.

Each round therafter, the victim makes a resistance roll of his CON against poison POT. The POT of an antidote may be added to the victim CON if taken not more than half an hour before the poison.

This system applies each round until the maximum effect ir reached, or the poison POT falls to zero, or the poison is purged in full. If a similar poison is reinjected during one is in effect, the POT is not added to the previous one but the POT restarts from its maximum.

Healing :

The skill of Treat Poison is needed to purge the poison. See Gods of Glorantha to see how this skill works. The skill of First Aid may also be used but with a malus of 5% per POT of poison. Such skills reduce or stop the effects of the poison, but do not help recovering lost points. Such recovery, natural or by magic, cannot be done until the full poison has been purged.

Antidotes taken after the effects of poison have started are less effective than if taken before. They will need 1D6 round before taking effect. Then a resistance roll of antidote POT against poison POT is needed. A success reduces the poison POT by 1D6, a special by 2D6, a critical by 3D6. A failure have no effects, while a fumble add 1D6 POT to the poison.


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