While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Fool's Draught: Difference between revisions

From Curious Pastimes Wiki
(Created page with "==Fool's Draught== {| class="wikitable" ! !! Fool's Draught |- | Form || Ingested liquid |- | Onset || 1 minute |- | Duration || 1 hour |- | Ingredients || 1 chokeweed, 1 spikenard, 3 fluid |- | Cost || 6 work units |- | Key words || Poisoner |- | Description || This poison can be added to any normal drink. The poisoner must remain within sight of the drink to facilitate its effects, or request a referee to remain. If the drink is left unattended, the poison is ass...")
 
No edit summary
 
Line 1: Line 1:
==Fool's Draught==

{| class="wikitable"
{| class="wikitable"
! !! Fool's Draught
! Name !! Fool's Draught
|-
|-
| Form || Ingested liquid
| Form || Ingested liquid
Line 12: Line 10:
| Ingredients || 1 chokeweed, 1 spikenard, 3 fluid
| Ingredients || 1 chokeweed, 1 spikenard, 3 fluid
|-
|-
| Cost || 6 work units
| Cost || 6 [[Creation#Work Units|work units]]
|-
|-
| Key words || [[Poisoner]]
| Key words || Poison / Non-Lethal
|-
|-
| Description || This poison can be added to any normal drink. The poisoner must remain within sight of the drink to facilitate its effects, or request a referee to remain. If the drink is left unattended, the poison is assumed to have lost effectiveness.
| Description || This poison can be added to any normal drink.

One minute after drinking this poison, the imbiber, if they do not resist it (see the [[Resist Poison]] skill), loses any remaining uses of the skill Iron Will for the day (the skill functions the following day as usual). For the duration of the effect, they are giddy and agreeable, as though pleasantly drunk.

The poisoner must remain within sight of the drink to facilitate its effects, or request a referee to remain. If the drink is left unattended, the poison is assumed to have lost effectiveness.

One minute after drinking this poison, the imbiber, if they do not [[Combat#Resistance|resist]] it (e.g. with the [[Resist Poison]] skill), loses any remaining uses of the skill [[Iron Will]] for the day (the skill functions the following day as usual).

For the duration of the effect, they are giddy and agreeable, as though pleasantly drunk.
|-
| Skill || [[Poisoner]]
|}
|}



Back to [[Alchemy Recipes]]
Back to [[Alchemy Recipes]]

Latest revision as of 20:17, 9 October 2024

Name Fool's Draught
Form Ingested liquid
Onset 1 minute
Duration 1 hour
Ingredients 1 chokeweed, 1 spikenard, 3 fluid
Cost 6 work units
Key words Poison / Non-Lethal
Description This poison can be added to any normal drink.


The poisoner must remain within sight of the drink to facilitate its effects, or request a referee to remain. If the drink is left unattended, the poison is assumed to have lost effectiveness.

One minute after drinking this poison, the imbiber, if they do not resist it (e.g. with the Resist Poison skill), loses any remaining uses of the skill Iron Will for the day (the skill functions the following day as usual).

For the duration of the effect, they are giddy and agreeable, as though pleasantly drunk.

Skill Poisoner


Back to Alchemy Recipes