====== Poison Crafting & Application ====== **Skill Type:** Crafting\\ **Associated Lab:** Poison Lab (Novice–Master) Poisoning in Volaire is a clandestine and potent art form—used to alter the body, cloud the mind, and manipulate fate itself. Practiced only by those with the **Create Poison** skill, poisoncraft demands precision, discretion, and access to specialized tools. ---- ===== ☠️ Poison Production ===== To craft poisons, a character must: * Possess the **Create Poison** skill * Use a **Poison Lab phys-rep** (required after your 4th event) * Perform all poisoncraft at **Check-In** (never during active game time) * Submit all required **tags**, **components**, and **coin costs** **Poison Production Formula:** `Poison Points = ((Poison Rank × 2) + Character Level) × Lab Multiplier × Event Days` ^ Lab Tier ^ Multiplier ^ | Novice Lab | ×1.5 | | Apprentice Lab | ×2 | | Adept Lab | ×2.5 | | Master Lab | ×3 | You may craft poisons once per event. **Unused Poison Points do not carry over.** Shelf life of crafted poisons is **1 year**. ---- ===== 🧪 Poison Delivery Types ===== How a poison is delivered determines its strategic use: ^ Delivery Type ^ Description ^ | Ingested | Must be consumed via food, drink, or forced into the target’s mouth | | Gas | Delivered via spell packet; represents airborne toxins | | Applied | Delivered by coating a weapon with **Venom Strike** | > ⚠️ **Note:** Only one poison may be added to a consumable (food or drink). Combining poisons results in a **noticeable contamination** easily detected by onlookers. ---- ===== 💉 Venom Strike (Applied Poison Technique) ===== The **Venom Strike** technique allows a poisoner to weaponize ingestible poisons with PP cost ≤ 8: Steps: 1. Spend **10 seconds** mixing the poison. 2. Spend **10 seconds** applying it to your blade. 3. Strike once using the call: **“Venom Strike: [Poison Name]!”** If the strike hits and causes **direct body damage**, the target suffers the poison’s effects as if ingested. > ⚠️ Applied poisons last **for one strike only** and must be used immediately after preparation. ---- ===== 🧬 Full Poison List ===== ^ Name ^ Type ^ Minimum Lab ^ PP Cost ^ Silver Cost ^ Effect ^ | Hallucinoid | Ingested | Novice | 4 | 8 | Vivid hallucinations, unpredictable behavior | | Life Drain | Ingested/Gas | Novice/Appr. | 4/8 | 8/16 | Victim can only defend themselves | | Paralyze | Ingested/Gas | Novice/Appr. | 4/8 | 8/16 | Target paralyzed for 10 minutes | | Charm | Ingested/Gas | Novice/Appr. | 4/8 | 8/16 | Target bonds to first creature seen | | Berserk | Ingested/Gas | Novice/Appr. | 4/8 | 8/16 | Target attacks everyone in view | | Weakness | Ingested/Gas | Novice/Adept | 4/8 | 8/16 | -4 Strength | | Sleep | Ingested/Gas | Novice/Adept | 4/8 | 8/16 | 10-minute trance, interruptible | | Death | Ingested/Gas | Novice/Adept | 8/12 | 16/24 | Target is immediately rendered \"Dead\" unless resisted | | Disease | Ingested/Gas | Appr./Adept | 4/8 | 8/16 | Sickened; lasts 10 min or until cured | | Slow Acting | Ingested | Apprentice | 6 | 12 | 1 damage every 10 seconds; cannot be healed | | Forget Me Not | Ingested | Apprentice | 12 | 24 | Prevents memory loss upon resurrection | | Cause 2 Damage | Ingested/Gas | Adept | 1/2 | 2/4 | Deals 2 HP bypassing armor | | Venom Strike | Applied | Adept | 4 | 8 | Allows blade application of ingestible poison | | Pacify | Gas | Adept | 8 | 16 | Target cannot attack unless damaged | | Lie | Ingested | Adept | 10 | 20 | Target compelled to lie for 3 Yes/No questions | | Fugue | Ingested | Adept | 12 | 24 | Replaces a memory with a phrase from poisoner | *Additional poisons may be discovered or granted via the Master Poisoner path. Find out in-play.* ---- ===== 🧠 Poison Lore & Detection ===== Characters with **Poison Lore** may: * Detect poison in food or drink * Identify its type by examining it for **10 uninterrupted seconds**, using a verbal count: > “Identifying one... identifying two...” Characters **without** Poison Lore may only detect **obvious tampering**, such as improperly mixed or doubled poisons. ---- ===== 🧼 Removal & Resistance ===== Poisons may be resisted or removed through: * Healing spells (as specified per spell) * Alchemically crafted antidotes * Magical resistances, wards, or protections Some poisons may have **delayed effects**, **compound consequences**, or special interactions. Roleplay accordingly and consult Staff if clarification is needed. ---- ===== 🔗 Related Sections ===== * [[operations:public:interactive_rulebook:core:alchemy|Alchemy Crafting & Application]] * [[operations:public:interactive_rulebook:core:conditions_and_effects|Status Effects]] * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]] ---- **Volaire LARP** – //A gentle touch. A hidden dose. A tale rewritten with a whisper.// ---- ---- **Navigation:** [[operations:public|Return to Wiki Home]] | [[operations:public:interactive_rulebook:start|Interactive Rulebook Hub]]