Poisons
An arrow dipped in poison or a poisoned drink can defeat a sturdy warrior more easily than a sword. We write poison or frost like this:
Poison notation
Strength x Efficiency // Time
Effects of poison
On contact with poison the GM rolls an “attack” for the poison, and the victim rolls for defense:
Poison hit
Attack = poison strength + 2d6
against
Defense = constitution + 2d6
The “defense” roll is completely unconscious; you do not have to concentrate on it, spend defenses, etc.
Evaluation
Multiply the difference between attack and defense by the efficiency of the poison:
Poison effect
Effect = difference x efficiency
Time - Spreading the effect
The effect itself need not show immediately either. If the time (duration of the effect) is longer than 1 round, it is spread over the stated period (2 rounds up to several days).
10 x2 // 5 rounds
Glenfir rolls against the poison and gets 8 in total (3 for the roll + 5 constitution).
The GM rolls 15 for the poison (5 roll + 10 poison base).
The difference is 7, which means Glenfir loses 7x2=14 health points through its effect over 5 rounds, i.e. about 3 HP per round.
Poison on a weapon
Note: One prepared dose of weapon poison is enough for 10 arrows, 3 weapons with a small edge (dagger, spear) or one common weapon (sword, axe).
After each attack the strength of the poison drops by 2.
Special poisons
Besides damage, poisons can also cause paralysis, blindness or other harm.
For example, Black Hour has the effects
when ingested: 15 x 1 hour paralysis
If the victim drinks it, they roll for Con and the GM rolls for the strength of the poison (15+2d6). For each level by which the victim rolls lower, they will be completely paralyzed for an hour (if they roll the same as or more than the GM, the poison had no effect on them).