Potions, Poisions, Ingredients and Elements

Pick-Me-Up Potion
Instantly heals 1 lethal, halts the spread of infection or poisoning, and cures the following status conditions: nausea, confusion, and anxiety. It is a simple potion, popularly sold as an anxiolytic and hangover cure, in apothecaries. The ingredients are easy to acquire and require a basic kit and 2 hours to make a standard batch of 2 potions. Extended action, roll 2 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

Bactonia
Instantly heals 5 lethal damage, but has no effect on poisons or status conditions. The main ingredient is the gland of a rare insect found in the Kasq Woods called a Bactic Wasp. Because of this, its creation is usually restricted to medical facilities with the money to buy the ingredients in bulk. It is the standard medical supply of the Confederacy. Assuming available ingredients, the creation takes about half a day and special equipment to make a batch of 1. Extended action, roll 1 time, attempting to beat a 4. If improvising without special equipment, the threshold to beat is a 6. Any roll with no successes decreases the batch count by 1.

Succulin
Instantly heals 2 lethal damage, and cures most poisons,but does not affect status conditions. The main ingredient is the macerated leaves of a desert plant that has become naturalized in most woodlands across the land. The potion of adventurers, it requires 4 hours and a standard kit to produce a batch of 4. Extended action, roll 4 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

Fae Fluid
As long as this potion is in effect, the target will acquire a +2 to the dice pool of any spell cast, but a botch will immediately drop their morality level without save. The target will hallucinate and feel euphoria, causing a -1 in Dexterity, Manipulation, Composure, and Wits. Primarily composed of a psychotropic liquid tapped from Eldyr Elm trees, the potion is used recreationally and medically as a sedative. The main ingredient is hard to come by but requires only a basic potion kit to create 4 batches. Extended action, roll 4 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

Curein
Instantly cures status effects in a target. Heralded as one of the most important potions developed, it is considered to be one of the reasons Humans have been able to survive harsh conditions. The main ingredients are dried rose hips ground with peppermint leaves, both of which harvested under a harvest moon, which are found readily in many houses and apothecaries. Requires 2 hours to produce a batch of 2. Extended action, roll 2 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

Bloodgrass
(35 Silver/Dose)

Uncommon

Potion: Spriggen Brew

Potion Effect: Can combine with any other Potion ingredient to become a food source for 1 day. Cannot be altered by other ingredients.

-- Most Terrain

Dried Ephedra Stamens
(45 Silver/Dose)

Uncommon

Potion: Celestial Kiss

Potion Modifier: +1 die for any healing effect for 10 rounds.

-- Desert, Mountain; -2 penalty to discovery

Gridel Brush Bark
(30 Gold/Dose)

Rare

Potion: Gridel Brush Extract

Potion Modifier: Double the dice rolled of any healing Effect, but divide the total of the dice by 2 (rounding down); Then, the recipient receives that amount of healing per round for 2 rounds.

Hills, Underdark; -2 penalty to discovery

Corien Arbuscules
(80 Silver/Dose)

Uncommon

Potion: Witchbane Elixir

Potion Effect: Reduce any poison’s damage per turn by half for 10 turns. Cannot be altered by other ingredients.

-- Most Terrain; -3 penalty to discovery

Kirkweed Seeds
(10 Gold/Dose)

Rare

Potion: Kirk Paste

Potion Modifier: double the healing effects on user for 1 turn, but half the dice pool.

-- Most Terrain; -4 penalty to discovery

Potion of Hormoligosis
As long as this potion is in effect, the target takes an automatic 20% reduction in health (rounded up), but an additional +1 to Stamina, Composure, as Resolve. Potions like these developed in Druidic circles long ago and while some consider them good medicine, others consider it uncouth. The ingredients are difficult to acquire and require both a complex set of tools and several days to make a batch of 4. Extended action, roll 6 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

Adrenochrome
Instantly recieve +3 dice to any physical or mental roll, but -3 dice to any social roll, while potion is in effect. Pure, concentrated and oxidized adrenaline makes it somewhat difficult to find ingredients, but the process is simple and requires 10 hours to produce a batch of 1. Extended action, roll 1 time, attempting to beat a 5. Any roll with no successes decreases the batch count by 1.

Deepnail Potion
As long as this potion is in effect, the target receives a +1 to Strength-based rolls. This potion was consumed by the Zaubic people for a long time, and as such, the ingredients are not difficult to acquire and require a basic kit and 6 hours to make a batch of 2. Extended action, roll 2 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

Crowburn
As long as this potion is in effect, the target receives a +2 to Wits- and Intelligence-based rolls. The main ingredient are crowberries, easily found in most places. Requires a basic kit and 8 hours to make a batch of 2. Extended action, roll 2 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

Tincture of Mithrandir
As long as this potion is in effect, the target receives a +1 to Intelligence-based rolls and a +2 to Composure-based rolls. The main ingredient is Cannabis infused in alcohol, easily found in many stores. Requires a basic kit and 24 hours to make a batch of 1. Extended action, roll 1 time, attempting to beat a 4. Any roll with no successes decreases the batch count by 1.

Fennel Silk
(25 Silver/Dose)

Common

Potion: Fennel Silk Syrup

Potion Effect: Stabilizes body heat to resist most non-magical cold weather or wet condition penalties for 3 hours. Cannot be altered by other ingredients.

-- Arctic, Underdark; -2 penalty to discovery

Hyancinth Nectar
Collected on a full moon (60 Silver/Dose)

Uncommon

Potion: Hyancinth Moon Nectar

Potion Effect: Removes 3 rounds of poison in the target’s system, but does not cure continuous poisons. One round of poison damage will still occur at minimum.

-- Coastal, Grasslands; -2 penalty to discovery

Black Walnut Poison
As long as this poison is in effect, the target suffers an unavoidable 1 lethal (x3 vs plants, fungi, and insects) and must make a Composure Check (Wits and Composure) with a MoS of 4 or suffer 4 bashing damage (×2 vs plants, fungi, and insects) per round until they do. The main ingredient is Juglone, usually extracted from Black Walnut trees or other plants, this poison's ingredients are hard to come by, require a basic kit, and the process takes about 4 hours to make a batch of 1. Extended action, roll time, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

It takes 3 Black Walnut Poisons to make 1 concentrated Black Walnut Poison. Effect: for the rest of the scene, intelligent targets act as if they failed a roll to prevent a psychotic derangement.

Pythium's Ichor
As long as this poison is in effect, the target takes MoS of attack as penalties to all physical and social rolls until MoS days or healed. The main ingredient is Pythium's Ichor from a Soilborne, and this poison's ingredients are hard to come by, but require a basic kit, and the process takes about 2 hours to make a batch of 1. Extended action, roll 1 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1

It takes 2 Pythium's Ichor to make 1 concentrated Pythium's Ichor. Effect: botches rolled while infected make penalties treated as permanent until condition is healed magically.

Scytyr Venom
As long as this poison is in effect, the target suffers an unavoidable 2 lethal and must make a Composure Check (Wits and Composure) and beat a 5 or suffer 4 bashing damage per round until they do. The main ingredient is actual Scytyr venom, this poison's ingredients are hard to come by, require a basic kit, and the process takes about 2 hours to make a batch of 2. Extended action, roll 2 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

It takes 4 Scytyr Venom potions to make 1 concentrated Scytyr Venom. Effect: multiply damage by the poison by 2.

Vessan Sting
As long as this poison is in effect, the target suffers an unavoidable 1 lethal and must make a Composure Check (Wits and Composure) and beat a 4 or suffer 3 bashing damage per round until they do. A decent replication of actual Vessan venom, this poison's ingredients aren't hard to come by, require a basic kit, and the process takes about 3 hours to make a batch of 2. Extended action, roll 4 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

It takes 6 Vessan Sting potions to make 1 concentrated version. Effect: multiply damage by the poison by 2.

Brassa
As long as this poison is in effect, the target suffers an unavoidable 1 lethal and must make a Composure Check (Wits and Composure) with a and beat a 3 or suffer 1 bashing damage per round until they do. The main ingredient is the extract of Brassa flowers harvested during a full moon. The ingredient is difficult to find in nature but can usually be bought. The creation requires a basic kit and 4 hours but must be done during night time to create a batch of 3. Extended action, roll 3 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

It takes 6 Brassa potions to make 1 concentrated version. Effect: multiply damage by the poison by 3.

Spineflower Berries
(25 Silver/Dose)

Uncommon

Poison: Dekalat (Orcan: Winnowing Drought)

Poison Effect: Target is Numbed, and takes 1/2 Bashing Damage for 1 scene

-- Mountains, Swamp; -3 penalty to discovery

Nerveskitter Poison
As long as this poison is in effect, the target suffers a -1 penalty to Intelligence, Wits, and Composure. A common poison, the ingredients are not difficult to find and the process of its creation takes less than 10 minutes to create a batch of 1, though it is complex. Extended action, roll 3 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

It takes 6 Nerveskitter poisons to make 1 concentrated version. Effect: multiply penalty caused by the poison by 2.

Ink Cap Poison (Coprine)
As long as this poison is in effect, the target suffers a -2 penalty to Stamina, Wits, and Composure, and is nauseated if the target consumed alcohol within the last 8 hours before or after being exposed. A common poison, the ingredients are very easy to find and the process of its creation takes less than 10 minutes to create a batch of 4. Extended action, roll 4 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

It takes 6 Coprine poisons to make 1 concentrated version. Effect: multiply duration and penalty caused by the poison by 2.

Pleurtoid Venom
As long as this poison is in effect, target is moderately paralyzed. A common poison made from Pleurtoid Venom, the ingredients are findable and the process of its creation takes less than 30 minutes to create a batch of 3. Extended action, roll 3 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

It takes 6 Pleurtoid poisons to make 1 concentrated version. Effect: Moderate paralysis becomes severe.

Bassianan
As long as this poison is in effect, the target will suffer a -2 penalty to their Wits and Strength. Made from the appresorated spores of an infectious fungus, the mycelium will start to colonize the body of a target and continue to devour it until cured. If not cured in a day, the target takes a -2 penalty to all rolls. If not cured in a week, the target becomes immobile. It is not difficult to create, as the fungus is common, but the process is difficult and premature exposure can be lethal. Extended action, roll 4 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1. Any botch results in the crafter becoming infected themselves.

It takes 4 Bassianan poisons to make 1 concentrated version. Effect: multiply penalty caused by the poison by 2. Half the time for onset of additional penalties.

Bloodrust
As long as this potion is in effect, the target suffers a -3 to Strength, Stamina, and Intelligence. It is a deadly poison composed of the mycotoxins of a relatively common fungus. The ingredients are easy to find, and require no special tools, but the process takes 20 hours to create a batch of 4. Extended action, roll 4 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

It takes 4 Bloodrust poisons to make 1 concentrated version. Effect: Inflicts Delerious condition in addition to penalties.

Blastostin
As long as this poison is in effect, the target suffers a -1 penalty to Intelligence and the target is Muted, disallowing the ability to cast magic. Created by combining two specialty ingredients, Lodestone and Yew Heartwood Dust. If the target is not cured in 2 weeks, they suffer a permanent -1 penalty to strength. The potion requires a basic kit, but the process is technically meticulous if not exceedingly an hour to create 1 batch. Extended action, roll 4 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

It takes 5 Blastocin poisons to make 1 concentrated version. Effect: multiply temporary penalty caused by the poison by 3.

Formic Sting Venom
As long as this poison is in effect, the target suffers an unavoidable 1 lethal and must make a Composure Check (Wits and Composure) with a MoS of 3 or suffer 3 bashing damage per round until they do. Created with actual Formic venom, this poison's ingredients are hard to come by, require a basic kit, and the process takes about 4 hours to make a batch of 2. Extended action, roll 2 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

It takes 4 Formic Sting Venom poisons to make 1 concentrated version. Effect: multiply damage caused by poison by 2.

LepiDust
Creates a poisonous, violet cloud for which all targets inside take -1 to Strength, Wits, and Composure, and must make a Composure Check (Wits and Composure) every round they are in the cloud to keep from falling prone. The ingredient is moderately hard to come by and the creation requires a basic kit, taking less than an hour to create a batch of 2. Extended action, roll 2 times, attempting to beat a 4 each time. Any roll with no successes decreases the batch count by 1.

Sulfur Bomb
Creates a highly flammable cloud of sulfur for which all targets inside take a -1 to Composure and become Nauseated. The impairment persists until their nausea is cured, even after the cloud dissipates. If ignited, targets in the cloud take 3 lethal, and fungi, plants, and the undead taking double damage. The ingredient is moderately hard to come by but the creation is simple and takes less than an hour to create a batch of 4. Extended action, roll 2 times, attempting to beat a 2 each time. Any roll with no successes decreases the batch count by 1.

Mollywhop Poison
A cocktail of polypeptide venom from various animals and plants that, when blended together, cause several bodily reactions in most organisms. It is quite harmful, but difficult to create. Wounds made by weapons with this poison cause the wound to become necrotic. Targets affected must make a Stamina + Composure roll beating a threshold of 6 or become Winded, Numbed, and Nauseous immediately. The ingredients are somewhat hard to come by, and require some special equipment and several hours to create a batch of 1. Extended action, roll 1 time, attempting to beat a 5. If improvising without special equipment, the threshold to beat is a 6. Any roll with no successes decreases the batch count by 1.

It takes 3 Mollywhop poisons to make 1 concentrated version. Effect: Add moderate paralysis to effects.

Lodeknack
Ground Lodestone and a bit of Gellic which Mutes a target inflicted with this poison until their body can recover, usually in a day's time if they have 1 dot of Stamina, 1/2 a day for 2, 1/4 if they have 3, 1/8th if they have 4, and 1/16th if they have 5, and so on. Targets affected cannot cast magic. The ingredients are somewhat special, but the creation is simple, and takes an hour to make a batch of 1. Extended action, roll 1 time, attempting to beat a 4. Any roll with no successes decreases the batch count by 1.

It takes 8 Lodeknack poisons to make 1 concentrated version. Effect: multiply recovery time by 4.

Chromus Slime Biofilm
(40 Gold/Dose)

Rare

Toxin Modifier: Add Moderate Paralysis to the effects of a poison.

-- Coastal, Underdark; -4 penalty to discovery

Petard
Creates a fiery explosion which deals 2 lethal damage, double for undead, plants, and fungi, and can daze targets in the affected area. A simple sulfuric bomb, it requires sulfur, Crackle Rocks, a basic bomb kit, and 2 hour's time to create a batch of 2. The petard is usually thrown, launched, Or remotely ignited. Extended action, roll 2 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

Paper Bomb
Creates a forceful explosion which deals 1 lethal damage, and creates a smokescreen as a byproduct of its activation. Paper Bombs are controlled by any caster through their Gnosis via a form of levitation, where they are usually adhered to a surface or target and detonated. Alternatively, they can be attached to objects to be thrown, detonating on impact, or laid as a trap. The Paper Bomb is created using a special ink that reacts with the user's energy form, allowing it to be controlled by the caster. The ink is hard to find but the process takes several minutes of runic drawing to produce a batch of 1. Extended action, roll 1 times, attempting to beat a 5. Any roll with no successes decreases the batch count by 1.

Smoke Bomb
Creates a forceful expulsion of 5 cubic meters of smoke primarily used as a smokescreen. Smoke Bombs are somewhat elaborate and require a basic kit, but the process is simple, as are the ingredients, to create a batch of 2. Extended action, roll 2 times, attempting to beat a 3. Any roll with no successes decreases the batch count by 1.

Gellic
Adheres an object to a surface. A sticky substance which hardens when cooled and softens when heated. Derived from Ooze and ameboid organisms, it requires a special ingredient of Ooze Juice and water, and 5 hours to congeal. Extended action, roll 5 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

Alchemist's Fire
Created using a mixture of iron fillings and sulfur to create a fire bomb which ignites when exposed to high velocity, causing 2 lethal to a single target. It is the most well-known alchemical product, making the ingredients easy to find as requires a basic bomb kit to make a batch of 3. Extended action, roll 3 times, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1.

Bombadier's Solution
Created using a mixture of Hydrogen Peroxide and Hydroquinone to create an explosive acid reaction when exposed to high velocity, causing 4 lethal with AP of 2. A bomb made with this solution requires that the ingredients be kept separate until impact, making the construction difficult and prone to error. Ingredients are really only found in alchemical labs and some apothecaries but requires a basic bomb kit to make a batch of 4. Extended action, roll 4 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1. A botch will ignite the solution and cause lethal damage equal to 1 + the number of previous successful rolls.

Abamectin
Developed by Arcanum Alchemists during the Swarm Wars as a highly toxic compound for use against the Formickians, causing 3 lethal to humanoids but 6 lethal to Formickians. It is illegal to produce or have in your possession without a license. It is complex and requires advanced alchemical tools to produce a batch of 2. Extended action, roll 8 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1.

Iprodione
A fungicidal and slightly phytotoxic material used to kill infestations of Sai Fungi which can become a lethal nuisance in some cities. Highly toxic to plants, fungi, oozes, and humans, causing 5 lethal and instilling nausea and fever in humanoids who fail a Stamina + Composure roll. Creation requires an alchemist's laboratory or similar, and the process takes 8 hours to produce a batch of 3. Extended action, roll 3 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1. A botch will cause the solution to deliquesce causing lethal damage equal to 1 + the number of previous successful rolls.

Mercurial Thiocynate
An acrid, noxious compound that sublimates when exposed to air and ignited, a single batch forms into 1 cubic meter of toxic fumes which does 5 lethal minus the Stamina level of affected targets. Affected targets must make a Wits and Composure roll or fall prone and become nauseated. Creation requires an advanced alchemy kit and the process takes 12 hours to produce a batch of 2. Extended action, roll 2 times, attempting to beat a 5 each time. Any roll with no successes decreases the batch count by 1. A botch will cause the solution to sublimate causing lethal damage equal to 2 + the number of previous successful rolls.

Urdnou Extract, 100mg (syn-Propanethial-S-oxide)
Created from the distillation of Urdnou Roots, a single batch is volatizing compound extremely irritating to mucus membranes of many organisms, and susceptible targets make a Stamina + Composure roll against a 6 or operate at a -3 penalty for all physical and mental actions within 10 meters of the compound. No matter the successes, exposed targets lose the ability to adequately distinguish taste and odor and take while within 20 meters. Requires a basic alchemy kit to make a batch of 1. Extended action, roll 1 time, attempting to beat a 3 each time. Any roll with no successes decreases the batch count by 1. A botch will waste the ingredients for that batch.

A refined batch requires 3 Urdnou Root Extract Batches and an advanced alchemy kit to make a batch of 1. Extended action, roll 1 time, attempting to beat a 6 each time. Any roll with no successes decreases the batch count by 1. A botch will waste the ingredients for that batch. Basically, it's tear gas.

Bark Scorpion

 * Toxicity: 3
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Moderate)

Black Mamba

 * Toxicity: 6
 * Interval: 1/10 Minutes
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Grave)

Black Widow Spider

 * Toxicity: 2
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Moderate); Fever Condition

Blue Ring Octopus

 * Toxicity: 7
 * Interval: 1/Minute
 * Recovery: Extended; 5 successes
 * Effect: Damage; Paralysis Tilt (Moderate), Poisoned Tilt (Grave); Nausea condition

Box Jelly

 * Toxicity: 8
 * Interval: 1/Minute
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Grave); Nausea condition

Brown Recluse Spider

 * Toxicity: 2
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Moderate); Necrotized Wound condition

Coral Snake

 * Toxicity: 6
 * Interval: 1/10 minutes
 * Recovery: Extended; 5 successes
 * Effect: Damage; Numbed Tilt, Poisoned Tilt (Grave); Nausea condition

Cottonmouth

 * Toxicity: 3
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Grave)

Funnel Web Spider

 * Toxicity: 3
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Moderate); Confused condition; Extreme Pain (-1 penalty to all actions)

King Cobra

 * Toxicity: 6
 * Interval: 1/10 Minutes
 * Recovery: Extended; 5 successes
 * Effect: Damage; Paralysis Tilt (Moderate), Poisoned Tilt (Grave); Confused and Lethargy conditions

Poison Dart Frog

 * Toxicity: 7
 * Interval: 1/Minutes
 * Recovery: Extended; 5 successes
 * Effect: Damage; Paralysis Tilt (Severe), Poisoned Tilt (Grave)

Pufferfish

 * Toxicity: 5
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Poisoned Tilt (Grave); Nausea condition

Rattlesnake

 * Toxicity: 4
 * Interval: 1/Hour
 * Recovery: Extended; 5 successes
 * Effect: Damage; Numbed Tilt, Poisoned Tilt (Grave); Nausea condition

Ammonia Vapor

 * Toxicity: 2
 * Interval: 1/Minute
 * Recovery: extended; 5 successes
 * Effect: Bashing Damage; Sick Tilt (Moderate)

Arsenic

 * Toxicity: 3
 * Interval: 1/Day
 * Recovery: extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Moderate); Confused or Nauseacondition

Belladonna

 * Toxicity: 5
 * Interval: 1/hour
 * Recovery: extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Grave); Confused or Disorientedcondition

Bleach

 * Toxicity: 4
 * Interval: 1/Dose Ingested
 * Recovery: N/A
 * Effect: Damage; Poisoned Tilt (Grave)

BZ

 * Toxicity: 4
 * Interval: 1/Day
 * Recovery: extended; 5 successes
 * Effect: No Damage; Drugged Tilt, Insane Tilt; Confused condition

Chloroform

 * Toxicity: 4
 * Interval: 1/Minute
 * Recovery: Extended; 10 successes
 * Effect: No Damage; Unconscious

Curare

 * Toxicity: 4
 * Interval: 1/Round
 * Recovery: Extended; 10 successes
 * Effect: Damage; Paralysis Tilt (Moderate), Poisoned Tilt (Grave)

Cyanide

 * Toxicity: 6
 * Interval: 1/Minute
 * Recovery: Extended; 20 successes
 * Effect: Damage; Poisoned Tilt (Grave)

Emetic Wax

 * (30 Silver/Dose)
 * Common
 * Potion & Toxin Modifier: Delay the effect of the substance this is combined with by 1-6 hours.
 * -- Forest, Swamp; -1 penalty to discovery

Generic Painkiller (Overdose)

 * Toxicity: 4-7
 * Interval: 1/Minute
 * Recovery: Extended; 10 successes
 * Effect: Damage; Drugged Tilt, Poisoned Tilt (Moderate)

Kolokol 1

 * Toxicity: 8
 * Interval: Immediate
 * Recovery: Wears off after 10 – (Stamina+ Resolve) turns
 * Effect: No Damage; Unconscious

Mustard Gas

 * Toxicity: 4
 * Interval: 1/Minute
 * Recovery: Extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Grave), possibly Winded Tilt if inhaled

Pesticide

 * Toxicity: 1
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Moderate)

Phosgene

 * Toxicity: 5
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Moderate), Winded Tilt

Rat Poison

 * Toxicity: 2
 * Interval: 1/Day
 * Recovery: Extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Moderate)

Ricin

 * Toxicity: 8
 * Interval: 1/Minute
 * Recovery: Extended; 30 successes
 * Effect: Damage; Poisoned Tilt (Grave)

Sarin

 * Toxicity: 8
 * Interval: 1/Minute
 * Recovery: Extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Grave); Disoriented and Nausea conditions

Sonorial Sap

 * (40 Silver/Dose)
 * Common
 * Potion & Toxin Modifier: Stabilizes most potions and poisons, reducing the production penalty by 1.
 * Coastal, Grasslands, Hills; -2 penalty to discovery.

Tear Gas

 * Toxicity: 3
 * Interval: 1/Minute
 * Recovery: Extended; 5 successes
 * Effect: No Damage; Stunned Tilt.

VX

 * Toxicity: 8
 * Interval: 1/turn
 * Recovery: Extended; 10 successes
 * Effect: Damage; Poisoned Tilt (Grave); Disoriented and Nausea conditions