AMBERDUST
1 Dramatic Wound / 1 Round / 15 Rounds
Amberdust is made from the buds of a flowering vine, cut before they open and carefully preserved by drying. When properly used, amberdust pollen is a powerful incapacitating agent which causes shortness of breath, dizziness, and ultimately unconsciousness. Usually, the dried bud is crushed in a cloth or bag and pressed against (Finesse + Grapple with two Raises) or thrown into (Finesse + Throw (Improvised Weapon) with Four Raises) a victim’s face.
Once a victim is Knocked Out, amberdust inflicts no further damage, but the victim remains unconscious until the poison runs its course. Once the victim regains consciousness, all Dramatic Wounds inflicted by this poison will be healed.
Notes: If a poisoner has enough time, a victim’s bed (especially his pillows) is the perfect place to lay a scattering of amberdust.
ARSENIC
1k1 Flesh Wounds / 30 minutes / 3 days
Usually found as a white powder, arsenic is a fairly common poison. It begins to take effect about thirty minutes after ingestion, and causes stomach pain. Death can be as quick as one hour later, or it can take up to three days.
Notes: Arsenic has a bitter taste that can be easily detected with a Perception Check against a TN of 10. Strong tastes may help to disguise this. There is no known antidote for arsenic, though drinking plenty of milk will increase the interval to two hours.
ASSASSIN’S BLACK
3 Flesh Wounds / 1 Phase / 1 Round
Assassin’s black is a sticky, tar-like substance that serves a dual purpose. In addition to being a mild blade venom designed to give an assassin a slight edge in a fight against a superior Swordsman, it conceals the sheen of a metal blade to better aid nighttime stealth.
Notes: Carrying a weapon coated in assassin’s black while wearing dark clothing provides one Free Raise to Stealth rolls at night, and to any use of the Feint Knack with the coated weapon. The poison lasts for one strike, after which it is wiped off and needs to be reapplied.