Medicine
Sub-skills
- Poisons and antidotes
- Surgery and Field Medicine
- Diagnostic medicine, diseases, and pharmaceuticals
The poisons available are generally more sophisticated than the ones available through the Chemistry specialty of General Science. These could include poisons tailored for a specific individual, time-released, multi-step poisons, etc. (A multi-step poison is one where a person must get all the steps to be poisoned, and is otherwise harmless. So, for instance, only someone who ate the soup AND smoked one of the special cigars AND shook hands with the baron will suffer the consequences. Good ones are completely untraceable.)
If a character were to specialize in Poisons, he would still need access to a genetics lab to make targeted poisons, or a professional chemistry lab to make multi-step poisons. If the cost of the lab (i.e. the Resources skill to own it) is below the unadjusted skill roll, that is a one point penalty to the roll. This doesn't mean that the character must own the lab himself, just have access to one (perhaps by sneaking in one night).
In addition, apply the following adjustments to the roll.
Poison qualifications (all that apply) | Penalty |
---|
Lethal Poison (as opposed to knock-out) | -2 |
Multi-step, 2 parts | -1 |
Multi-step, 3 or more parts | -2 |
Targets a specific person and is harmless to others | -1 |
Targets all members of a family and is harmless to others | -2 |
Hard to detect | -1 |
Nearly impossible to detect | -2 |
Delayed effect (i.e. the food taster won't die until well after the target has eaten it) | -1 |
Injected or ingested delivery | 0 |
Topical delivery (i.e. by touch) | -1 |
Airborne delivery, short range (sprayed directly into the face, or, perhaps, put into the target's scuba tank) | -1 |
Airborne delivery, long range (sprayed into the room, or delivered via the air conditioning system) | -2 |
The process is:
- Roll Poison Skill roll
- If this is higher than the Resources value of lab, subtract 1.
- Adjust for Aspects and skill points spent.
- Player can intentionally reduce the value to make a weaker poison
---- This value represents the hours needed in the lab.
- Adjust for qualifications from table above
- Double this result. Call this the Poison Strength.
Detecting the Poison
The target of the poison may have a chance to detect the poison and avoid eating, touching, or breathing it. Of course, if the target is being held down and injected with the poison, he probably detects that he's being poisoned but it doesn't help him prevent it from happening.
Typically the GM will roll for the player, and might apply a bonus or penalty of up to 2 points, depending on the situation.
Poison Type | Alertness Roll Required |
---|
Normal | 3 |
Hard to Detect | 4 |
Nearly impossible to detect | 6 |
If the poison is properly delivered to the target (s), it will act upon the target's stress track as a single blow of the Poison Strength (the value after all adjustments and then doubling).
When the poison is created, the player must specify whether the poison kills its target or merely knocks out the target. If the result on the stress track is 'done' then it will kill / knock out. For other consequences, the target will be disabled according to the severity of the consequence, just as if he had taken a physical blow of that level.
Example: Dr. Lamson want to make a knock out poison that will affect only Aduz Agave. His Medicine / Poison skill is 5 and he rolls a 1 for six points. He is using a lab that costs Resources 7, so there is no penalty there. He then spends a FATE point and applies his aspect of “Make 'em all sick” to increase the roll by 2.
The value adjusted for Lab and FATE points is now 8, which means he will need 8 hours in the lab to create it.
- Knock-out poison (non-lethal) (-0)
- Targets only Aduz and he has a DNA sample (-1)
- It is Hard to Detect (-1)
- It is a cream (topical delivery) (-1)
----- For a result of 5. Doubled is 10.
So, if properly delivered, it will act as a single blow with 10 shifts. Dr. Lamson arranges for Aduz to “win” a free massage at a local parlor, and he arranges for the masseuse to use the cream he has prepared as the lubricant. The GM decides that Aduz is so trusting and has not expressed any suspicion about he good luck, so he imposes a penalty of -2 to Aduz's Alertness roll to detect the poison. Rolling a 1, plus his Alertness skill of 3, minus the penalty is not enough for Aduz to detect the poison. He gets his massage, which is a 10 point hit on the big man's stress track. This is beyond Aduz's 'done' level so he is knocked out.
This message was last edited by the GM at 01:19, Wed 10 Feb 2021.