Blackout Juice

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Blackout Juice
Alchemy Level:4
Duration:10 minutes
Range:Ingested
Flag Required:None
Herbalism Required to Use:Yes

Blackout Juice

This ingested poison causes 'poison terror'.

Detailed Information

Ingested Poisons

An ingested poison is a type of poison. Ingested poisons are consumables generally given to other characters through subterfuge and trickery (or just when they are helpless). It should be noted that ingested poisons only give the poisoned condition if they cause a poison call or otherwise specifically say they do. Even if they do not give the poisoned condition a character with an immunity to poison is still immune to ingested poisons.

To use an ingested poison it must be role-played being poured into a drink or onto food (assuming you can't somehow trick someone into drinking the poison straight out of the vial), then a green dot is applied to the container, typically on the bottom. This green dot gives characters with the herbalist skill a chance to identify that the food or drink is not safe before anyone ingests it. In the event that someone ingests the poison they should then be notified of exactly which poison they consumed.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Poison Calls

When a player is successfully hit by an attack with the "poison" call they are now considered poisoned until the condition is cured.

Poison Attacks Are Not Spells

When the poison call is added to any attack even a spell effect such as pin that attack no longer counts as a spell. This means that immunities to spell or compulsion effects no longer apply. The attack is now a poison effect.

Terror Calls

A target struck by a terror call becomes helpless, cowering in fear moving as minimally as possible. They are also affected by disengage, silence, weaken, and pin. Each of these other effects last for the normal amount of time for each, starting at the moment the terror effect is delivered.

When first hit by this effect the target should stand as perfectly still as possible. The helpless effect lasts for 10 minutes or until the target is hit by a weapon or a tag bag, whichever comes first.

While the target is under the primary effect of terror they are helpless and may not move, speak, cast spells, draw weapons, etc., and must simply hold still as motionless as possible. The player is not allowed to speak in-game or make any other noise while under the primary effect . A terror victim should make appropriate game calls like "no effect" while helpless.

The terror call never inflicts damage.

Unless modified by another call (such as poison) terror is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Categories: Alchemical Items | Level Four Alchemical Items | Items | Poison Calls | Terror Calls | Ingested Poisons

Page last modified on August 27, 2022, at 07:45 PM
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