Drops
Snorrtox Drops
At Level 1, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 13 to apply Snorrtox, Sleep for 10 minutes (Constitution Roll: 13 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 13 or fall asleep for 10 minutes. Cost: 100cp for 4 uses.
Swilltox Drops
At Level 3, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 15 to apply Swilltox, adding 1d6 Poison Damage to each piece of ammo. On a successful hit, the target on each of their turns must then make a Constitution Roll: 15 or take an addtional 1d4 Poison damage. The poison leaves any ammo not used during the turn it was applied. If the Knave fails the roll to apply the poison, they do 1d6 poison damage to themselves then, on each of their turns, the Knave must make a Constitution Roll: 15 or take 1d4 posion damage. Cost: 300cp for 4 uses.
Master's Snorrtox Drops
At Level 7, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 16 to apply Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 16 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 16 or fall asleep for 10 minutes. Cost: 700cp for 4 uses.
Ventox Drops
At Level 10, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 15 to apply Ventox, adding 2d6 Poison Damage to each piece of ammo. On a successful hit, the target on each of their turns must then make a Constitution Roll: 18 or take an addtional 1d6 Poison damage. The poison leaves any ammo not used during the turn it was applied. If the Knave fails the roll to apply the poison, they do 2d6 poison damage to themselves then, on each of their turns, the Knave must make a Constitution Roll: 18 or take 1d6 posion damage. Cost: 1000cp for 4 uses.
Grand Master's Snorrtox Drops
At Level 14, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 19 to apply Grand Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 19 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 19 or fall asleep for 10 minutes. Cost: 1400cp for 4 uses.
Deathtox Drops
At Level 17, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 15 to apply Deathtox, adding 3d6 Poison Damage to each piece of ammo. On a successful hit, the target on each of their turns must then make a Constitution Roll: 21 or take an addtional 1d8 Poison damage. The poison leaves any ammo not used during the turn it was applied. If the Knave fails the roll to apply the poison, they do 3d6 poison damage to themselves then, on each of their turns, the Knave must make a Constitution Roll: 21 or take 1d8 posion damage. Cost 1700cp for 4 uses.
Laquers
Snorrtox Laquer
At Level 1, the Knave does not move on a turn to applies Poison on up to three ammo. They then make an Intelligence Roll: 13 to apply Snorrtox, Sleep for 10 minutes (Constitution Roll: 13 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 13 or fall asleep for 10 minutes. Cost: 100cp for 4 uses.
Fangtox Laquer
At Level 1, the Knave spends 1 hour and makes an Intelligence Roll: 15 to apply Fangtox Laquer to a melee weapon, adding 1d4 Acid damage. It will remain on the weapon throughout one combat encounter or falls off if the weapon is not used that day. If the Knave fails that roll, they do 1d4 acid damage to themselves and the Laquer fails to be applied. Cost: 100cp for 4 uses.
Steelytox Laquer
At Level 7, the Knave spends 1 hour and makes an Intelligence Roll: 18 to apply Steelytox Laquer to a melee weapon, adding 3d4 Acid damage. It will remain on the weapon throughout one combat encounter or falls off if the weapon is not used that day. If the Knave fails that roll, they do 3d4 acid damage to themselves and the Laquer fails to be applied. Cost: 700cp for 4 uses.
Master's Snorrtox Laquer
At Level 7, the Knave does not move on a turn to applies Poison on up to three ammo. They then make an Intelligence Roll: 16 to apply Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 16 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 16 or fall asleep for 10 minutes. Cost: 700cp for 4 uses.
Kwikkiltox Laquer
At Level 14, the Knave spends 1 hour and makes an Intelligence Roll: 21 to apply Kwikkiltox Laquer to a melee weapon, adding 5d4 Acid damage. It will remain on the weapon throughout one combat encounter or falls off if the weapon is not used that day. If the Knave fails that roll, they do 5d4 acid damage to themselves and the Laquer fails to be applied. Cost: 1400cp for 4 uses.
Grand Master's Snorrtox Laquer
At Level 14, the Knave does not move on a turn to applies Poison on up to three ammo. They then make an Intelligence Roll: 19 to apply Grand Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 19 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 19 or fall asleep for 30 minutes. Cost 1400cp for 4 uses.
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