
POISON/ ANTIDOTE CRAFTING:
The ability to make poisons and potions from few materials is considered a vital skill for the clan of famine. When resources are scarce, one must improvise and use the tools at their disposal. Or just mix things and force something to drink it, (or injection, that sometimes yields much better results). Those wishing to make a poison not only need to know what is effective and what is not, but how to cure it as well. Killing a test subject too soon is…inadvisable.
Sadly, students will not be getting to play around with the more dangerous ingredients and runes, but they will get to make a few ‘interesting’ concoctions with the various ingredients they have. Aside from making their minor poison, they must also make an antidote. Untimely, their goal is to create more than what they destroy as then they can harvest more ‘results’ at a later time.
Stage One
Students are led to a table littered with various possible materials. Rolling 3 d 10, they get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients.
1- Thyme (+2)
2- Mint (no bonus)
3- Mandragora root (+1)
4- Dried dragon blood (+1)
5- Human’s tears (-2)
6- Mysterious mushrooms (+1)
7- Filtered Water (-1)
8- Mysterious yellow substance of questionable origins ( -2)
9- Rune stone (+1)
10- Foxglove (+2)
Add up the points for your ‘unrefined’ solution.
Stage Two
Taking your mixture to the filtration system, a smaller version of a chemist’s set, you must roll 1 d 4 to determine how well you refined your poison.
1- Not much seems to have changed but now it’s an odd thick brown paste. (no change to your poison, UNLESS in the negatives in which it gains +1)
2- It looks… like the color changed? (+2 to your poison!)
3- The result is a glowing blue thick liquid. (+3 to your poison!)
4- You end up with a clear, if slightly tinted liquid (+4 to your poison!)
Taking your Original results from the ‘unrefined’ solution and adding the filtration bonus, you now have your POISON TOTAL.
Stage Three
Now onto making an antidote. The table of ingredients sits rights next to the poison…probably not the best idea, given how some might mix the two. Rolling 3 d 10, students get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients.
1- Thyme (-2)
2- Cactus flower (+2)
3- Human’s Blood (+1)
4- Dried human’s blood (+2)
5- Human’s tears (-2)
6- Crushed skulls (+1)
7- Filtered Water (NO CHANGE)
8- Mint (-1)
9- Rune stone (+1)
10- Foxglove (-1)
Add up the points for your ‘unrefined’ solution
Stage Four
Taking your mixture to the purification station, it’s a battery of small open flames and strange symbols, you must roll 1 d 4 to determine how well you refined your antidote.
1You end up with a thick tar like substance. (+4 to your antidote!)
2- It’s a glowing red paste now (+3 to your antidote!)
3- Not much changes, it just got a little thicker (+2 to your antidote!)
4- You end up with a clear, if slightly tinted liquid (no change to your antidote, UNLESS in the negatives in which it gains +1)
Taking your Original results from the ‘unrefined’ solution and adding the purification bonus, you now have your ANTIDOTE TOTAL.
Stage Five
The student must now administer their poison and antidote to a small mouse, bird or fish minipet raised to gauge how effective a poison is. They're kept in one of the tanks nearby. They can administer their creations by mouth or by injection.
NOTE! To be considered a ‘pass’ the antidote MUST be stronger than the poison, even if it is in the negatives. If they are equal it is considered a fail.
POISON BREAK DOWN
-3 to 0 <- It's pretty vibrant but apparently you want it turning dark
1-2 <- A few black spots here and there, not much really
3-4 <- The black outweighs the color in ratio now, it's pretty good actually!
5+ Your minipet is a deep black, good job!
ANTIDOTE BREAK DOWN
-3 to 0 <- It doesn’t seem to help at all, it's still back
1-2 <- Helps a bit, but only a few dots of color have come back
3-4 <- The subject is cured! Back to their normal color. Well done!
5+ Your subject is not only cured, but extremely better than before! The colors changing on their coat.
POINTS DISTRIBUTION

[ Horsemen Points Distribution: ] (Select only one option based on your results)
TO OBTAIN 3 HORSEMEN POINTS: YOU MUST HAVE A +3 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE
TO OBTAIN 2 HORSEMEN POINTS: YOU MUST HAVE A +2 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE
TO OBTAIN 1 HORSEMEN POINT: YOU MUST HAVE A +1 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE
POSITIVE RANGE DOES NOT INCLUDE ZERO. A PASS ALONE DOES NOT AWARD POINTS.