Poisons (Dungeon Fantasy)

Poisons are a wide subject with many changes based on realism (realistic or cinematic) and on genre (pulpy adventure, sci-fi, dungeon fantasy, etc.) As such, this article will be covering Dungeon Fantasy poisons specifically, to avoid odd overlaps.
== The Skill ==
* The Poisons skill itself is the practical knowledge of poisons -- identifying, handling, applying, and using.DFRPG: Adventurers, p.85-86
* The Poisons skill can be used for milking venom from a creature (be it living or as a Dead Monster Bit)DFRPG: Exploits, p.24
* A Poisons roll based on Perception can identify poisons by smell or taste.
* One based on DX can be used to safely remove poison from a surface, such as a pendulum blade or door knob
* An IQ-based Poisons roll can identify a poison currently in effect (on a creature) -- a PC gets a +3 to this roll if they themselves are poisoned! 
== The Basics ==
Dungeon Fantasy poisons tend to take effect almost instantly, causing damage-over-time, usually just slow enough for dramatic saves or daring solutions. Think of poisons as having "time scales" based on drama: Should a given poison be instant (for turn-by-turn combat), several seconds (or "scene scale"), or several hours/days (multiple scenes, possibly part of a quest).
== Sudden Poisons ==
Poison 	Delivery	Resistance	Effects 	Cost 	Description
Monster Drool 	Utility 	HT+0 	2 tox 	$20 	A cheap poison made from venom from giant centipedes or spiders. It's a fairly common poison.
Bladeblack 	Utility 	HT-5 	6d tox 	$1,000	Likely the most powerful poison on the market. Supposedly made by the Assassin's Guild. A single hit can kill a horse-sized target.
Corpsebane 	Utility 	HT+0 	4d / 2d 	$100 	A strange poison that only works on the undead. It always does some damage.DFD: Thieves, p.36
Paralytic Slime	Utility 	HT-2 	Temp. Paralysis	$500 	Derived from a mix of rare fungus and giant-insect venom. Subject makes an immediate HT-2 roll or be paralyzed for 2dx10 minutes.Try not to use this type on PCs unless dramatically appropriate--no one likes losing their turn, let alone all of an encounter!
=== Grenade-Type Poisons ===
Poison 	Delivery	Resistance	Effects 	Cost	Description
Blinding Powder	Grenade 	HT-2 	Temp. Blindness	$300	Contact agent made of natural irritants. Dust fills a two-yard radius. Living creatures with eyes must make an immediate HT-2 roll or be blind for 1d minutes. Washing eyes for about five seconds ends this effect.This effect might be avoided with Nictitating Membrane. Creatures who are immune to poisons or metabolic effects (like Constructs) are simply don't have eyes, are immune. Weighs 1 lb.
Demon's Brew 	Grenade 	HT+0 	2d / 1d 	$500	Respiratory agent made from demon ichor.Likely some rare or tricky-to-obtain "Dead Monster Bit" that demons leave behind. Fumes affect a 2-yard radius. Anything that breathes takes injury.
Oozing Doom 	Grenade 	HT+0 	2d / 1d 	$100	Contact agent made from slimes. Soaks clothing, and enters cracks in natural and artificial armorTakes the armor's DR amount of seconds.. Anything living is affected.
Grenade-type poisons tend to weigh around 1 lb. Utility poisons last for one wound, or about three hits that are blocked, parried, or stopped by DR. Poison has no effective weight when applied on a weapon.
== Fanon Poisons ==
Poison 	Delivery	Resistance	Effects 	Cost	Description
Bladebulk 	Utility 	HT-2 	Weapon modifier x1.5;
Increase encumbrance on target by one step	? 	A dark poison that hardens into a dense, shale-like shell. It's not quite a "poison", but an "oil" that raises the weapon's "weight" for a single strike. Multiply the usual cutting, impaling or even crushing modifiers by 1.5 (round up) for the next successful hit.Parries against a Bladebulked weapon still help erode the "poison", but count as Beats, penalizing parries each turn!
Redloss Venom 	Utility 	HT-2? 	Aff. Hemophilia 	? 	A target afflicted by Redloss Venom will bleed out until they get a chance to use first aid, healing magic, or manage to overcome the poison itself first.
Bright Trumpet 	Utility 	HT-? 	One strangely consistent, precise number per demon	? 	A "poison" made from a celestial flower that only appears in sacred spaces on calm, moonlit nights. Bright trumpet is one of the only poisons to work on demons. Some say it causes a tranquility that undermines their will to maintain a corporeal form. Or perhaps they're simply allergic.
Dozer's Drop 	Utility 	?? 	Daze 	? 	Originally created from a failed attempt at an "amnesia poison", Dozer's Drop is a Utility (dart or dagger only) or Grenade poison that causes targets to completely lose their sense of place and time. It's mainly used to cause drowsy guards to fall asleep, or to bypass lookouts who would otherwise be alert.
Essential Garlek	Utility.	-- 	N/A 	-- 	Through magic, alchemy, or rare subspecies, this poison is made of a remarkably robust garlic oil whose smell is impossible to miss. This poison does double the normal "poison" damage to creatures vulnerable to garlic (such as vampires). Additionally, any target hit by this poison can be tracked by smell at an additional +4. Oddly enough, this poison also is said to rebuke toxifiers, as they cannot stand its antibiotic smell.
== Recovery ==
Esoteric Medicine (any type) is likely the first and main skill for treating poisons, as it encompasses a single, wide medicine skill. For more technically-knowledgeable characters, try Pharmacy--this is likely the skill for helping PCs recover from serious, multi-scene-scale poisons.
== See Also ==
* Poisons main page
* Potions
** And by extension, Alchemy or Herb Lore
* Universal Antidote (on Alchemy Elixirs page?)
== Notes ==
== References ==