Rules compendium

From coating a weapon to resolving venom

From coating a weapon to resolving venom. The venom rolls its own two dice. If it takes effect, the target has Disadvantage on its next Acrobatics, Athletics, Melee or Ranged check before the end of its next turn.From coating a weapon to resolving venom. The venom rolls its own two dice. If it takes effect, the target has Disadvantage on its next Acrobatics, Athletics, Melee or Ranged check before the end of its next turn.From coating a weapon to resolving venom. The venom rolls its own two dice. If it takes effect, the target has Disadvantage on its next Acrobatics, Athletics, Melee or Ranged check before the end of its next turn.
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This example coats one weapon with a Venom Vial. Its target has Athletics Readiness 1.

  1. Spend one Venom Vial use to coat the weapon.
  2. The next hit with that weapon which causes at least one Wound before the end of the scene triggers the venom roll.
  3. Roll two separate Narateer dice for the venom and add their dots. No creature spends Action Dice or Magic Dice, the roll cannot be Boosted, and the target makes no resistance roll.
  4. Here the two Hits give a venom total of 2 dots. The target’s Athletics Readiness is 1. The venom total is higher, so it takes effect. A tie or lower total has no effect.
  5. The target’s next Acrobatics, Athletics, Melee or Ranged Skill Check before the end of its next turn has Disadvantage. If none occurs, the penalty expires unused.

Result: The venom rolls its own two dice. If it takes effect, the target has Disadvantage on its next Acrobatics, Athletics, Melee or Ranged check before the end of its next turn.

  • The delivery deadline is the end of the scene. The penalty deadline is the end of the target’s next turn.
  • A creature can suffer this venom effect only once per scene.
  • This is a one-weapon example. One Venom Vial use can instead coat up to three pieces of ammunition.

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