The Clan of Venom Schools

Basic Schools

Dokuchi Poisoner

Bonus Attribute: Willpower
School Skills: Calligraphy, Etiquette, Investigation, Lore: Leechspawn, Spellcraft, Stealth, Any one skill.
Emphasis: Cipher (Calligraphy)
Honor: 2.5
Outfit: Daishō, Robes, Knife, Scroll Satchel, Personal Effects, 3 Ryō.
Spells: Entreat, 3 Earth, 2 Fire, 1 Water
Elemental Affinity: Earth

Venom in the Blood
You may spend a Void Point as a Free Action to activate this technique; the duration is a number of rounds equal to your Earth Ring. While active, whenever an opponent wounds you or an ally under the effects of one of your spells, that opponent immediately takes Xk2 wounds, where X equals your School Rank +1. Leechspawn or enemies touched by the Leech’s Kiss add +1k1 to this roll. When the duration expires, you immediately take XK2 wounds as well. Wounds caused by this technique are unaffected by Reduction. If you activate this technique again while already active, the duration refreshes, but wounds dealt are not increased.
One may starve a leech, but better by far to let it gorge. Hunger will be its undoing.

Dokuchi Apothecary

Bonus Attribute: Intelligence
School Skills: Acting, Athletics, Craft: Poison, Ninjutsu, Stealth, Sleight of Hand, any one skill.
Emphasis: Stalking (Stealth)
Honor: 1.5
Outfit: Daishō, Innocuous Outfit, Light Armor, Plain Clothing, Any two Ninjutsu weapons, Personal Effects, 3 Ryō.

Rank 1 - Pins and Needles
When testing or contesting Ninjutsu or Sleight of Hand, you may substitute Intelligence for the trait normally required. You may wield Needles1, and gain a stock of X needles each week, where X is equal to double your School Rank. As a Simple Action, you may coat a needle in one Injury poison you are carrying. After a successful attack with a coated needle, the target of that attack becomes poisoned. If your target is not directly hostile, you may instead administer a poison through a coated needle without attacking by testing your Sleight of Hand / Intelligence against the target's Vigilance; if you succeed, the target is poisoned without becoming aware of your actions.
The Dokuchi are skilled in using weapons subtly and unconventionally.

Rank 2 - The Shakes
When testing Craft: Poison to create or modify a poison, gain the following maneuvers:

Delayed Onset - 1 Raise. Increase the activation time of the poison to 5 minutes or 1 hour. Delayed Onset and Speed Kills cannot effect the same batch of poison.

Speed Kills - 2 Raises. A poison with a delayed activation time instead activates immediately. Delayed Onset and Speed Kills cannot effect the same batch of poison.

Inconceivable - 3 Raises. You may select a delivery method (Inhaled, Injury, Ingested) for the poison being created or modified.

Modifying a batch of poison after its creation takes X minutes of uninterrupted work, where X is equal to the Target Number.
Expert poisoners as they are, Apothecaries are adept at making subtle and not-so-subtle changes to their products.

Rank 3 - Oni In Disguise
When testing or contesting Acting or Sincerity (Deceit), you never suffer an Unskilled penalty for having no ranks. If you have at least 1 rank in the skill, gain +2k0+Intelligence to Acting or Sincerity (Deceit) tests or contests. When spending a Void Point to Boost a Stealth or Craft: Poison test or contest, gain +2k2 instead of the usual +1k1. When resisting the effects of a poison, gain a bonus of +2k2.
I'm sure I have no idea what you mean, samurai-sama.

Rank 4 - Toxic
When testing Craft: Poison to modify a poison, gain the following maneuver:

Virulence - 3 Raises. Increase the Target Number to resist the effects of this batch of poison by 5.

In addition, raises called on Craft: Poison rolls are no longer limited in any way. Poisons applied through your Needles add +X to the Target Number to resist them, where X is half the amount your Sleight of Hand or Ninjutsu roll beat your target's Armor Target Number or Investigation (Notice) / Perception roll.
The ministrations of the Dokuchi are hard to resist.

Rank 5 - Dazed and Confused
When a target affected by a poison you deliver fails their roll to resist, the effects of the poison are worsened2. These effects trigger on the initial resistance roll, and do not trigger on any subsequent rolls to resist.
Things can always get worse.

1 Needles
Damage: 1
Special: You may throw this weapon using Ninjutsu/Agility at a range of 25ft.
Special: When testing Sleight of Hand to conceal Needles, gain +2k2.
Special: This weapon ignores all Reduction except that granted by spells.
Restricted: Dokuchi Apothecary.

2 Effect Worsened
Stun Incapacitated
Exhaustion Double Penalty
Incapacitated Out
Damage +1k1 Damage
Trait Damage +1 Damage


Dokuchi Apothecary

Tainted Blade Dojo

Requirements: Water 3, Stealth 3, Ninjutsu 4

Rank 2 - Double Vision
When attacking with a weapon coated in poison, gain a bonus of 2k0. Enemies suffering from the effects of poison must call an Empty Raise to attack you, or their attack fails automatically.
The Tainted Blade emphasizes finesse, rather than overwhelming force.

Rank 4 - Drift and Die
You may make attacks with [Ninjutsu] weapons as a Simple Action.
Take your time, or I will take it from you.

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