Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Poisons:
Enter by ingestion, inhalation, or wound exposure.
Often require a dose threshold before symptoms.
Often metabolic — liver, kidneys, blood.
Toxins:
Usually biological (venoms, neuropeptides, enzyme disruptors).
Delivered by injection, sting, bite, or direct blood contact.
Usually rapid-onset and organ-specific.
Radiation (special category):
Cumulative, long-term, affects cell replication.
DELIVERY METHODS
Each poison/toxin has 1–4 delivery paths:
Delivery Type
Effect
Ingestion
Slow onset; gut-kidney processing; reduced potency unless corrosive
Inhalation
Fast; hits brain/blood directly; +2 severity
Injection
Direct to bloodstream; +3 severity; onset in minutes
Cutaneous (skin)
Requires high dose or open wounds
Radiological Exposure
Works by proximity, dose accumulation
POTENCY & DOSE SYSTEM
Potency Rating: 1–6
1 = mild irritant
6 = lethal agent
Dose Threshold
Below threshold: may cause mild nausea or zero symptoms.
Above threshold: roll full d12 severity.
Overdose: +2 severity per extra threshold exceeded.
ONSET TIME
Each toxin has an onset time band:
Immediate = seconds
Rapid = minutes
Short-term = 1–4 hours
Moderate = 6–24 hours
Long-term = days
Delayed = days to weeks
DURATION
Toxins can last:
Burst (short, intense)
Persistent (hours)
Chronic (days)
Permanent (organ damage)
Effects: paralysis, spasms, seizures, nerve failure.
Delivery: injection/inhalation strongest.
d12
Severity
Effects
Onset
Stamina
Notes
1–3
Mild Disruption
Tingling, dizziness
Min–1 hr
–1
–1 to dex
4–6
Nerve Impairment
Slurred speech, tremors
Min
–3
–2 to actions
7–9
Motor Shutdown
Paralysis creeping
Seconds–min
–6
Limb fails
10–11
Neural Storm
Seizures, collapse
Seconds
–10
Breathing difficulty
12
CNS Failure
Respiratory arrest
Immediate
–∞
Death risk
Effects: blood clotting issues, internal bleeding, necrosis.
Delivery: injection or ingestion (slow).
d12
Severity
Effects
Onset
Stam
Notes
1–3
Blood Irritant
Bruising, malaise
1–6 hr
–2
Minor bleed
4–6
Hemolysis Begins
Nosebleeds; fatigue
1 hr
–4
+1 bleed
7–9
Systemic Bleeding
Vomit blood; collapse
10–30 min
–6
+2 bleed
10–11
Organ Bleeds
Kidney/liver damage
5–15 min
–10
Internal bleeding
12
Hemorrhagic Failure
Fatal bleed-out
Minutes
–∞
Death
Effects: cell death, necrosis, stomach lining destruction; slow rot.
Delivery: ingestion/injection.
d12
Severity
Effects
Onset
Stam
Notes
1–3
Irritation
Nausea, pain
1–12 hr
–1
Vomiting
4–6
Cell Breakdown
Blisters, ulcers
1–6 hr
–3
–1 check
7–9
Tissue Necrosis
Organ damage
30–90 min
–5
Local necrosis
10–11
Organ Shutdown
Liver/kidney failure
10–30 min
–8
Severe toxicity
12
Systemic Collapse
Multiple organ failure
Minutes
–∞
Death soon
Effects: muscle breakdown, paralysis, rhabdomyolysis.
Delivery: injection.
d12
Severity
Effects
Onset
Stam
Notes
1–3
Weakness
–1 strength
30–60 min
–1
Soreness
4–6
Muscle Pain
Tremors
10–30 min
–3
–2 actions
7–9
Muscle Meltdown
Unable to stand
5–10 min
–6
Muscle tissue dissolves
10–11
Total Muscle Failure
Collapse
1–5 min
–10
Cannot move
12
Complete Breakdown
Heart/diaphragm fail
Seconds
–∞
Fatal
Effects: heart rhythm disruption, cardiac arrest, vascular shutdown.
Delivery: injection, inhalation.
d12
Severity
Effects
Onset
Stam
Notes
1–3
Heart Flutter
Palpitations
Min
–1
–1 endurance
4–6
Arrhythmia
Chest pain
Seconds–min
–3
Stamina halved
7–9
Vascular Collapse
Fall prone
Seconds
–5
Heart struggling
10–11
Cardiac Arrest
Gasping
Immediate
–10
Death save
12
Heart Stop
Fatal
Instant
–∞
Unless revived
Effects: kidney failure, toxin accumulation, long-term poison.
Delivery: ingestion.
d12
Severity
Effects
Onset
Stam
Notes
1–3
Slight Renal Stress
Dark urine
Hours
–1
Thirsty
4–6
Kidney Damage
Pain, swelling
Hours
–2
Toxin buildup
7–9
Renal Failure
Vomiting, confusion
1–3 hr
–4
Cannot filter blood
10–11
Acute Failure
Collapse
30–60 min
–6
Severe
12
Total Kidney Shutdown
Death over days
Hours
–8
If untreated: death
Nephrotoxins rarely kill quickly but ruin characters long-term.
ALLERGENS (including venom-triggered reactions)
Effects: immune shock, swelling, breathing blockage.
Delivery: injection/inhalation.
d12
Severity
Effects
Onset
Stam
Notes
1–3
Local Reaction
Redness; itch
Minutes
–1
4–6
Swelling
Pain; restrict movement
Minutes
–2
7–9
Systemic Reaction
Hives; dizziness
Minutes
–4
10–11
Anaphylaxis
Throat closing
Seconds
–8
Need antidote
12
Anaphylactic Shock
Fatal respiratory collapse
Seconds
–∞
Death soon
This acts on cellular replication, not a poison.
Damage is cumulative over days or weeks.
d12
Severity
Effects
Onset
Stam
Notes
1–3
Minor Exposure
Fatigue; mild nausea
Day–week
–1
Hair weakening
4–6
Acute Radiation Sickness
Vomiting; fever
Hours–days
–3
Blood cell drop
7–9
Organ Stress
Hair loss; bleeding gums
Days
–5
Immune failure
10–11
Severe Radiation Syndrome
Internal bleeding
Days
–8
Bone marrow failure
12
Cell Collapse
Multi-organ meltdown
Days
–∞
Fatal w/o extreme intervention
Radiation is uniquely:
Long-term
Persistent even after leaving source
Causes chronic conditions
Combines with ANY trauma to worsen outcomes
Potions
Potion Rejection Healing potions and restorative spells only heal half their normal amount.
Fatigue Buildup Gain 1 level of Exhaustion every long rest until cured.
Urinary Shutdown Movement reduced by 10 ft. Dash or Dodge causes 1 damage as kidneys strain.
Liver Failure Symptoms Disadvantage on CON saves and bleeding effects from hemotoxins are harder to stop (require higher DC).
Full Organ Collapse DC 15 CON save or drop to 0 HP over the next 10 minutes. On success: gain 2 Fatigue and become Poisoned until cured.
Cardiotoxin Effects – d6 Table
(Roll when a creature is affected by a cardiotoxic substance. Effects center on heart rate, pulse disruption, and circulation collapse.)
d6 Effect Mechanical Result
1 Heart Flutter Disadvantage on Initiative rolls and CON saves. Must pass DC 13 CON save each hour or gain 1 level of Fatigue.
2 Sudden Spikes Any time the creature rolls a natural 20 on an action, they immediately take 1d6 damage as their heart overreacts.
3 Palpitations Verbal spellcasting fails on a d6 roll of 5–6 due to breathlessness and fluttering chest.
4 Circulatory Strain Bleed effects or pressure-based spells deal +2 damage to the target. Vulnerable to Hemotoxins while affected.
5 Sudden Collapse DC 15 CON save when the creature drops below half HP or takes a critical hit. On fail: drop to 0 HP instantly.
6 Cardiac Arrest If affected by more than one dose or already Exhausted: DC 16 CON save or instant death. On success: paralyzed 1 round, 2 Fatigue.
Pulmonotoxin Effects – d6 Table
(Roll when a creature is exposed to airborne or respiratory-based toxins. Effects impact breathing, endurance, and the ability to speak or cast.)
d6 Effect Mechanical Result
1 Choking Fit Must succeed a DC 13 CON save or be Stunned for 1 round, coughing violently.
2 Shallow Breathing Can’t Dash. Every round of combat requires a DC 12 CON save or gain 1 level of Fatigue.
3 Verbal Lock Cannot cast spells with verbal components. Speech limited to 1 word per round.
4 Internal Burning Takes 1d6 damage at the start of each turn until lungs are cleared or healed.
5 Collapse of Breath Drop to 0 HP if creature attempts to run, scream, or take damage while under the effect. Must pass DC 15 CON to resist.
6 Permanent Lung Damage Max HP reduced by 1d6. Can only be restored by magical healing, surgery, or long downtime with care.
Gastrointestinal Poison Effects – d6 Table
(Roll when a creature ingests tainted food, spoiled drink, bile-based toxins, or anything meant to disrupt their gut. Effects impair stamina, rest, and combat readiness.)
d6 Effect Mechanical Result
1 Nausea Waves Disadvantage on attack rolls and ability checks for 1 hour. Any damage taken triggers a DC 13 CON save or lose your action retching.
2 Violent Vomiting Can’t cast spells or drink potions for 1d4 hours. Any attempt to eat or drink causes 1 damage and fails.
3 Severe Cramps Speed halved. Taking the Dash or Dodge action causes 1d6 damage and a DC 12 CON save or fall prone.
4 Digestive Shutdown Food provides no nourishment. Gain 1 level of Exhaustion per day regardless of rations/rest until cured.
5 Dehydration Max HP reduced by 1d4. Long rests do not restore hit dice. Resting without clean water causes 1 Fatigue.
6 Bowel Trauma (Yes, That’s Canon) Any time the creature rolls a natural 1 on any check, they are Stunned 1 round from gut pain or loss of control.
Psychotoxin Effects – d6 Table
(Roll when a creature inhales, ingests, or is exposed to a psychotropic or mind-altering toxin. Effects mimic madness, hallucination, paranoia, and mental spirals.)
d6 Effect Mechanical Result
1 Auditory Hallucinations Hears whispers, screams, or false commands. DC 14 WIS save when receiving orders or instructions—on fail, disobeys or misinterprets.
2 Phantom Pain Takes 1d4 psychic damage at the start of each round. No physical source. Cannot distinguish real wounds from false ones.
3 Paranoid Delusion Becomes Frightened of nearest ally or light source for 1d6 rounds. Can’t willingly approach or accept aid from them.
4 Fractured Identity Loses sense of self. Must roll a d6 at the start of each turn—on a 1–2, can’t take any action that round.
5 Perception Warp Disadvantage on all Perception, Insight, and Investigation checks. May mistake illusions for real or ignore real threats.
6 Reality Collapse DC 15 INT save or roll on the Magical Madness table (or become Stunned for 1 minute if no table is available).
Metabolic Poison Effects – d6 Table
(Roll when a creature is exposed to a toxin that suppresses or corrupts their metabolism. These poisons are subtle, exhausting, and devastating over time.)
d6 Effect Mechanical Result
1 Sudden Energy Loss Target gains 1 level of Exhaustion immediately. Dash and Dodge actions are disabled.
2 Wasting Effect Loses 1d4 STR or DEX (your choice). Loss persists until cured or 24 hours of bed rest.
3 Sleep Disruption Long rests provide no benefit unless target passes DC 15 CON save. Failure causes 1 Fatigue and no spell slot or HP recovery.
4 Body Shivers & Collapse On initiative 20 each round, roll 1d6: on a 1–2, the creature falls Prone as muscles give out.
5 Arcane Burnout Spellcasting costs +1 level of exhaustion per spell cast (or +1 Fatigue if not using levels).
6 Life Drain Mimicry Each hour, lose 1d4 HP unless target eats or drinks. Eating removes only 1 HP drain. Starvation begins regardless of current food status.
Teratogens & Mutagens – d6 Table
(Roll when a creature is exposed to reality-warping poisons that rewrite tissue, DNA, or magical essence. Effects may be temporary, permanent, or escalating based on dose and story.)
d6 Effect Mechanical Result
1 Unstable Growth A new limb, bone spur, or mass forms. Target takes -1 to AC but gains a natural melee attack (1d4). Cannot wear armor properly.
2 Tissue Fusion Joints, eyes, or organs fuse. Roll 1d4: 1 = blind in one eye, 2 = one hand disabled, 3 = lose 10 ft of movement, 4 = immune to polymorph but unable to be healed magically.
3 Skin Mutation Flesh discolors, scales, or pulses. Disadvantage on CHA checks. Gain resistance to 1 random damage type (DM roll).
4 Internal Displacement Organs relocate. Disadvantage on CON saves, but immune to critical hits for 1 hour. Target doesn’t know which.
5 Arcane Recoil Magic now reacts violently. When casting a spell, roll a d6: on a 6, spell casts at +1 level, but take 1d6 damage.
6 Rewriting Essence Creature’s type changes randomly for 1 day (e.g. humanoid to monstrosity, beast to ooze). May trigger spells or abilities that target specific types.
Minor Mutation – d12 Table
(Roll when a creature gains a low-grade mutation from exposure to mutagens, cursed relics, magical contagion, or eldritch environments. Effects may be temporary, permanent, or stackable.)
d12 Mutation Mechanical Effect
1 Extra Knuckle Your fingers lengthen unnaturally. Gain +1 to Sleight of Hand, but disadvantage on two-handed weapon use.
2 Forked Tongue Gain advantage on Perception (scent), but cannot speak clearly—disadvantage on Persuasion.
3 Thin-Skinned Your skin becomes translucent or paper-like. -1 to AC, but resistance to cold.
4 Glowing Veins Veins emit dim light (5 ft). Can’t be hidden without full covering. Advantage on Intimidation in low light.
5 Patch of Scales A patch of skin gains +1 natural AC. However, affected area is numb—disadvantage on touch-based checks.
6 Twitch Reflexes Gain +2 to initiative rolls, but must reroll any natural 20s on attacks—your strikes “jump” wide.
7 Vestigial Limb A tiny, underdeveloped extra arm grows (back, chest, side). Can hold or interact with tiny objects, but causes CHA -1.
8 Split Pupils You gain darkvision (60 ft), or increase yours by +30 ft. However, sudden light blinds you for 1 round (DC 12 CON).
9 Hollow Bones You weigh half as much. Fall damage doubled. Jump distance increased by 10 ft.
10 Echoing Voice Your voice gains a resonance that mimics distant whispers. Disadvantage on Stealth, but +1 to Intimidation.
11 Hairless Mutation Your body sheds all hair. Advantage on saving throws vs. fire, but disadvantage on CHA checks with humanoids.
12 Stuttered Heartbeat Immune to being surprised. However, healing effects restore 1 fewer HP per die due to irregular blood flow.
Major Mutation – d12 Table
(Roll when a creature undergoes a significant mutagenic shift—due to high doses, accumulated exposure, or magical corruption. These effects are often permanent or require extreme effort to cure.)
d12 Mutation Mechanical Effect
Chitinous Exoskin Your body grows insect-like plates. Gain +2 natural AC, but Disadvantage on Stealth and Dexterity (Acrobatics) checks.
Beast Maw Mouth splits wide and grows fangs. Gain a Bite attack (1d8 + STR). Can no longer pronounce complex words—verbal spellcasting at Disadvantage.
Extra Eye A third eye opens on your forehead or palm. Gain Truesight (30 ft), but suffer 1 psychic damage each time it sees an illusion.
Leaking Magic Core Your aura leaks raw energy. Enemies within 5 ft take 1 damage (type matches your spellcasting class) at start of their turn. You also glow faintly at all times.
Reverse Blood Your blood runs backward. You’re immune to bleed effects and Hemotoxins, but healing from potions is halved.
Spinal Bloom Bony or fungal growths erupt from your back. You can cast Entangle once per day. Disadvantage when prone or crawling.
Tentacle Limb One arm becomes a tentacle. Can grapple as a bonus action (DC = 8 + STR), but can no longer wield shields or ranged weapons.
Shadow Infusion Your body absorbs light. You have resistance to radiant damage, but take +1d6 damage from fire or force.
Wings (Unstable) You grow wings—gliding is possible, and slow fall is free. If you attempt to fly more than 10 ft, roll CON DC 14 or collapse in pain (take 2d6 damage).
Oozing Core Flesh becomes semi-liquid. Immune to non-magical slashing damage. Vulnerable to cold and radiant damage.
Time-Lost Reflex Your reactions exist 1 second too early. You always act first in combat, but may only take Readied actions, not regular attacks or casts.
Divine Malform Your mutation mimics a divine symbol or prophecy. Once per day, gain +1d6 to any roll, but take 1 Fatigue after. Enemies who see you may worship or fear you instinctively (DM discretion).
POISONS, TOXINS, DISEASES, AND PARASITES
Poisons and toxins do not usually target a body location like blunt or cutting injuries.
Instead, they affect the body as a system.
A toxin event is resolved through:
This subsystem also works well for:
CORE TOXIN RESOLUTION
When a character is exposed to a toxin:
Step 1 — Determine delivery method
Examples:
The delivery method determines:
Step 2 — Determine toxin type
Examples:
Each type has its own d12 symptom table.
Step 3 — Determine lethal dose level
This is extremely important.
A toxin is not just “did you fail or not.”
Its severity depends on how much entered the body compared to how dangerous the substance is.
LETHAL DOSE LEVEL TABLE
This is the universal toxin intensity scale.
Dose Level
Meaning
Effect on Severity
Trace
Tiny exposure, barely harmful
–3 severity
Low
Mild exposure
–2 severity
Moderate
Significant exposure
–1 severity
Full
Standard dangerous dose
no change
Heavy
Large dose
+1 severity
Massive
Overwhelming dose
+2 severity
Extreme
Catastrophic / concentrated / repeated
+3 severity
Notes
ONSET RATE
Poisons should not all act instantly.
This is one of the strongest parts of your design idea.
Each toxin should have an onset category:
Onset
Time to First Save / Effect
Instant
immediate
Rapid
1 round
Fast
1d4 rounds
Delayed
1d6 minutes
Slow
1d6 hours
Latent
1 day or more
This gives poison a very different gameplay rhythm than direct injury.
SAVE PROGRESSION
Poison should be a battle over time, exactly as you described.
The exposed character usually makes repeated Stamina saves unless the toxin specifies another save.
Sometimes:
Suggested universal progression
Each toxin defines:
Example format:
Initial Save: Stamina DC 14
Interval: every 2 rounds
Successes Needed: 3
Failure Effect: worsen severity by 1 stage or apply symptom
This works very well.
UNIVERSAL TOXIN STAGES
Rather than every toxin reinventing progression from scratch, use universal stages:
Stage
General State
1
Mild exposure
2
Active symptoms
3
Severe poisoning
4
Critical systemic failure
5
Collapse / death risk
A toxin’s d12 result determines what the stages look like.
TREATMENT FRAMEWORK
Treatment is one of the most important parts.
Each toxin should define:
Basic treatment categories
1. Stabilize
Reduce progression speed, but does not cure.
Examples:
2. Neutralize
Actually counters the toxin.
Examples:
3. Support
Keeps the victim alive while body fights it.
Examples:
ANTIDOTE FRAMEWORK
Each toxin should have one of these tags:
Antidote Category
Meaning
Common Antidote
found in civilized regions
Rare Antidote
specialist or alchemist needed
Specific Antidote
only exact counteragent works
Support Only
no true antidote, only care
No Antidote
body must survive or magic needed
Antidote timing
Antidotes should have best effect if applied:
Example:
“Antidote applied within 10 minutes reduces severity by 2.”
RECOVERY AND AFTERMATH
This is where poison becomes memorable.
Not all survivors recover fully.
Possible aftermaths:
That fits your whole game beautifully.
TOXIN TYPE LIST
You asked for more poison categories. Here’s a strong set.
1. Neurotoxins
Attack nerves, reflexes, coordination, breathing.
Typical effects:
Save focus:
2. Hemotoxins
Attack blood, clotting, blood vessels.
Typical effects:
Save focus:
Often interacts with bleeding conditions.
3. Cytotoxins
Destroy tissue locally and systemically.
Typical effects:
Save focus:
Often causes permanent injury.
4. Necrotoxins / Rot Toxins
Cause tissue death, corruption, blackening, decay.
Typical effects:
Save focus:
Often long recovery and permanent damage.
5. Cardiotoxins
Attack heart rhythm and circulation.
Typical effects:
Save focus:
Fast and scary.
6. Pneumotoxins / Respiratory Toxins
Attack lungs, airway, oxygenation.
Typical effects:
Save focus:
Great for gas, smoke, spores.
7. Hepatotoxins
Attack liver and metabolic recovery.
Typical effects:
Save focus:
Usually delayed but nasty.
8. Nephrotoxins
Attack kidneys and fluid balance.
Typical effects:
Save focus:
Usually slow onset.
9. Paralytics
Specialized toxins that disable movement.
Typical effects:
Save focus:
10. Hallucinogens / Psychotoxins
Attack perception and morale.
Typical effects:
Save focus:
Very good for supernatural poisons.
11. Allergens / Anaphylactic Reactions
Not exactly poison, but life-threatening.
Typical effects:
Save focus:
Fast onset.
12. Radiation / Pitchblend / Arcane Contamination
A slow or acute corruption category.
Typical effects:
Save focus:
Very useful for magical wastelands.
13. Pathogens (Viral / Bacterial)
Illness rather than poison, but same system.
Typical effects:
Save focus:
This is where disease plugs in.
14. Parasites
Infestation rather than toxin, but same subsystem.
Typical effects:
Save focus:
Very strong for dark fantasy.
SUGGESTED UNIVERSAL TOXIN TEMPLATE
Every poison / toxin entry should use this format:
Name:
Type: Neurotoxin / Hemotoxin / etc.
Delivery: Injected / Inhaled / Ingested / Contact
Lethal Dose: Trace to Extreme
Onset: Rapid / Slow / etc.
Initial Save:
Save Interval:
Successes Needed:
Failure Effect:
Stage Effects:
Duration:
Antidote:
Medicine / Herbalism DC:
Recovery Time:
Permanent Risk:
That will keep the whole subsystem consistent.
UNIVERSAL LETHALITY MODIFIER RULE
This is the cleanest way to apply dose to all toxin tables:
Final Toxin Severity
d12 toxin roll + dose modifier – resistance/protection modifier
Where:
Then clamp final result to 1–12.
This is elegant and scalable.
UNIVERSAL RESISTANCE MODIFIERS
A few common modifiers should exist:
Factor
Modifier
Strong antidote applied early
–2 to –4
Partial treatment / field aid
–1
High Stamina skill or relevant trait
–1
Repeated exposure
+1 to +3
Low Vigor at exposure
+1
Existing illness / exhaustion
+1
Vulnerable species / allergy
+2 or more
WHAT TO BUILD NEXT
Before writing all the d12 toxin tables, I recommend we define the toxin families mechanically first.
The cleanest order is:
That will prevent the subsystem from becoming messy.
The best next step is to build the Lethal Dose + Save Progression + Treatment framework page as a polished rules section.
Here’s a tightened core toxin framework you can use before building the individual toxin tables.
HEROES BANE — LETHAL DOSE, SAVE PROGRESSION, AND TREATMENT FRAMEWORK
Poisons, toxins, diseases, parasites, radiation, and internal contaminants are resolved through a progressive systemic modelrather than normal injury locations.
These effects are defined by:
This framework is meant to handle both:
1. LETHAL DOSE FRAMEWORK
Lethal Dose measures how dangerous the amount of toxin is relative to the victim.
A toxin’s listed danger assumes a Full Dose unless otherwise stated.
Lethal Dose Levels
Dose Level
Meaning
Severity Modifier
Trace
Tiny exposure, residue, incidental contact
-3
Low
Weak exposure, glancing dose
-2
Moderate
Partial but meaningful exposure
-1
Full
Standard dangerous dose
+0
Heavy
Strong exposure, multiple sources, large dose
+1
Massive
Overwhelming exposure
+2
Extreme
Catastrophic exposure, concentrated or repeated
+3
Final Toxin Roll
When a toxin takes effect, roll:
d12 + Dose Modifier + Vulnerability Modifiers - Resistance Modifiers
Clamp the final result to 1–12.
That final number is the toxin result used on the toxin’s d12 table.
Dose Modifiers From Context
The GM can adjust dose based on circumstance.
Increase Dose
Examples:
Reduce Dose
Examples:
2. RESISTANCE AND VULNERABILITY MODIFIERS
These affect the final toxin roll before the table result is determined.
Common Resistance Modifiers
Source of Resistance
Modifier
Early field treatment
-1
Proper antidote used in time
-2 to -4
Strong natural resistance / lineage trait
-1 to -3
Protective gear or filter
-1 to -3
High relevant skill / feat / blessing
-1
Tiny incidental exposure
already handled by dose
Common Vulnerability Modifiers
Source of Vulnerability
Modifier
Existing exhaustion / starvation / dehydration
+1
Already sick or wounded
+1
Low Vigor at time of exposure
+1
Known allergy / species vulnerability
+2 to +4
Repeated recent exposure
+1 to +3
Wet / open wounds / direct bloodstream exposure
+1 to +2
3. ONSET RATE FRAMEWORK
Not all toxins act immediately.
Each toxin has an onset category.
Onset Categories
Onset
First Effect / First Save
Instant
immediately
Rapid
1 round
Fast
1d4 rounds
Delayed
1d6 minutes
Slow
1d6 hours
Latent
1 day or more
Notes on Onset
4. SAVE PROGRESSION FRAMEWORK
This is the heart of the subsystem.
A toxin is usually not defeated by one roll.
Instead, the victim enters a contest between:
Primary Save Types
Most toxins use Stamina saves, but some use others.
Save
Typical Use
Stamina
poison, venom, disease, organ stress
Resolve
panic toxins, hallucinogens, terror agents
Concentration
neurological disruption, mind-clouding toxins
Stability
radiation, magical contamination, alchemical corruption
Observation
sensory toxins, blindness, hallucination recognition
Most toxins should still rely primarily on Stamina.
Save Interval
Each toxin defines how often saves occur.
Interval Type
Timing
Per round
very fast combat toxins
Every 2–3 rounds
strong combat toxins
Every minute
dangerous but not immediate
Every hour
illness / environmental toxins
Every day
disease, parasites, radiation
Successes Needed
Each toxin defines how many successful saves are needed to overcome it.
Recommended scale:
Toxin Severity
Successes Needed
Mild
1
Dangerous
2
Severe
3
Extreme
4+
Failure Threshold
Each toxin also defines how many failed saves trigger catastrophe.
Recommended scale:
Toxin Severity
Failure Threshold
Mild
3 fails
Dangerous
2–3 fails
Severe
2 fails
Extreme
1–2 fails
Standard Save Progression Model
Each toxin entry should define:
Recommended generic model
Recommended generic success model
5. TOXIN STAGE FRAMEWORK
Every toxin should progress through stages.
This keeps the subsystem consistent.
Universal Toxin Stages
Stage
Name
General Meaning
1
Exposure
mild symptoms begin
2
Active
toxin is impairing function
3
Severe
systemic danger, high penalties
4
Critical
collapse / organ failure risk
5
Terminal
death or permanent ruin imminent
A toxin does not need to use all five stages, but this ladder is useful.
What Stage Advancement Does
As a toxin advances, it may:
6. VIGOR AND MORALE INTERACTION
Toxins should hit Vigor very hard.
Suggested Toxin Vigor Rules
Toxins often cause:
Suggested default
Suggested Morale Effects
Morale loss is especially appropriate for:
Typical morale loss:
7. TREATMENT FRAMEWORK
Treatment should come in three layers:
A. Field Treatment
Field treatment is immediate action to slow, reduce, or contain the toxin.
Examples:
Field Treatment Check
Usually:
Suggested DC bands
Difficulty
DC
Common toxin first aid
10
Dangerous toxin stabilization
12
Rare / complex toxin
14
Exotic / magical / radiation / parasite
16+
Field Treatment success
On success, choose one:
B. Antidote / Counteragent
An antidote is a real neutralizer, not just first aid.
Antidote Categories
Category
Meaning
Broad Antidote
works on many common toxins, weaker effect
Specific Antidote
strong but only for exact toxin family
Rare Counteragent
must be crafted or sourced
Magical Purge
spell or ritual
None
body must endure it
Antidote timing matters
Antidotes should be strongest when used early.
Recommended timing rule:
Applying an antidote
Usually requires:
C. Recovery Care
Even after the toxin is defeated, the body may need care.
Recovery care can require:
Without recovery care:
8. HEALING TIME FRAMEWORK
Different toxins recover on very different timelines.
Recovery Categories
Recovery Time
Typical Use
Minutes
mild irritants, shock toxins
Hours
combat venoms, mild inhalants
Days
strong venom, bacterial poisoning
Weeks
organ damage, paralysis, severe toxin load
Months
major nerve / liver / radiation injury
Permanent
tissue death, chronic damage, sterility, madness
9. PERMANENT EFFECT RISK
Severe toxins should have an aftermath roll or threshold.
Permanent Harm triggers
A toxin may risk permanent damage if:
Examples of permanent toxin harm
10. DISEASE AND ILLNESS USING THIS FRAMEWORK
Yes, diseases should use this same engine.
The differences are:
Disease-specific additions
Diseases should also define:
11. PARASITES USING THIS FRAMEWORK
Parasites also fit well here.
The differences are:
Parasites should define:
12. POLISHED UNIVERSAL TOXIN TEMPLATE
Use this for every poison, toxin, illness, or parasite entry.
Toxin Entry Template
Name:
Type:
Delivery Method:
Lethal Dose:
Onset:
Primary Save:
Initial Save DC:
Save Interval:
Successes Needed:
Failure Threshold:
Stage Effects:
Vigor Effects:
Morale Effects:
Field Treatment:
Medicine / Herbalism / Alchemy DC:
Antidote:
Application Time:
Recovery Time:
Permanent Risk:
Notes:
13. OPTIONAL QUICK TOXIN RESOLUTION RULE
For faster play, especially with NPCs:
Quick Resolution
Roll once:
d12 + dose modifiers - resistance
Then:
Then make just 1–2 saves instead of a full progression.
This is useful for:
14. DESIGN PRINCIPLES THIS FRAMEWORK SUPPORTS
This system now gives toxins a unique identity:
It fits Heroes Bane very well.
The best next step is building the first actual toxin families as d12 tables. Start with Neurotoxins and Hemotoxins, because those will define the core poison feel for combat and monsters.
Great—this is the right moment to build the actual toxin result tables.
Because toxins affect the whole body, these tables represent systemic effects, not locations. The result from the Final Toxin Roll (d12 after dose modifiers) determines the severity of symptoms.
Each table includes:
These assume the Save Progression Framework you defined earlier.
NEUROTOXIN TABLE (Nerve Poisons)
Typical sources: snake venom, spider venom, magical paralysis venoms.
Primary Save: Stamina
Secondary Save (some stages): Reflex / Concentration
d12
Effect
1
Minor tingling. –1 to Reflex checks for 1 minute. No Vigor loss.
2
Nerve irritation. –1 to Reflex and Tumbling. Lose 1 Vigor.
3
Muscle twitching. –1 to attack rolls. Lose 1 Vigor.
4
Coordination loss. –1 attacks and defense. Lose 1 Vigor.
5
Motor disruption. Cannot Exert next round. Lose 2 Vigor.
6
Muscle seizure. Movement –10 ft. Lose 2 Vigor.
7
Severe nerve shock. Attacks at disadvantage. Lose 2 Vigor.
8
Partial paralysis. One limb impaired. Lose 3 Vigor.
9
Systemic paralysis. Movement halved. Lose 3 Vigor, morale –1.
10
Respiratory distress. Cannot Exert, must pass Stamina save each round. Lose 4 Vigor.
11
Near-total paralysis. Collapse likely without aid. Lose 5 Vigor.
12
Complete nervous shutdown. Immediate collapse; death risk.
Typical recovery: hours to weeks
Permanent risks:
HEMOTOXIN TABLE (Blood Poisons)
Sources: vipers, cursed blades, blood-destroying toxins.
Primary Save: Stamina
d12
Effect
1
Blood irritation. –1 endurance saves briefly.
2
Localized swelling. Lose 1 Vigor.
3
Bruising and pain. –1 to attack rolls.
4
Blood thinning. Bleeding effects worsen. Lose 1 Vigor.
5
Internal bleeding begins. Lose 2 Vigor.
6
Severe swelling. Movement –5. Lose 2 Vigor.
7
Systemic bleeding. Morale –1. Lose 3 Vigor.
8
Blood pressure drop. Disadvantage on stamina saves. Lose 3 Vigor.
9
Major hemorrhage. Collapse risk. Lose 4 Vigor.
10
Organ bleeding. Immediate severe weakness. Lose 4 Vigor.
11
Massive hemorrhage. Collapse imminent. Lose 5 Vigor.
12
Circulatory failure. Death likely without treatment.
Typical recovery: days to months
Permanent risks:
CYTOTOXIN TABLE (Tissue Destroying Venoms)
Sources: spiders, alchemical agents, necrotic venoms.
Primary Save: Stamina
d12
Effect
1
Skin irritation. Mild pain.
2
Localized swelling. –1 to limb use if affected.
3
Tissue damage begins. Lose 1 Vigor.
4
Painful necrosis. –1 attacks. Lose 1 Vigor.
5
Expanding tissue damage. Lose 2 Vigor.
6
Muscle destruction. Limb use impaired. Lose 2 Vigor.
7
Severe necrosis. Morale –1. Lose 3 Vigor.
8
Deep tissue collapse. Movement impaired. Lose 3 Vigor.
9
Extensive necrosis. Limb may fail. Lose 4 Vigor.
10
Systemic toxin shock. Collapse risk. Lose 4 Vigor.
11
Major tissue destruction. Limb loss possible. Lose 5 Vigor.
12
Catastrophic necrosis. Immediate systemic failure.
Typical recovery: weeks to permanent
Permanent risks:
PARALYTIC TOXIN TABLE
Sources: dart frogs, magical paralysis venoms.
Primary Save: Stamina
d12
Effect
1
Mild numbness.
2
Weak limbs. –1 attacks.
3
Grip weakness.
4
Movement slowed. –5 ft.
5
Cannot Exert next round.
6
Arm or leg briefly paralyzed.
7
Movement halved.
8
Severe paralysis spreading.
9
Collapse if movement attempted.
10
Total paralysis except breathing.
11
Respiratory paralysis beginning.
12
Complete paralysis → suffocation risk.
Recovery: minutes to days
Permanent risk: nerve damage.
PSYCHOTOXIN / HALLUCINOGEN TABLE
Sources: spores, drugs, cursed vapors.
Primary Save: Resolve
d12
Effect
1
Strange sensations.
2
Mild confusion.
3
Visual distortions. –1 Observation.
4
Distraction. –1 to all actions.
5
Fear surge. Morale –1.
6
Paranoia. Allies appear threatening.
7
Severe hallucinations.
8
Panic episode. Morale –2.
9
Loss of coordination.
10
Psychotic break. Cannot follow commands.
11
Total delusion. May attack allies.
12
Mental collapse or catatonia.
Recovery: hours to weeks
Permanent risks:
PATHOGEN TABLE (VIRAL / BACTERIAL DISEASE)
Primary Save: Stamina
d12
Effect
1
Mild fatigue.
2
Low fever.
3
Persistent cough or nausea.
4
Fatigue. –1 skill rolls.
5
Weakness. Lose 1 Vigor daily.
6
High fever.
7
Severe illness. –2 skills.
8
Bedridden state.
9
Organ stress. Lose 2 Vigor daily.
10
Critical illness.
11
Organ failure beginning.
12
Fatal disease stage.
Recovery: days to months
Permanent risks:
RADIATION / CORRUPTION TABLE (Pitchblend, arcane fallout)
Primary Save: Stability
d12
Effect
1
Minor nausea.
2
Fatigue.
3
Hair loss beginning.
4
Weakness. Lose 1 Vigor daily.
5
Radiation sickness.
6
Vomiting and fatigue.
7
Internal bleeding signs.
8
Immune system collapse.
9
Severe radiation poisoning.
10
Organ damage.
11
Cellular breakdown.
12
Fatal radiation collapse.
Recovery: weeks to permanent
Permanent risks:
PARASITE TABLE
Primary Save: Stamina
d12
Effect
1
Minor irritation.
2
Digestive discomfort.
3
Fatigue.
4
Nutrient drain. Lose 1 Vigor daily.
5
Growing parasite.
6
Chronic pain.
7
Movement weakness.
8
Internal infestation spreading.
9
Organ damage.
10
Major parasite growth.
11
Critical infestation.
12
Parasite rupture or host death risk.
Recovery: weeks to surgery / ritual
Permanent risks:
ALLERGIC REACTION TABLE
Primary Save: Stamina
d12
Effect
1
Mild irritation.
2
Rash or itching.
3
Swelling.
4
Breathing discomfort.
5
Weakness. Lose 1 Vigor.
6
Moderate breathing restriction.
7
Severe swelling.
8
Breathing crisis.
9
Anaphylaxis beginning.
10
Collapse risk.
11
Critical anaphylactic shock.
12
Death without immediate treatment.
Recovery: minutes to days
SYSTEM DESIGN BENEFITS
This toxin system now:
• integrates with Vigor and Morale
• works for combat poisons and slow diseases
• allows dose scaling
• supports treatment gameplay
• creates long-term consequences
It fits the gritty realism tone of your system.
If you'd like, the next logical step (and one of the most powerful parts of the system) is building the Antidote, Herbalism, and Alchemical Counteragent system, which will make survival gameplay extremely interesting.
Excellent place to expand the system. You already have Morale, which is rare in RPGs to implement well. The goal now is to add Psychological Damage, Trauma, Madness, and Fear in a way that:
• integrates with Morale tiers
• can come from monsters, horror, social situations, torture, or trauma
• does not overwhelm the system with constant rolls
• creates long-term character stories (PTSD, phobias, obsessions, etc.)
Below is a structured subsystem that fits cleanly into what you’ve already built.
PSYCHOLOGICAL DAMAGE SYSTEM
Psychological damage represents the mind being strained by fear, horror, trauma, despair, or supernatural dread.
It interacts directly with Morale.
Psychological damage can cause:
• Morale loss
• Panic or terror conditions
• Temporary trauma effects
• Long-term Madness
• Permanent fears or phobias
Unlike physical injury, psychological damage often accumulates.
SOURCES OF PSYCHOLOGICAL DAMAGE
Psychological damage may occur from:
Horror
Trauma
Despair
Supernatural Dread
Social Pressure
RESOLVING PSYCHOLOGICAL DAMAGE
When a character faces a psychologically damaging event:
Step 1 — Determine Severity
Severity
Example
Minor
sudden scare, unsettling sight
Moderate
seeing a corpse, frightening monster
Severe
witnessing brutal death
Extreme
eldritch horror, mind-shattering event
Step 2 — Resolve Morale Loss
Morale loss should be the primary effect.
Severity
Morale Loss
Minor
–1
Moderate
–1 to –2
Severe
–2 to –3
Extreme
–3 to –5
Resolve saving throws may reduce this loss.
Step 3 — Trauma Check (optional)
If the event is Severe or Extreme, make a Resolve Save.
Suggested DCs:
Severity
Resolve DC
Severe
12
Extreme
16–18
Failure may cause Madness or Fear.
MADNESS SYSTEM
Madness represents lasting psychological damage.
Madness can be:
• temporary
• lingering
• permanent
MADNESS SEVERITY
Level
Name
Duration
1
Disturbance
minutes to hours
2
Trauma
days
3
Disorder
weeks
4
Severe Madness
months
5
Permanent Madness
indefinite
The GM rolls on the Madness Table appropriate to the level.
MADNESS TABLE (d12)
d12
Madness
1
Paranoia – constant suspicion
2
Panic attacks under stress
3
Nightmares and insomnia
4
Obsessive behavior
5
Compulsive rituals
6
Hallucinations
7
Emotional numbness
8
Rage bursts
9
Phobia development
10
Dissociation
11
Self-destructive behavior
12
Catatonia or breakdown
FEAR AND PHOBIA SYSTEM
Fears are specific triggers.
A fear can be gained from:
• trauma
• monsters
• magical curses
• toxins or madness
• character flaws
FEAR EFFECT
When exposed to the feared trigger:
Typical penalties:
• –2 to combat rolls
• cannot approach the source
• may flee or freeze
FEAR SEVERITY
Level
Effect
Mild
disadvantage on certain checks
Moderate
must pass resolve to approach
Severe
panic or flee
FEAR TABLE (d20)
Roll when a character gains a phobia.
d20
Fear
1
Darkness
2
Deep water
3
Fire
4
Undead
5
Demons
6
Spiders or insects
7
Snakes
8
Blood
9
Heights
10
Enclosed spaces
11
Large crowds
12
Being alone
13
Authority figures
14
Magic
15
Pain
16
Losing control
17
Death
18
Disease
19
Monstrous creatures
20
Specific trauma trigger (GM choice)
PANIC CONDITION
Triggered by severe fear.
Effects:
• lose next action
• must move away from source
• attacks at disadvantage
Ends after a successful Resolve Save.
DESPAIR AND HOPE
Characters at very low morale may enter Despair.
Despair effects:
• cannot Exert
• skill penalties worsen
• recovery is slower
Conversely, positive events may grant Hope:
• morale restoration
• advantage on resolve saves
• resistance to fear
Sources of hope:
RECOVERY FROM PSYCHOLOGICAL DAMAGE
Mental recovery requires time and experience, not just potions.
Short Recovery
Minutes to hours.
Methods:
• reassurance
• rest
• calm environment
• leadership actions
Removes temporary disturbances.
Long Recovery
Days to weeks.
Methods:
• safe rest
• therapy or counsel
• meditation
• spiritual rituals
• companionship
• creative outlets
Personal Growth Recovery
The best cure for fear is facing it.
Examples:
• confronting the feared creature
• surviving a similar situation
• training under a mentor
• completing a personal quest
This may remove phobias or disorders.
ENTERTAINMENT AND MORALE RECOVERY
Downtime activities may restore morale.
Examples:
Activity
Effect
Music
restore 1 morale
Celebration
restore 1–2 morale
Storytelling
remove disturbance
Training
restore resolve
Religion / ritual
remove fear effects
Art / creativity
reduce trauma severity
LONG-TERM TRAUMA
Severe experiences can create PTSD-like effects.
Examples:
• recurring nightmares
• avoidance of certain places
• panic triggers
• emotional numbness
These effects should be roleplayed but also mechanically matter.
Possible effects:
• –1 morale cap temporarily
• disadvantage on certain resolve saves
• fear triggers
PSYCHOLOGICAL DAMAGE VS MONSTERS
Certain monsters cause psychological damage simply by existing.
Examples:
Monster Type
Effect
Eldritch horrors
madness risk
Demons
morale drain
Undead
fear
Aberrations
hallucination
Ancient dragons
dread aura
These may trigger Resolve Saves at encounter start.
DESIGN GOALS OF THIS SYSTEM
This system:
• reinforces the Morale system
• creates story-driven character flaws
• supports horror campaigns
• interacts with toxins, magic, monsters, and trauma
• allows long-term character development
It avoids making players roll constantly but still adds meaningful consequences.
OPTIONAL RULE: MENTAL RESILIENCE
Characters may gain resilience through experience.
Possible bonuses:
• advantage on fear saves after surviving horror
• reduced morale loss
• resistance to certain phobias
This represents psychological hardening.
NEXT STEP (Recommended)
The next system that ties directly into everything you’ve built would be:
Monster Fear Auras and Horror Mechanics
Because those interact with:
• Morale
• Psychological damage
• Madness
• Resolve saves
and would make your creatures far more unique than standard RPG monsters.
Design a unique character with our character creator tool. Choose from different races, classes, and abilities to make your ideal hero.
Find the perfect campaign for your group. We have a wide selection of pre-made campaigns and one-shots, as well as tools for creating your own.
Join our Discord server to chat with other players, find groups to play with, and get advice from experienced GMs.
Running a game can be tough, but we're here to help. Check out our resources for GMs, including tips, tricks, and pre-made NPCs.
We carry everything you need to run a game, from dice to battle mats. Our products are high-quality and affordable, and we offer free shipping on orders over $50.
RPGs have a rich history and culture. Check out our articles on the origins of the hobby and the evolution of game design.