*Toxin Traumas* are primarily caused by drugs, noxious fumes, plant spores, and mixing potions. Poisons are covered separately on p.226. Unless noted otherwise, *Toxin Traumas* last twice as long as the original drug, or 1d6 hours, whichever is longer. **Roll 1d12** unless noted otherwise. | 1d12 | Trauma | |------|--------| | 1 | **Sweaty.** Target sweats uncontrollably; the effect is obvious and quickly saturates their clothing. Disad on all social checks and gains no benefits from resting. | | 2 | **Slurring.** Target has trouble speaking and cannot cast spells. PCs may make a *Luck* save to speak clearly for a moment. | | 3 | **Distractible.** The target becomes highly distractible, even amidst the most serious or dangerous situations. The GM may require Willpower checks to avoid preoccupation with random minutia, e.g., a flickering torch, glare from the sun, sudden bird call, etc. If triggered, the target may only take actions related to the distraction for 1d3 rounds. | | 4 | **Suggestible.** The target becomes highly suggestible. If a version of events or course of action is suggested to them, a Willpower check may be required to resist. | | 5 | **Nausea.** The target suffers powerful nausea, vomiting, and fever, imposing disadvantage on attack rolls. | | 6 | **Lethargic.** Persistent fatigue handicaps the target, imposing disadvantage on Initiative and Party Retreats. A Will check is required to run, swim, climb, or stand up from Prone. | | 7 | **Clumsy.** Target becomes uncoordinated and clumsy, temporarily reducing their Dexterity score to 6. | | 8 | **Twitchy.** The target becomes hyper-vigilant to danger and unable to regulate their self-defense impulse. For example, if surprised by someone turning a corner, they might instinctively punch or stab them, or reactively hurl a dagger in the direction of a sudden noise. The GM may require Will checks to avoid overreacting. | | 9 | **Delusional.** The target suffers vivid visual and audial hallucinations. The target believes in the delusions no matter how fanciful they might seem to others. The GM may require Will checks to avoid reacting to the figments. | | 10 | **Paranoid.** The target becomes acutely paranoid, interpreting the conduct of others in a way that suggests they are plotting to harm or steal from them. The GM may require Will checks to avoid taking action against perceived threats. | | 11 | **Drug-Induced Rage.** The target is overwhelmed by murderous rage. For 2d6 rounds, they believe everyone is their enemy and must use their action to attack until all foes are dead or incapacitated. | | 12 | **Black Out.** The target falls into a chemically induced coma and is reduced to zero hit points. If the target survives, they awaken in 1d6 x 10 minutes with Swelling on the Brain (see #12 Injuries & Setbacks table). |