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Scrollhammer: Falmer
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===Unique Poisons=== The means of sustenance are scarce beneath the surface, and just as many dreadful substances as benign ones are found in the strange creatures, mushrooms and streams of the world below. The Falmer have long learned to differentiate and extract poisons from everything around them, and to make use of them to torture or kill their enemies with terrifying effectiveness. Falmer can use a variety of poisons on their weapons. At the beginning of each turn, announce which poisons will be used on which weapons, if a weapon has multiple poisons available to it. A poisoned weapon counts as doing Poison damage, and as such an Immunity to Poison will negate the effect of whatever poison is on it, unless stated otherwise(see Frostbite Venom and Steelbane Acid below). The default "Poisoned(4+)" on many weapons counts as being among the poisons to choose from each turn if it is available, although some more lethal poisons are strictly better. *Fleshwilt Poison: This exceptionally toxic mixture causes the skin and flesh around the bloodstream in which it was injected to dry and wither, causing its victim to quickly collapse as his heart ceases to beat. A weapon with this poison equipped is Poisoned(3+). *Chaurus Bile: A refined mixture of the digestive fluids of the Chaurus, this noxious liquid chews through whatever livings thing it touches, causing massive destruction of flesh and pus-filled ruptures of all parts of the body. The poisoned weapon is Poisoned(2+). *Mindbreak Poison: This poison affects not the body, but rather the mind. In a fit of insanity, the brain affected becomes unable to concentrate. Unsaved wounds inflicted by a weapon coated in this poison cause Magicka Drain(total). *Lingering Death: Certain ingredients are renowned among assassins for being slow-acting in their effects. The cruel minds of the Falmer have engineered means to use such concoctions in battle, to bring their enemies into a dying coma: a perfect condition for capture. For each wound, saved or not, caused by this weapon, mark the affected model as poisoned by a dose of Lingering Death. At the end of turn, each model affected must take a Toughness test for each dose they have been poisoned by. For each failed test, that model takes a wound (that cannot be re-allocated), no armour save allowed. *Frostbite Venom: The poison found in the fangs of the Frostbite Spider freezes the foe. Attacks by a weapon with Frostbite Venom are Poisoned(5+), and wounds they inflict, saved or not, Chill the wounded model until the end of next turn. Frostbite Venom counts as dealing Frost Damage, not as being a poisoned weapon. *Nervegrasp: The Nervegrasp is made from the deadliest of blossoms in the depths and high in the mountains. A weapon coated in Nervegrasp is Poisoned(4+), and wounds inflicted, saved or not, Paralyze until the end of next turn. *Wearyblood Draught: The Wearyblood Draught is known to create incredible fatigue in its victim, while not outright killing him. A wound by a weapon poisoned in Wearyblood Draught, saved or not, prompts an immediate initiative test after it damage resolution by the affected model. If the test is failed, the model may only make a single attack(regardless of modifiers) the next round of combat. *Steelbane Acid: Steelbane Acid is among the most caustic poisons in existence, not merely to corrosive to flesh, but equally dangerous to wood, stone, steel and even ebony. A weapon bearing Steelbane Acid is Poisoned(4+). It gains +3 AP, regardless of its status as a poisoned weapon or any Immunity to Poison the enemy might have.
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