Whisperbloom Venomous Perfume

From: Whisperbloom

Lore: Venomous Perfume is a creation born from the clandestine arts of perfumery and toxicology. Its origins can be traced back to an enigmatic perfumer who sought to craft a fragrance that not only enraptured the senses but also possessed a subtle poisonous effect. Legend has it that the perfumer was inspired by the Whisperbloom, a mysterious and alluring plant known for its toxic properties. Through a careful and delicate alchemical process, the perfumer combined the essence of Whisperbloom with rare floral essences and distilled spirits, resulting in the creation of Venomous Perfume. The perfume became coveted by individuals who sought to confuse and disorient their targets, using its intoxicating scent as a tool of manipulation and subterfuge.

Use: Venomous Perfume is primarily used as a tool of deception and subversion. Its enchanting fragrance masks its true nature, drawing unsuspecting individuals closer. When inhaled, the subtle poisonous properties of the perfume induce mild confusion or disorientation, impairing the cognitive abilities of the affected individual. It is sought after by spies, infiltrators, and those who engage in covert operations, as well as those who relish in the art of manipulation and psychological warfare.

Stats and Skills (Level One):

  • Level Requirement: Tier 1
  • Skill Proficiencies: Alchemy, Deception, Sleight of Hand
  • Ability Bonus: None

Preparation: To prepare Venomous Perfume, the following steps are involved:

  • Obtain Whisperbloom essence, which can be acquired by carefully extracting the essence from the delicate petals of the plant during the night or purchased from specialized herbalists.
  • Gather rare floral essences, which may include extracts from elusive and exotic flowers, each chosen for its alluring scent and potential synergistic effects with the toxic properties of the Whisperbloom.
  • Acquire distilled spirits, which act as a solvent and base for the perfume, helping to preserve and distribute the fragrant and poisonous components.
  • Combine the Whisperbloom essence, rare floral essences, and distilled spirits in precise measurements, blending them together to achieve a harmonious and captivating fragrance that masks the subtle poisonous properties.
  • Store the perfume in vials or ornate bottles, ensuring their proper sealing and protection to prevent accidental exposure or evaporation.

Cost and Process:

  • Cost: 100 gold pieces for a vial of Venomous Perfume, including the Whisperbloom essence, rare floral essences, and distilled spirits. The cost reflects the rarity and complexity of the ingredients, as well as the specialized knowledge and skill required for its creation.
  • Process: Creating Venomous Perfume requires proficiency in alchemy, knowledge of toxicology, and the delicate art of perfumery. The process involves precise measurements, blending techniques, and a keen understanding of how various scents interact with one another. It is a labor-intensive and time-consuming process that may involve multiple stages of refinement to achieve the desired balance of fragrance and poisonous effects.

Tags: Deception, Poisonous, Perfume, Alchemy, Sleight of Hand, Subterfuge, Toxic Fragrance, Manipulative, Covert, Infiltration, Espionage, Psychological Weapon, Illicit, Clandestine, Seductive

Vial of Venomous Perfume, is used with strategic intent:

  • Seduction and Manipulation: The perfume’s captivating fragrance is used to attract and lure unsuspecting individuals closer, creating an opportunity for deception or manipulation. Its alluring scent makes it an effective tool for charming targets, gaining their trust, or extracting information.
  • Covert Operations: Venomous Perfume is favored by spies, infiltrators, and individuals engaged in covert operations. It can be used to disorient or confuse guards or adversaries, giving the user an advantage in stealthy maneuvers or allowing them to create diversions.
  • Psychological Warfare: The subtle poisonous properties of the perfume can be employed to undermine an opponent’s focus, cloud their judgment, or induce momentary confusion. It is a psychological weapon that can be utilized to sow discord or disrupt the mental faculties of opponents in critical situations.

It is important to note that the use of Venomous Perfume raises ethical and moral concerns, as it involves the deliberate manipulation and potential harm to others. The Game Master should establish clear boundaries and guidelines regarding its use, considering the comfort and preferences of the players involved.

The sale and distribution of Venomous Perfume occur within secretive circles and underground markets where individuals with darker inclinations gather. Due to its dangerous nature and potential for misuse, the recipe and the perfume itself are not openly sold in mainstream marketplaces or reputable establishments. Instead, they can be found in obscure and hidden locations associated with clandestine activities and the black market.

Where: Venomous Perfume is typically sold in shadowy corners of the world, catering to a select clientele. Secretive apothecaries specializing in illicit goods, covert alchemical shops tucked away in hidden alleys, or exclusive gatherings of dark-minded individuals may serve as the venues for its sale. These locations are often hidden behind veils of secrecy, accessible only to those who possess knowledge of the hidden networks or can prove themselves trustworthy to the sellers.

When: The availability of Venomous Perfume may vary depending on the game world’s setting and the narrative of the campaign. The recipe and perfume could be discovered during specific story arcs involving underground organizations, quests focused on espionage or subterfuge, or encounters with individuals involved in forbidden arts. The Game Master can introduce opportunities for the characters to acquire the recipe or the perfume at appropriate moments, creating intrigue, suspense, and moral dilemmas.

How: To acquire Venomous Perfume, the characters may need to establish contacts within the underworld, gain the trust of dark magic practitioners, or uncover hidden information about its existence. They might encounter mysterious figures who deal in forbidden artifacts, infiltrate secret gatherings to gain access to the perfume’s sellers, or participate in dangerous negotiations with those who possess the knowledge of its creation. The characters may be required to perform tasks, favors, or even engage in morally ambiguous activities to prove their worth and secure the perfume.

Vials of Venomous Perfume, can be utilized in various ways:

  • Covert Operations: Spies, assassins, or characters engaged in espionage can use the perfume to disorient or confuse their targets. By strategically releasing the fragrance in specific situations, they can impair the judgment or concentration of adversaries, creating opportunities for infiltration, theft, or assassination.
  • Social Manipulation: The captivating scent of Venomous Perfume can be employed to charm and manipulate individuals, gaining their trust, extracting information, or influencing their decisions. It can be used in situations that require the characters to navigate intricate social webs or manipulate key figures to further their goals.
  • Psychological Warfare: The perfume’s subtle poisonous properties make it a psychological weapon in the hands of those who seek to sow discord or create chaos. It can be used to induce temporary confusion, cloud the thoughts of opponents, or undermine their mental resilience during confrontations.

It is important to note that the use of Venomous Perfume involves morally ambiguous actions and potentially harmful consequences. The Game Master should establish clear boundaries and ensure that all players are comfortable with the presence and use of such items in the game world. Consent, open communication, and consideration of individual preferences are vital to maintaining an enjoyable and inclusive gaming experience.

A Ballad of the Perfumer’s Snare

From annals etched on tablets of yore, within the epoch when mortals first breathed life into the art of scent, comes the tale of the Venomous Perfume—a narrative steeped in shadows and artifice.

In a city shrouded by the veil of antiquity, where cobbled lanes twisted like serpents and secrets hung heavy in the air, there dwelt a perfumer of unparalleled skill, one named Seraphine. Her craft was not merely the blending of fragrant oils, but the weaving of illusions, the conjuring of desires, the bottling of dreams. Yet, her heart harbored an insatiable hunger, a yearning to create a scent so potent, so intoxicating, that it could ensnare not just the senses, but the very will of those who inhaled it.

It was whispered that Seraphine, in her relentless pursuit, stumbled upon the legend of the Whisperbloom—a flower said to bloom only under the pallid gaze of the moon, its petals steeped in a venom both alluring and perilous. Drawn by an irresistible fascination, she braved the haunted groves where the bloom was said to thrive, a place shunned by the wise and coveted by the reckless.

There, amidst the silent sentinels of ancient trees and the ethereal glow of the Whisperbloom, Seraphine made her pact. Not with any god or demon, but with the flower itself, offering her devotion in exchange for its deepest secrets. And the Whisperbloom, in its silent wisdom, yielded to her plea.

For countless nights, under the silver sickle of the moon, Seraphine toiled. She distilled the essence of the Whisperbloom, its intoxicating fragrance and deadly venom, blending it with the rarest of floral extracts and the purest of spirits. Her creation was a perfume of such exquisite beauty, such compelling allure, that it seemed to capture the very essence of desire.

Yet, this beauty was but a mask, a deceptive veil that hid a perilous truth. For the perfume was not merely a fragrance, but a snare—a weapon crafted to enthrall and disorient, to cloud the mind and weaken the will. Seraphine, in her pride, named it the Venomous Perfume, a testament to its dual nature.

Word of Seraphine’s creation spread like wildfire, carried on the winds of rumor and whispered in the hushed corners of the city. Nobles and merchants, spies and assassins—all flocked to her door, drawn by the promise of a scent that could bend others to their will. And Seraphine, blinded by her success, reveled in the power her creation bestowed upon her.

But the Whisperbloom, as it is written, demands a price for its gifts. The perfume, though born of Seraphine’s hand, was a child of the flower’s essence, and it carried within it the same insidious poison. Slowly, subtly, it began to warp Seraphine’s mind, twisting her desires, amplifying her ambition, until she was but a shadow of her former self, a slave to the very power she sought to wield.

In the end, Seraphine’s tale became a cautionary whisper, a legend told in hushed tones. Her demise was not a grand spectacle, but a quiet fading—a testament to the insidious nature of the Venomous Perfume. She who sought to control others through scent was herself ensnared, her will eroded, her essence consumed by her own creation.

Moral of the Story: True power lies not in dominion over others, but in mastery over oneself. To wield ক্ষমতার that which corrupts is to invite one’s own destruction. The sweetest fragrance may hide the deadliest venom, and even the most beautiful creations can become instruments of our downfall if we allow our desires to outpace our wisdom.

Suggested conversions to other systems:

Call of Cthulhu 7th Edition

Venomous Perfume

  • Potency: Variable (see below)
  • Sanity Loss: 0/1D3 when used or when becoming a victim of the perfume.
  • Effects:
    • When the perfume is applied to a person or an object, anyone who intentionally smells the perfume or comes within close proximity to the scent must make a CON roll. The difficulty of the roll is determined by the perfume’s potency:
      • Low Potency: Hard CON roll
      • Medium Potency: Regular CON roll
      • High Potency: Easy CON roll
    • On a failed roll, the victim suffers the effects of a minor poison, taking 1D3 damage per round for 1D6 rounds. In addition to the damage, they become disoriented and confused, suffering a penalty die on all INT-based skill rolls for the duration of the poison’s effect.
    • On a successful roll, the victim resists the poisonous effects but is still captivated by the scent, suffering a penalty die on any rolls made to resist being charmed or persuaded by the wearer of the perfume.
  • Identifying the Perfume: A successful Science (Pharmacy) or Occult roll will identify the perfume and its dangerous properties. A Hard Success will reveal the specific potency levels.
  • Creating the Perfume: Creating the perfume requires a successful Science (Pharmacy) roll along with the necessary rare ingredients (Whisperbloom essence, rare floral essences, and distilled spirits). The difficulty of the roll depends on the desired potency.

Blades in the Dark

Venomous Perfume

  • Effect: When you use the perfume, you can choose to either inflict harm or gain a bonus to social rolls.
    • Harm: If used offensively, roll your Prowl or Finesse. On a 1-3, the target resists the worst effects. On a 4-5, the target suffers level 2 harm “Disoriented”. On a 6, they suffer level 3 harm “Incapacitated”. On a Critical, the target suffers level 3 harm, “Fatally Poisoned”, ignoring armor.
    • Social: If used in social situations, roll your Sway or Consort. On a 1-3, you gain no benefit, and there are consequences. On a 4-5, gain +1 Effect for social interactions with the target. On a 6, gain +2 Effect. On a Critical, you also take control of the target as per the Command action.
  • Quality: The maximum Quality level a character can craft is equal to their highest of Study or Tinker. Typically Quality will be 3 to 5.
  • Complications:
    • Unintended Exposure: The user or an ally is accidentally exposed to the perfume’s effects.
    • Lingering Scent: The perfume’s scent lingers, potentially attracting unwanted attention or revealing the user’s presence.
  • Crafting: To craft Venomous Perfume, a character needs the Alchemist special ability, access to a lab, and the rare ingredients. The Quality of the perfume is determined by a successful Tinker roll.

Dungeons & Dragons 5th Edition

Venomous Perfume

  • Wondrous Item, rare
  • This vial contains a perfume that is both alluring and dangerous. As an action, you can use the perfume on yourself or another creature within 5 feet.
  • Effects:
    • Seduction: For the next hour, you have advantage on Charisma (Persuasion) checks made to influence creatures that can smell the perfume.
    • Poison: Any creature that intentionally smells the perfume or starts its turn within 5 feet of a creature wearing the perfume must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. While poisoned in this way, the creature is also charmed by the wearer of the perfume. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Identify: A successful DC 15 Intelligence (Nature) or Wisdom (Medicine) check identifies the perfume and its effects.  
  • Crafting: Crafting this perfume requires proficiency with the herbalism kit or alchemist’s supplies, access to the rare Whisperbloom plant, and a successful DC 15 Intelligence check using the appropriate tool proficiency. The process takes 1d4 days of downtime.

Knave

Venomous Perfume

  • Quality: 13
  • Effect: When applied to a person or object, this perfume has two distinct effects:
    • Any creature that can smell the perfume has disadvantage on saves against being charmed or persuaded by the wearer.
    • Any creature that intentionally smells the perfume or begins its turn within close proximity to a creature wearing the perfume must make a Constitution save. On a failure, they take 1d6 damage, ignoring armor, and are considered weakened (disadvantage on all rolls) for one turn.
  • Multiple Uses: A single vial of perfume is sufficient for 1d4 applications.
  • Identify: A character can identify the perfume’s properties and side effects with a successful Intelligence test at disadvantage.
  • Inventory: This perfume takes up one inventory slot.

Fate (Core/Condensed)

Venomous Perfume

  • Aspect: Cloying Scent of Deception
  • Permissions: Requires a related skill such as Deceive, Rapport, or Crafts.
  • Effect:
    • When you apply the perfume, you can invoke the Cloying Scent of Deception aspect for free once to gain a +2 bonus to a roll involving social manipulation, seduction, or stealth when the target can smell the perfume.
    • After the initial invocation, you may choose to have the target make a Physique roll against a difficulty equal to your skill roll used to apply the perfume. If they fail, they are poisoned, represented by a new situation aspect such as Disoriented or Confused with one free invocation for the user.
  • Overcome: The Disoriented or Confused aspects can be overcome as normal, typically with a successful Physique or Will roll against a difficulty determined by the quality of the perfume (often Fair +2).
  • Cost: The cost of creating or acquiring the perfume can be determined by the GM based on its rarity and the campaign’s setting.

Numenera & Cypher System

Venomous Perfume

  • Type: Inhalable
  • Level: 1d6+2 (The level determines the difficulty of crafting and resisting the negative effects.)
  • Effect: When applied, the perfume grants an asset on all Deception and Persuasion rolls for one hour. In addition, one creature that you choose within immediate range that can smell the perfume must make a Might defense roll against a difficulty equal to the item’s level. On a failure, the target is charmed by you for one hour and takes damage equal to the level of the item. While charmed in this way, the target is also impaired.
  • Depletion: 1 in 1d20 (Each time you use the perfume, there is a 1 in 1d20 chance that the vial becomes empty and unusable)
  • Multiple Applications: Using multiple applications of the perfume on a single item increases the depletion chance by 1 for each additional use.
  • Cypher Limit: The presence of this perfume does not increase an avatar’s cypher limit.
  • Crafting: Crafting this perfume requires proficiency in crafting numenera, access to the rare ingredients (Whisperbloom essence, rare floral essences, and distilled spirits), and a successful Intellect roll against a difficulty equal to the item’s level. The process takes several hours.

Pathfinder 2nd Edition

Venomous Perfume

  • Item 4
  • Consumable, Inhaled, Magical, Poison
  • Price 20 gp
  • Usage held in 1 hand; Bulk L
  • Activate [one-action] (Interact)
  • Effect: Upon activation, this perfume fills the air in a 5-foot emanation around the user. For 1 minute, the user gains a +2 item bonus to Deception and Diplomacy checks against creatures that can smell the perfume. Additionally, any creature that starts its turn in the emanation or enters it for the first time on a turn must make a DC 17 Fortitude save.
    • Critical Success The creature is unaffected.
    • Success The creature is fascinated by the user for 1 round.
    • Failure The creature is confused for 1 round and takes 1d6 poison damage.
    • Critical Failure The creature is confused for 1 minute and takes 2d6 poison damage.
  • Crafting Requirements: Supply one vial of Whisperbloom essence.

Savage Worlds (Adventure Edition)

Venomous Perfume

  • Type: Wondrous Item
  • Cost: 600 credits
  • Effects: When applied, the perfume grants the user a +2 bonus to Persuasion and Intimidation rolls against any target that can smell the perfume. Additionally, any creature within a Small Burst Template centered on the user must make a Vigor roll or become Shaken. Those who fail the roll by 5 or more are also Poisoned.
    • Duration: The Persuasion and Intimidation bonus lasts for one hour. The Shaken effect is instantaneous but the Poisoned condition lasts for 10 minutes or until cured.
    • Multiple Applications: Applying multiple doses of the perfume increases the Vigor roll penalty by -1 per additional dose, to a maximum of -4.
  • Crafting: Crafting this perfume requires the Weird Science skill, access to a lab, the rare Whisperbloom plant, and a successful Weird Science roll at -2. The process takes 1d6 hours.
    • Success: Perfume created with the effects as described.
    • Raise: The bonus to Persuasion and Intimidation rolls is increased to +4. Or the Vigor roll to resist the effects is made at a -2 penalty
    • Failure: The perfume is ruined.
    • Critical Failure: The perfume is volatile and dangerous. The crafter must make a Vigor roll at -2 or suffer the effects of the perfume (Shaken and Poisoned).

Shadowrun 6th Edition (with elements of Shadowrun: Anarchy)

Venomous Perfume

  • Type: Inhaled Toxin, Contact Toxin
  • Effect: This perfume grants a +2 dice pool bonus to all social tests involving Con, Etiquette, Intimidation, and Negotiation for a number of Combat Turns equal to the user’s Charisma. The perfume also has a toxic effect. Any creature that can smell the perfume and begins its turn within 2 meters of the user, or that the user touches, must make a Body + Willpower (3) test. On a failure they take 1 box of Stun damage per net hit and are Nauseated for a number of combat rounds equal to the net hits. They also suffer a -4 penalty to all actions. If a target is affected by the perfume again the target takes physical damage instead of stun damage.
  • Multiple Applications: Each additional application of perfume within a scene increases the social test bonus by +1 and the threshold of the resistance test by 1, to a maximum of +4 and 6 respectively.
  • Availability: Restricted (12R)
  • Cost: 750¥ per vial (contains 1d6+1 doses)
  • Crafting: Crafting this perfume requires a Biotech skill test with a threshold determined by the GM based on the availability of the ingredients (Whisperbloom essence is rare and dangerous to acquire). The process takes several hours and requires specialized equipment.

Starfinder

Whisperbloom Extract

  • Level: 4
  • Price: 450
  • Type: Poison (contact, inhaled); Save Fortitude DC 14
  • Track Mental; Frequency 1/round for 6 rounds
  • Effect: The creature is Fascinated by the wearer. On a failed save the creature is also confused for one round.
  • Cure 1 save
  • Multiple Applications: Each additional application of perfume increases the DC by 1 to a maximum of 18.
  • Effect: When applied, this perfume grants a +2 circumstance bonus to Diplomacy and Bluff checks against creatures that can smell the perfume. This bonus lasts for one hour.
  • Crafting: Crafting this perfume requires the Life Science skill, access to a lab, the rare Whisperbloom plant, and a successful DC 18 Life Science check. The process takes 4 hours.

Traveller (Mongoose 2nd Edition)

Whisperbloom Essence

  • TL: 6 (This assumes a setting where advanced bio-chemistry is available but specialized toxins are rare)
  • Effect: When applied to the skin or clothing, this perfume grants a +2 DM to all Soc checks involving persuasion or deception against targets that can smell the perfume. This bonus lasts for one hour. Additionally, any creature within 2 meters that can smell the perfume must make an End check (difficulty 8+). On a failure, they suffer a -2 DM to all checks for one hour due to mild disorientation. A roll of 2 or less on the End check indicates the target is also charmed by the user for the duration, acting favorably towards them.
  • Multiple Applications: Each additional application of perfume within a scene increases the Soc check bonus by +1 and the difficulty of the End check by 2, to a maximum of +4 and 12 respectively.
  • Cost: Cr600 per vial (enough for one application)
  • Availability: Rare (typically only found on high-tech worlds or through specialized contacts)
  • Legality: 4 (possession may be restricted or illegal in some jurisdictions)
  • Crafting: Creating the perfume requires an Edu (Science) roll, with the difficulty determined by the availability of the rare ingredients and the quality of the lab facilities. The process takes at least a week.

Warhammer Fantasy Roleplay 4th Edition

Essence of Whisperbloom

  • Type: Poison, Ingested or Contact
  • Rarity: Very Rare
  • Effects: When applied to the skin or clothing, this perfume grants the imbiber a +20 bonus to Charm and Leadership Tests against targets that can smell the perfume. This bonus lasts for 1d10 x 10 minutes. Additionally, any creature that can smell the perfume and starts its turn within 2 yards of the user must make a Toughness Test at a -10 penalty. On a failure, they suffer 1 Wound that ignores armor and Toughness Bonus and gain the Poisoned condition. The poison damage is considered a Bane to the target’s Willpower.
  • Multiple Applications: Each additional application of perfume within a scene increases the Charm and Leadership Test bonus by +5 and the difficulty of the Toughness Test by -5, to a maximum of +30 and -20 respectively.
  • Brewing: Brewing this perfume requires the Trade (Apothecary) skill, access to a workshop, the rare Whisperbloom plant, and a successful Trade (Apothecary) Test at a -20 penalty. The process takes 2d10 hours.
  • Corruption: Any creature that fails the Toughness Test must also make a Corruption Test if they have a Corruption score.