From: Aquilarachnid
This compact kit contains various tools and vials specifically designed for extracting and storing venom. Aquilarachnid and other creatures can use this kit to safely harvest their own venom or collect venom from other creatures. The venom can be used for crafting poison or for trade purposes.
Level: Tier 1
Skills:
- Venom Extraction: Proficiency in extracting venom safely and efficiently.
Cost: 200 gold
Tags: Equipment, Extraction Kit, Venom, Crafting, Portable, Poisonous, Alchemical, Tradeable, Specialized Tools, Harvesting, Hazardous, Container, Preservation, Stealth
Lore: The Venom Extraction Kit is a compact and essential tool for the Aquilarachnid, allowing them to safely extract and store venom from themselves or other creatures. The knowledge and techniques required to create this kit have been passed down through generations, held by the secretive guilds and societies dedicated to venom crafting and trade.
Use: The Venom Extraction Kit equips the Aquilarachnid character or creature with the necessary tools and vials for venom extraction. With proficiency in venom extraction, they can safely and efficiently harvest their own venom or collect venom from other creatures. The kit includes specialized instruments such as needles, vials, and containers designed to ensure the integrity and potency of the venom.
Once the venom is extracted, it can serve multiple purposes. Aquilarachnid characters or creatures can use the venom for crafting poisons, enhancing their arsenal with deadly concoctions. Venom can also be valuable in trade, as it is sought after by alchemists, assassins, and those who deal in exotic substances.
The Venom Extraction Kit represents the Aquilarachnid’s expertise in handling and utilizing venom, making it an asset for both personal use and potential economic gain. It allows the Aquilarachnid to harness their natural venomous abilities and participate in the intricate world of poison crafting and commerce.
In the world of Saṃsāra, the Venom Extraction Kit would be a specialized item found in a variety of niche shops and establishments, each catering to unique needs and interests of adventurers, alchemists, and those who operate in the shadows. Here are the types of shops where this item might be bought and sold, along with the typical cost:
- Alchemist’s Emporium
- Location: Often found in bustling marketplaces of major cities or within secluded corners of smaller towns.
- Shop Description: These shops are filled with shelves of exotic herbs, potions, and alchemical ingredients. The air is thick with the scent of brewing concoctions, and the shop is often dimly lit, with flickering candles casting shadows on ancient tomes and glass vials.
- Buying Process: The Venom Extraction Kit would be displayed alongside other alchemical tools, such as potion kits and herb grinders. Customers might engage the shopkeeper, a knowledgeable and slightly eccentric alchemist, in discussions about the proper techniques for venom extraction and the best ways to store and use the venom. The kit would likely come with a few starter vials of common venoms.
- Cost: 200-250 gold pieces, depending on the quality and craftsmanship of the kit.
- Assassin’s Guild Outpost
- Location: Hidden in the underbelly of cities, often accessible through secret entrances in alleyways or behind the facades of innocuous-looking shops.
- Shop Description: These outposts are discreet, often with no obvious signage. Inside, the walls are lined with weapons, poisons, and other tools of the trade. The lighting is minimal, and the atmosphere is tense, with customers eyeing each other warily.
- Buying Process: The Venom Extraction Kit would be sold to trusted members of the guild or those with proven discretion. Transactions are quiet and swift, often involving coded language or gestures. The kit might be bundled with rare or exotic venoms not found in typical markets.
- Cost: 180-220 gold pieces, with discounts for guild members or those purchasing in bulk.
- Exotic Trade Bazaar
- Location: Found in large port cities or trade hubs, these bazaars are sprawling markets where merchants from all over the world of Saṃsāra gather to sell rare and exotic goods.
- Shop Description: The bazaar is a chaotic mix of vibrant colors, exotic smells, and the sounds of haggling merchants. Stalls are crowded with all manner of goods, from rare spices to magical artifacts. The Venom Extraction Kit would be sold by a vendor specializing in poisons, exotic creatures, or alchemical supplies.
- Buying Process: Customers might browse through an array of strange and dangerous items, including rare venoms and poisons. Haggling is expected, and skilled negotiators can often secure a lower price. The vendor might offer demonstrations of the kit’s use or even custom modifications for a higher price.
- Cost: 220-280 gold pieces, with prices fluctuating based on supply, demand, and the customer’s negotiation skills.
- Guild of Artificers
- Location: Located in the heart of craft districts within cities known for their skilled artisans and engineers.
- Shop Description: This guild’s shops are workshops filled with the sound of hammers on anvils and the smell of hot metal and wood shavings. Shelves are stocked with tools, gears, and magical components. The atmosphere is industrious and professional, with skilled artificers working on various projects.
- Buying Process: The Venom Extraction Kit would be custom-made to order, with options for personalized engravings or enhancements. Buyers might consult with the artificer on specific needs, such as the types of venom they intend to extract or any additional tools they require.
- Cost: 250-300 gold pieces, with potential for higher prices based on customization and enhancements.
- Black Market Dealer
- Location: Hidden in the shadows of cities, often in the most dangerous and lawless districts.
- Shop Description: These dealers operate out of back rooms or secret warehouses, dealing in goods that are rare, illegal, or otherwise unobtainable through normal channels. The environment is tense, with a constant undercurrent of danger.
- Buying Process: The Venom Extraction Kit might be part of a larger inventory of illicit goods, including stolen artifacts, illegal poisons, and other contraband. The transaction would be conducted quickly, with little to no questions asked. Buyers should be wary of the quality and authenticity of the goods.
- Cost: 150-200 gold pieces, with the risk of lower quality or counterfeit items.
In the world of Saṃsāra, the Venom Extraction Kit is a valuable tool for those who navigate the delicate and dangerous trade of venom and poison crafting, and its price reflects both its utility and the risks associated with its use.
The Venom Extraction Kit, while primarily designed for the collection and storage of venom, can play a significant role in both defensive and offensive strategies in various environments within the world of Saṃsāra. Here’s how this tool can be used in different scenarios:
- Offensive Roleplay
- Urban Assassinations
- Environment: Within the shadowy alleys and rooftops of a sprawling city, an assassin prepares to strike.
- Roleplay: The user of the Venom Extraction Kit may have harvested venom from a deadly creature earlier, carefully storing it in specialized vials. Before the mission, they mix the venom with a toxin to coat their weapons—daggers, arrows, or even blowgun darts. As they stalk their target through the city, they remain patient, knowing that a single strike with their venom-coated weapon will be enough to incapacitate or kill. The venom acts quickly, causing paralysis or death, depending on the type used. The character might then slip away, leaving no trace behind but a lifeless body.
- Jungle Warfare
- Environment: Deep within a dense jungle, an adventuring party faces dangerous predators and rival tribes.
- Roleplay: In the wild, the Venom Extraction Kit becomes a vital tool for turning the environment against adversaries. The user extracts venom from local fauna, such as poisonous snakes or spiders, using it to create traps or coat weapons. They might apply the venom to a set of tripwires or caltrops, placed strategically around their camp. When enemy scouts or wild beasts approach, they trigger these defenses, becoming victims of the potent toxins. The venom slows or weakens the attackers, giving the party an advantage in combat.
- Stealth Infiltration
- Environment: A heavily guarded fortress or castle, where direct confrontation is not an option.
- Roleplay: The user sneaks into the enemy stronghold, carrying the Venom Extraction Kit to ensure they have the means to eliminate guards silently. They may extract venom from a previously captured or encountered creature, applying it to a needle or small dart. As they infiltrate, they use these venom-coated tools to dispatch guards quietly, ensuring their infiltration remains undetected. The venom’s effects are subtle but deadly, leaving no time for the victim to raise an alarm.
- Urban Assassinations
- Defensive Roleplay
- Fortifying a Hideout
- Environment: A hidden cave or secluded hideout where the character and their allies are lying low.
- Roleplay: Knowing they may be pursued, the character uses the Venom Extraction Kit to prepare defensive measures around the hideout. They set up traps using venom-coated spikes or pits filled with venomous creatures whose venom has been freshly harvested. When enemies approach, they are met with these lethal defenses, slowing their advance or forcing them to retreat. The venom’s effects can range from severe pain and paralysis to death, depending on the creatures from which the venom was extracted.
- Protecting a Caravan
- Environment: A trade caravan moving through dangerous territory, vulnerable to bandit attacks or predatory creatures.
- Roleplay: The user is hired to protect a valuable caravan. They prepare for the journey by extracting venom from various creatures along the route, using it to create makeshift traps or to coat the weapons of the caravan guards. When the caravan is attacked, the defenders are ready, their weapons laced with venom that quickly incapacitates attackers, turning the tide of battle in their favor. The venom slows down or severely weakens the attackers, making it easier to fend them off or capture them for interrogation.
- Escape and Evasion
- Environment: A hostile environment where the character is outnumbered and must avoid capture.
- Roleplay: When escape is the only option, the Venom Extraction Kit can be used to create a deterrent against pursuers. The character might extract venom from a creature encountered during their flight, using it to coat spikes or create a venomous smoke bomb. As they flee, they deploy these venomous defenses to delay or dissuade pursuit. The venom could cause confusion, blindness, or paralysis, giving the character the precious seconds needed to escape into the wilderness or blend into a crowd.
- Fortifying a Hideout
- Combined Offense and Defense
- Poisoning the Well
- Environment: A besieged fortress or a camp of enemy soldiers.
- Roleplay: In a desperate situation, the character may resort to poisoning the enemy’s water supply or food stores. Using the Venom Extraction Kit, they carefully introduce venom into the well or rations of the enemy, ensuring the dosage is just right to cause illness or death without immediate detection. This tactic weakens the enemy force over time, making them less effective in battle and more susceptible to a surprise attack.
- Defensive Ambush
- Environment: A narrow pass or forested trail where a small force must hold against a larger one.
- Roleplay: The user prepares an ambush by setting traps infused with venom extracted earlier. They position themselves in a place where they can strike from cover, using ranged weapons coated with venom to pick off key targets. The traps and venomous weapons create chaos in the enemy ranks, forcing them to retreat or reorganize, giving the defenders a critical advantage in the ensuing fight.
- Poisoning the Well
In all these scenarios, the Venom Extraction Kit is more than just a tool—it’s a symbol of cunning and resourcefulness. Whether used to turn the environment into a weapon or to fortify a position against overwhelming odds, this kit allows characters to exploit the natural dangers of Saṃsāra to their advantage, making them formidable opponents in both offense and defense.

Perception of Activation: Upon activation of the Venom Extraction Kit, a user will experience a variety of sensory and extra-sensory perceptions. Here’s what is perceived by the five senses, along with multiple extra-sensory perceptions:
- Sight
- Perception: The activation of the kit causes the vials containing venom to glow with an eerie, bioluminescent light. The syringes and needles shimmer with a faint, almost imperceptible aura, indicating their readiness. The intricate patterns embossed on the leather seem to shift subtly, as if alive with energy.
- Description: The visual effects are subtle yet captivating, enhancing the user’s focus on the tools. The glowing venom highlights the potency of the substances, while the shifting patterns evoke a sense of ancient magic at work.
- Positives:
- Heightened focus on the task at hand.
- Visual confirmation of the kit’s readiness.
- Negatives:
- The glow could potentially reveal the user’s location in low-light environments.
- The shifting patterns might be disorienting to those unfamiliar with the kit.
- Sound
- Perception: A soft, almost inaudible hum fills the air upon activation, resembling the distant buzz of insects. Occasionally, faint whispers can be heard, as if the kit itself is communicating ancient knowledge or warnings.
- Description: The hum is soothing, helping to calm nerves, while the whispers can be unsettling yet informative, as they may convey arcane secrets or tips for proper venom extraction.
- Positives:
- The sound helps maintain concentration during delicate operations.
- The whispers may provide useful insights or guidance.
- Negatives:
- The whispers can be distracting or unnerving, especially if they are interpreted as warnings.
- Prolonged exposure to the hum might lead to mild auditory fatigue.
- Touch
- Perception: The leather of the kit feels warmer than usual, with a slight vibration coursing through it. When handling the tools, they feel unusually light and responsive, almost as if they are an extension of the user’s own hand.
- Description: The warmth is comforting, while the vibration indicates the flow of magical energy within the kit. The tools’ responsiveness enhances precision, making the extraction process smoother and more accurate.
- Positives:
- Improved tactile feedback increases precision.
- The warmth provides reassurance, boosting the user’s confidence.
- Negatives:
- The vibration might cause a slight tremor, making delicate work more challenging.
- Those unaccustomed to the warmth might find it uncomfortable or unsettling.
- Smell
- Perception: A faint, earthy scent emanates from the kit, mixed with the sharp, tangy aroma of venom. The scent is reminiscent of a dense forest after rain, with an underlying metallic tinge.
- Description: The smell is grounding, helping the user stay connected to the natural world even as they work with dangerous substances. The metallic undertone serves as a reminder of the venom’s potency.
- Positives:
- The earthy scent can be calming and help maintain focus.
- The distinct smell of venom serves as a warning, preventing accidental exposure.
- Negatives:
- The scent might be overwhelming or unpleasant to some, especially in enclosed spaces.
- Prolonged exposure could lead to sensory fatigue or distraction.
- Taste
- Perception: There is a faint, metallic taste in the air, as if tiny particles of venom have infused the atmosphere around the kit. It leaves a slight tingling sensation on the tongue.
- Description: The taste is subtle yet persistent, serving as a constant reminder of the dangerous nature of the venom. It can heighten awareness and caution during the extraction process.
- Positives:
- The taste reinforces the seriousness of the task, ensuring the user remains vigilant.
- The tingling sensation might heighten sensory perception, improving precision.
- Negatives:
- The taste can be distracting or unpleasant, potentially causing discomfort.
- Those with a heightened sense of taste might find it off-putting or nauseating.
- Extra-Sensory Perceptions
- Arcane Sensitivity
- Perception: The user may sense the flow of magical energy through the kit, feeling a connection to the ancient techniques used in venom crafting. The kit’s activation may reveal hidden magical properties in the surrounding environment.
- Description: This heightened arcane sensitivity allows the user to detect magical auras, identify potent venom sources, and understand the intricate balance required for safe extraction.
- Positives: Enhances the user’s ability to work with magical components and identify rare venoms.
- Negatives: Overexposure to arcane energy might lead to magical overload, causing disorientation or fatigue.
- Empathic Resonance
- Perception: The kit may resonate with the emotions of nearby creatures, allowing the user to sense fear, aggression, or calmness in the creatures from which venom is being extracted.
- Description: This empathic ability helps the user approach dangerous creatures with caution or reassurance, making the extraction process smoother.
- Positives: Improves the user’s ability to safely interact with venomous creatures.
- Negatives: The user may be overwhelmed by strong emotions, leading to hesitation or confusion during critical moments.
- Temporal Awareness
- Perception: Time may seem to slow down slightly during the extraction process, allowing the user to focus on every detail with heightened clarity.
- Description: This perception enhances the user’s precision and decision-making, ensuring that each step of the process is executed flawlessly.
- Positives: Increased accuracy and reduced risk of error during extraction.
- Negatives: The sensation of slowed time can be disorienting, causing the user to misjudge real-time events.
- Arcane Sensitivity
The activation of the Venom Extraction Kit engages the senses and beyond, making it a tool that requires respect, caution, and skill to use effectively. These sensory and extra-sensory experiences reflect the balance between the danger and mastery involved in venom crafting.
Crafting Recipe: Venom Extraction Kit
- Materials Needed:
- Enchanted Leather (1 square foot): Durable and enchanted to resist wear, imbued with protective runes.
- Glass Vials (6): Made from tempered, alchemically-treated glass to withstand corrosive venoms.
- Silver Needles (3): Precision-crafted needles made of silver to prevent contamination of venom.
- Small Steel Syringe (1): A specially-designed syringe with a fine needle for precise extraction.
- Runestone of Preservation (1): A small stone inscribed with runes to keep the venom potent and fresh.
- Aether Thread (3 feet): Magical thread used to stitch the kit together, enhancing its durability and arcane properties.
- Venom Sample (1 vial): A potent venom, used to attune the kit to the extraction of similar substances.
- Tools Required:
- Artisan’s Needle and Thread: For stitching the leather and assembling the kit.
- Glassblower’s Tools: To craft and shape the vials.
- Jeweler’s Tools: For crafting the silver needles and detailing the runes on the Runestone of Preservation.
- Enchanter’s Glyphs: Used to inscribe protective and preservation runes on the leather and runestone.
- Alchemist’s Tools: Necessary for handling the venom during the crafting process.
- Skill Requirements:
- Leatherworking (Proficient): Required to craft and assemble the leather components.
- Glassblowing (Proficient): Necessary for crafting durable, alchemically-treated glass vials.
- Jewelry Crafting (Proficient): Needed for crafting the precise silver needles and embedding runes on the runestone.
- Arcane Crafting (Proficient): Essential for enchanting the leather and runestone, ensuring the kit’s magical properties.
- Alchemy (Proficient): To safely handle venom and understand its properties during the crafting process.
- Crafting Steps:
- Prepare the Leather:
- Begin by cutting the Enchanted Leather into the required shapes for the kit’s base, compartments, and straps.
- Use the Enchanter’s Glyphs to inscribe protective runes along the edges of the leather pieces. These runes will prevent degradation and protect the contents from external contamination.
- Craft the Vials:
- Use the Glassblower’s Tools to carefully shape the tempered glass into six small vials, each with a secure stopper. Ensure that the glass is treated to resist corrosion from the venom.
- Once the vials are formed, set them aside to cool and harden.
- Create the Silver Needles:
- Use the Jeweler’s Tools to craft three precision needles from pure silver. These needles must be sharp and thin to ensure they can pierce the skin of venomous creatures without causing damage to the venom glands.
- Inscribe each needle with a small, protective rune to prevent contamination during extraction.
- Assemble the Syringe:
- Craft the syringe using steel, ensuring it has a fine needle for precise venom extraction. The syringe should be designed to minimize waste and preserve the potency of the venom.
- Attach a small enchantment using Arcane Crafting skills to ensure the syringe does not react with the venom during extraction.
- Prepare the Runestone of Preservation:
- Using the Jeweler’s Tools, inscribe the Runestone of Preservation with powerful runes designed to maintain the potency and freshness of the venom stored in the kit.
- The runestone should be small enough to fit within the kit but powerful enough to affect all the venom stored within.
- Stitch the Kit Together:
- Use the Artisan’s Needle and Aether Thread to stitch the leather pieces together, forming compartments for each of the tools and vials.
- Ensure that each compartment is secure and easily accessible, allowing for quick access during venom extraction.
- Integrate the Components:
- Place the Runestone of Preservation within a hidden compartment in the kit, ensuring its magic permeates the entire kit.
- Insert the vials, needles, and syringe into their respective compartments, securing them with straps and covers.
- Attune the Kit with Venom:
- Place the Venom Sample into one of the vials, then use your Alchemy skills to perform a ritual that attunes the kit to the specific properties of venom. This process ensures that the kit is optimized for extracting and storing venom without losing potency.
- Final Inspection:
- Inspect the completed kit for any flaws or weaknesses. Ensure that all runes are intact, the stitching is secure, and the tools are properly placed.
- Conduct a test extraction (using a harmless substance) to ensure that the kit functions as intended.
- Prepare the Leather:
Result: Upon completion, the Venom Extraction Kit should be a well-crafted, durable, and enchanted tool, ready to be used by an experienced individual for safely extracting and storing venom from various creatures.
Tale of the Venom Gatherer’s Promise
In the far yonder days, when the sky still held the whispers of the first dawn and shadows danced with light in the world unformed, there lived a one, neither man nor beast, but something of both. The name of this one was lost to the winds of time, yet the tale remains, though words be twisted and meanings be obscured.
This one, the Gatherer of Venoms, was not feared but revered, for they possessed a kit most curious, made of the skin of beasts that roamed before the mountains rose. This kit, it was said, held within it the secrets of life and death, of poison and cure, and of the balance that walks between the light and the dark.
Now, the Gatherer was called upon by the peoples, for a great malady had befallen them, born of a serpent older than the earth, whose venom did burn the very blood in the veins of the innocent. The Gatherer, with their kit of wonder, journeyed into the heart of the wilds, where the serpent, coiled about the roots of the world, awaited.
With hands steady as stone and a heart that knew no fear, the Gatherer opened the kit, and out from it came the tools—needles of silver that sang when touched, vials of glass that held within them the light of the stars, and a thread that bound the very air to the earth. The serpent did hiss and writhe, but the Gatherer was unmoved, for the tools they held were not of this world, but of another, beyond the stars and the dreams of men.
In silence, the venom was drawn, each drop more deadly than the last, and stored within the vials that glowed with a light of their own. The serpent, now weakened, did retreat into the shadows, leaving behind the roots it had once held so tightly.
Returning to the peoples, the Gatherer did not boast of their triumph, for theirs was a burden heavy with the weight of many lives. The venom was turned to cure, the poison to balm, and the peoples were saved from the burning within. Yet, in the quiet of the night, when the stars whispered secrets long forgotten, the Gatherer would open the kit and gaze upon the tools, knowing that the balance between life and death was a thin line, easily crossed.
But as all stories must, this one too fades into the mists of time, the words of the ancient tongue lost and found again, though their meanings be but shadows of what once was. And so, the moral, if such a thing exists in tales so old, is this: To gather venom is to hold both life and death in the palm of one’s hand. The wise know that each is but a breath away from the other, and it is in the balance that true power lies.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: Venom Extraction Kit
- Skill Required: Medicine or Science (Biology)
- Use: The Venom Extraction Kit allows an investigator with the proper skill to safely extract venom from a venomous creature. This venom can be used to create antidotes, poisons, or for study.
- Game Mechanics:
- Medicine/Science Roll: A successful roll allows the investigator to extract venom without harm. Failure may result in contamination or self-poisoning.
- Sanity Loss: If extracting venom from an eldritch or otherworldly creature, a small Sanity check may be required (0/1D4 Sanity Loss).
- Crafting: The extracted venom can be used to create poisons or antidotes with a successful Pharmacy or Chemistry roll.
- Damage: Venom crafted into a poison deals 1D6 damage per round for 1D4 rounds, depending on the potency.
Blades in the Dark
Item Name: Venom Extraction Kit
- Load: 1
- Type: Tool
- Use: This kit allows a character to extract venom from creatures encountered during a heist or other mission. The venom can be used to create poisons or for bargaining with certain factions.
- Game Mechanics:
- Roll: A successful Tinker or Study roll is required to safely extract venom. Failure may result in the character taking Level 2 Harm (Poisoned).
- Special Abilities: When used in combination with the “Alchemist” or “Whisper” playbooks, the venom extracted can be enhanced to increase potency (+1 effect).
- Position/Effect: Risky/Standard by default. May be controlled if extra precautions are taken, or desperate if the venom is from an especially dangerous creature.
- Clock: A 4-segment clock to represent the process of extracting and preparing the venom.
Dungeons & Dragons (5th Edition)
Item Name: Venom Extraction Kit
- Type: Tool
- Cost: 200 gp
- Weight: 2 lbs
- Proficiency: Requires proficiency with Poisoner’s Kit or Alchemist’s Supplies to use effectively.
- Game Mechanics:
- Use: This kit allows a character to extract venom from a creature, which can be used to create poisons or other alchemical concoctions.
- Check: A successful DC 15 Wisdom (Medicine) or Intelligence (Nature) check is required to safely extract venom. Failure results in the character taking 1D6 poison damage and being poisoned for 1 hour.
- Crafting: Venom extracted can be used to craft poisons. A DC 20 Intelligence (Alchemy) or Dexterity (Poisoner’s Kit) check is required to successfully create a poison. The poison deals 1D6 poison damage and may impose the Poisoned condition (DC 13 Constitution saving throw to resist).
- Special: The kit can be used to create antitoxins or specific antidotes with the right ingredients and a successful DC 15 Wisdom (Medicine) check.
Knave
Item Name: Venom Extraction Kit
- Type: Tool
- Slots: 1 slot
- Cost: 200 silver pieces
- Use: This kit allows a character to extract venom from creatures and store it for later use.
- Game Mechanics:
- Check: The player must succeed on a skill check relevant to the situation (usually Wisdom or Dexterity) to successfully extract venom. Failure results in taking 1D6 damage from accidental poisoning.
- Crafting: The venom can be used to create poisons that deal 1D6 damage per round for 1D4 rounds, depending on the potency and target’s constitution.
- Use: The kit is essential for crafting any poisons or antidotes and is required to attempt such tasks. Crafting a poison requires 1 full turn and a successful skill check.
- Limits: The kit can store up to three doses of venom at a time, and it must be maintained with special oils or lose its effectiveness after a month.
Fate Core System
Item Name: Venom Extraction Kit
- Aspect: “Master of Venoms”
- Skill Required: Requires the use of a relevant skill such as Crafts, Lore, or Investigate to extract venom.
- Game Mechanics:
- Invoke: You can invoke the “Master of Venoms” aspect to gain a bonus (+2) when extracting venom or crafting poisons. This can also be used to create advantages when dealing with venomous creatures or negotiating with those interested in poisons.
- Compel: The GM can compel the aspect, causing the character to accidentally poison themselves, or attract the unwanted attention of venomous creatures.
- Success with Style: If you succeed with style on an extraction roll, you create an exceptionally potent venom, granting an additional boost when used in a subsequent scene.
- Stunt: “Venom Mastery” – Once per session, you can create a particularly deadly poison without spending a Fate point, provided you have access to a fresh venom source.
Numenera & Cypher System
Item Name: Venom Extraction Kit
- Level: 3
- Form: Tool
- Cost: 100 shins
- Game Mechanics:
- Use: The Venom Extraction Kit allows the user to extract venom from a creature as a Level 3 task. The venom can be used to create poisons or other substances depending on the user’s skill and available resources.
- Roll: A successful roll against a difficulty set by the GM (typically 3) is required to safely extract venom. Failure may result in the user taking damage (typically 3 points) or suffering an effect such as being poisoned.
- Crafting: The extracted venom can be used to create a poison or a Numenera cypher. The potency and effect depend on the venom’s source and the creator’s skill. For example, a poison might inflict 5 points of damage per round for 1d6 rounds.
- Special Ability: When used by someone with the Alchemy or Poisoncraft skill, the venom extraction task is considered 1 level easier.
Pathfinder (2nd Edition)
Item Name: Venom Extraction Kit
- Type: Adventuring Gear
- Bulk: L
- Cost: 20 gp
- Proficiency: Requires proficiency in Crafting (Alchemy) or Nature to use effectively.
- Game Mechanics:
- Use: This kit allows a character to extract venom from a creature. The process typically takes 10 minutes, and a successful Crafting (Alchemy) or Nature check (DC 15) is required to extract the venom safely.
- Failure: On a critical failure, the character is exposed to the venom and must succeed on a Fortitude save against the venom’s DC or suffer its effects.
- Crafting Poisons: The extracted venom can be used to craft poisons. Crafting a poison requires 4 hours and a successful Crafting (Alchemy) check. The DC and effects depend on the poison being created.
- Poison Damage: Poisons created with the kit deal 1d6 poison damage per round for 4 rounds (basic poison) or as determined by the GM for more potent venoms.
- Special: The kit grants a +1 item bonus to Crafting checks made to create poisons.
Savage Worlds (Adventure Edition)
Item Name: Venom Extraction Kit
- Type: Gear
- Cost: $200
- Weight: 2 lbs
- Skill Required: Requires a skill check with Science (Chemistry) or Healing to use effectively.
- Game Mechanics:
- Use: The kit allows a character to extract venom from a creature. This requires a successful Science (Chemistry) or Healing roll at a standard difficulty of 4.
- Success: A successful roll results in a vial of venom, which can be used to craft poisons or antidotes.
- Raise: With a raise, the venom is particularly potent, granting +2 to the damage or effect roll when used.
- Failure: On a failure, the character may accidentally expose themselves to the venom, requiring a Vigor roll to avoid suffering damage (1d4 per round for 3 rounds).
- Poison Crafting: Crafting a poison from the venom requires a further Science (Chemistry) or Healing roll. The damage dealt by the poison depends on the potency and the creature from which it was extracted (typically 2d6).
- Special: If the character possesses the “Alchemy” or “Herbalist” Edge, they receive a +2 bonus to rolls involving the use of the Venom Extraction Kit.
Shadowrun (6th Edition)
Item Name: Venom Extraction Kit
- Type: Gear
- Availability: 6
- Cost: 1,500¥
- Skill Required: Biotech or Chemistry (Venom Extraction specialization recommended)
- Game Mechanics:
- Use: The Venom Extraction Kit allows a character to extract venom from a creature for use in toxins, drugs, or biochemical weapons. The process requires a Biotech + Logic or Chemistry + Logic test (Threshold 3).
- Extended Test: If the venom is being extracted for a particularly complex compound or rare venom, it may require an extended test with a threshold and time interval determined by the GM.
- Failure: If the test fails, the character may accidentally expose themselves to the venom, requiring a Body + Willpower test to resist its effects.
- Creation of Toxins: The extracted venom can be used to craft toxins or poisons, with effects depending on the type of venom and the Chemistry skill. The potency of the toxin can vary, dealing damage (e.g., 3P to 6P) or imposing status effects such as paralysis.
- Special Modifiers: Characters with the Venom Extraction specialization gain a +2 dice pool bonus when using this kit.
Starfinder
Item Name: Venom Extraction Kit
- Level: 4
- Price: 1,800 credits
- Bulk: L
- Skill Required: Requires proficiency with Life Science or Medicine.
- Game Mechanics:
- Use: This kit enables a character to safely extract venom from a creature. The extraction process requires a successful Life Science or Medicine check (DC 18).
- Success: On a successful check, the venom is safely extracted and can be used to craft poisons or sold for credits.
- Failure: A failed check results in exposure to the venom, requiring the character to make a Fortitude save against the venom’s DC to avoid its effects (typically 1d6 poison damage for 4 rounds).
- Crafting Poisons: The venom can be used to craft poisons with a successful crafting check. The potency and effect of the poison are determined by the GM, typically dealing 1d6 poison damage per round for several rounds (or imposing other effects such as paralysis or hallucination).
- Special: The kit provides a +2 equipment bonus to Life Science or Medicine checks made to extract venom.
Traveller (Mongoose 2nd Edition)
Item Name: Venom Extraction Kit
- TL (Tech Level): 10
- Cost: Cr500
- Weight: 1 kg
- Skill Required: Requires the use of the Medic or Science (Life Sciences) skill.
- Game Mechanics:
- Use: The Venom Extraction Kit allows a character to safely extract venom from a creature. The process requires a successful Medic or Science (Life Sciences) check (8+ on 2d6).
- Success: A successful check results in a vial of venom that can be used to create poisons or antidotes.
- Failure: On a failed check, the character is exposed to the venom, necessitating an Endurance check to avoid suffering 1d6 damage from poisoning.
- Crafting: The venom can be used to create poisons with a successful Medic or Science (Chemistry) check. The effects of the poison depend on the type of venom and the intended use, typically dealing 1d6 damage per round for 3 rounds.
- Special: Characters with advanced training or equipment may receive a DM+1 bonus to extraction attempts.
Warhammer Fantasy Roleplay (4th Edition)
Item Name: Venom Extraction Kit
- Type: Trade Tools (Alchemist)
- Encumbrance: 1
- Cost: 10 Gold Crowns
- Skill Required: Trade (Apothecary) or Lore (Poisons)
- Game Mechanics:
- Use: This kit allows a character to extract venom from a creature. The process requires a successful Trade (Apothecary) or Lore (Poisons) check with an average difficulty of +20.
- Success: A successful roll allows the character to collect a dose of venom, which can be used to craft poisons or antidotes.
- Failure: On a failure, the character is exposed to the venom, requiring an Endurance test to avoid its effects, which may include damage (e.g., 1d10 wounds ignoring armor) or poison conditions.
- Crafting Poisons: The extracted venom can be used to craft poisons with a successful Trade (Apothecary) check. The potency of the poison depends on the type of venom and may impose conditions like Poisoned or Stunned.
- Special: The kit grants a +10 bonus to Trade (Apothecary) or Lore (Poisons) checks made to handle or extract venom.

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One response to “Venom Extraction Kit”
[…] Venom Extraction Kit: This compact kit contains various tools and vials specifically designed for extracting and storing venom. Aquilarachnid can use this kit to safely harvest its own venom or collect venom from other creatures. The venom can be used for crafting poison or for trade purposes. […]