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Poison Manipulation

From The Codex

Background

Poison is a toxic substance capable of causing great harm to organisms, usually bringing about its effects after consumption. Those who can manipulate, command and/or create poisons such as toxins, venom and the like are users of the ability dubbed Poison Manipulation. Fiction grants a much more flexible view as to what constitutes as poison than reality does, however, often leading to poison interlinking with various other abilities such as Biological Manipulation and Disease Manipulation. It’s safe to assume that if a substance or ailment is treated as poison, then those who can manipulate it or use it for combat can be deemed manipulators of it. A common depiction of poison can be dark clouds, usually of purple or crimson coloring, or an ailment commonly found in JRPGs in which numerous bursts of small damage is dealt over the period of the infection.

Applications

  • Biohazard Poison: This is the most basic form of poison manipulation, whilst also being the most broad form in fiction. This type of poison depends on its biohazard grade level developed by the CDC, to which there are four officially established grades that increase in danger risk with each numerical increase. Due to the sheer broad nature of biohazards, one can often categorize viruses, drugs, and many microorganisms under these grade levels.
    • Grade I: Grade I biohazards are the lowest level of most hazardous sources, and typically consists of microorganisms that rarely cause disease with "minimal hazards" to the human body, or alternatively consists of overdosing on common medicines and substances. These type of biohazards require minimal protection in controlled zones. In fiction, this would consist of viruses or toxins that require large amounts to have even minor effects such as irritation or discomfort.
    • Grade II: Grade II biohazards are moderately hazardous substances that can cause mild infections in the human body, requiring some level of protection such as gloves and facial protection. In fiction, poisons with this grade level will cause moderate sickness with side effects including fatigue, nausea, and weakness. Most RPG characters who use poison will likely fall under this category.
    • Grade III: Grade III biohazards includes the control of infectious agents, which can cause both "serious hazards" and a potentially lethal condition. Biohazards under this grade require far more care than the prior two levels. In fiction, poisons categorized in Grade III will cause severe biological harm that can lead to permanent damage or even death. This category is typically reserved for users who can utilize poison fatally.
    • Grade IV: Grade IV is the highest and "most complex" biohazard level, with such biohazard levels being far too risky for many clinical lab studies to be performed. There is a high transmission via aerosol, making the pathogens more dangerous than most, if not all pathogens in the prior scale. Within fiction, Grade IV biohazards are essentially far more powerful and contagious Grade III biohazards that can threaten entire nations without the right care. These type of poisons usually are used in smaller dosages due to the sheer hazardous level.
    • Grade V and up: Grade IV and up is reserved exclusively for fictional series that establish higher grade values per the biosafety levels. Higher grade levels should infer that the poison in question is more lethal, contagious, or resilient than all known biohazards in our world, and thus are automatically superior to the previous four grade levels shown above.
  • Metaphysical Poison: Toxins under this category are reserved exclusively for those which infect the mind, soul, or other metaphysical aspects of one's being. Due to the nature of these types of poisons, they cannot be compared or categorized under the CDC's biosafety grade levels. Poisons that can infect and hurt spiritual or incorporeal beings would also fall under this category innately.
  • Conceptual Poison: This type is reserved for those who can poison ideas and concepts with their poison, like the previous metaphysical type, this level of poison cannot be gauged on the biosafety scale like real world pathogens.

Limitations

  • Some poisons do not act instantaneously, and therefore cannot be used throughout combat.
  • The user might indirectly poison themselves if they're in close proximity or get hit by a poisoned foe.
  • The user might be limited to their own mass' worth of poison, and cannot use much at a given time.