These brigands have received special training from the fire temple in the use of their daggers and poisons.
When in melee combat with their daggers, they make use a thief's __Backstab__ feature
Each comes with a dozen metal core bolts, 2 of which are coated in __Cobra Venom__
__Metal Core Bolts__ A metal rod cored into this bolt allows it to hit with much greater force. It may ignore 3 AP of mundane protection in exchange for a reduced range. All ranges are reduced by 33%.
Perhaps the quintessential venomous snake, a cobra’s venom has several effects depending on its application. If injected via bite, the venom will inflict a burning pain shortly followed by respiratory difficulty which can lead to death. Even surviving a cobra bite comes at a terrible cost, the bitten area suffering permanent necrotic damage. If the venom is spat at the eyes instead of respiratory paralysis the venom can often inflict permanent blindness.
Application: Contact (eyes) or Injected
Onset time: Instant if spat in eyes, 1d6+4 minutes if bitten
Duration: 1d3+3 days
Conditions: If spat into the eyes both Agony and Blindness are instant, lasting the entire duration. Bitten victims also begin with Agony but can struggle along until 1d6+6 hours after the bite when Asphyxiation strikes, usually resulting in death, unless First Aid is successfully applied to keep the victim breathing. Survivors will then suffer Necrosis, losing 1 Hit Point per day from the location bitten, until the venom is somehow purged or it naturally ends.
__Agony__ Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails, and they moan or scream in pain.
__Asphyxiation__ Victim suffers asphyxiation – he collapses incapacitated, unable to breathe. The rules for Asphyxiation, found on page 71, are used. Asphyxiation may be asthmatic in nature meaning the victim only suffers shortness of breath, or complete respiratory failure resulting in death. In the later case a victim can be kept alive by winning an opposed test of the First Aid skill against the Potency of the disease or poison.