d20 Modern: Chlorine Gas


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After 72 views, I'll take it as a "no". :)

Anybody have any comments on this work-up for chlorine gas as a weaponized agent/poison?

Inhaled, Fort DC 15, Initial - 2d6 damage, Secondary - 1d4 Con. Craft (Chemical) DC 24.

--fje
 

Immediate effects

The immediate effects of chlorine gas toxicity include acute inflammation of the conjunctivae, nose, pharynx, larynx, trachea, and bronchi. Irritation of the airway mucosa leads to local edema secondary to active arterial and capillary hyperemia. Plasma exudation results in filling the alveoli with edema fluid, resulting in pulmonary congestion.

The use of just hp damage and con damage seems fair enough.

The DC is dependant on the amount exposed to.
 

HeapThaumaturgist said:
After 72 views, I'll take it as a "no". :)

Anybody have any comments on this work-up for chlorine gas as a weaponized agent/poison?

Inhaled, Fort DC 15, Initial - 2d6 damage, Secondary - 1d4 Con. Craft (Chemical) DC 24.

--fje

I think Chlorine Gas is pretty darn deadly. I wouldn't be adverse to going with

Fort DC 20, Initial - 1d10 damage, Secondary - 1d6 Con.

The Craft (Chemical) looks right for non-military applications, but if you wish to weaponize it, I'd probably jack the Craft DC up higher, maybe 30, and only with a state-of the art government laboratory.
 

maybe this using my system

Chlorine gas
Type: Inhaled
Onset period: 5 round

Strength: 15 (Dangerous)
Fort Save: DC 24
Treat Injury: DC 22

Duration: 20 rounds
Check: every 2 rounds

Damage per failed check
HP Loss: 7
Ability loss: 2 Con
Sense Loss: 1 on taste permenant.
Speed loss: 1m (due to lungs being afected)

Craft DC: 18
Cost per dose: 1.5K

What do you think?
 
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true not d20M rules set. mine actually.
Sorry for highjacking HeapThaumaturgist :uhoh:
As you did put d20M, only noticed this time when posting. opps

I really dislike the simple poison and disease roll twice and thats all. So I made a system that builds the craft DC and fort DC as you assign stuff like affects, duration and type.

I need to add the permenant or temp affect yet :\
 

That is, I believe, Aussie's own d20 system.

I'm looking for this for a d20Modern publication, though. :) So it needs to be in standard d20Modern format.

I based it off of Arsenic in the d20Modern book, as its the only other poisonous elemental compound they had in there and, to be honest, I'm not an expert on how one would go about getting a large enough supply of chlorine to be weapon-capable, as it is.

(and in today's America, going to the library to look up poisons would probably get me put on a list somewhere)

--fje
 

arsenic is less deadly then chlorine gas, per dose. So an increased damage would be required IMHO.

The gas would not need to much to be deadly.

Short-term, high-level exposures:

Immediately or shortly after exposure to 30 ppm or more of chlorine gas, a person may have chest pain, vomiting, coughing, difficulty breathing, or excess fluid in their lungs. Exposure to 430 ppm in air for 30 minutes will cause death.
The health effects of breathing air that has less than 30 ppm of chlorine are the same as listed below for inhaling liquid bleach vapors.
Liquid chlorine bleach and its vapors (at levels of 3-6 ppm in air) are irritating to eyes. At levels of 15 ppm in air people experience nose and throat irritation. Touching liquid chlorine bleach can cause skin irritation. Drinking levels over 4 ppm can cause throat and stomach irritation, nausea and vomiting.

Health effects
Arsenic is a well-known poison, but its effects on health depend on the total amount taken in by the body over time.

Large amounts - of arsenic, taken in over a short time, can cause severe health effects or even death.
Medium amounts - of arsenic, taken in over a longer time, may cause skin changes, damage to major body organs and some types of cancers.
Small amounts - of arsenic can be taken in over long periods of time without any obvious health effects.
It looks like arsenic requires to be injested
 
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Urizen said:
I think Chlorine Gas is pretty darn deadly. I wouldn't be adverse to going with

Fort DC 20, Initial - 1d10 damage, Secondary - 1d6 Con.

The Craft (Chemical) looks right for non-military applications, but if you wish to weaponize it, I'd probably jack the Craft DC up higher, maybe 30, and only with a state-of the art government laboratory.

No need for a government lab this is a pretty to craft...
 

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