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d20 Modern: Chlorine Gas
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<blockquote data-quote="DarkKestral" data-source="post: 3111247" data-attributes="member: 40100"><p>It's not as lethal as sarin, yes, but considering the exposure level after 1 minute can still be lethal... (and few people remember that with chlorine, you're fighting off nausea, asphyxiation, and your body is undergoing toxin damage, plus you can't see well/at all. It's still a nasty cocktail of effects, even if you do lower damage, since your PCs will be nauseated, poisoned, trying to avoid breathing, AND be unable to see, and probably taking damage every round from chemical burns) 1d6 Con secondary damage won't exactly 'mimic' it. If you're doing multiple doses per round, it may. </p><p></p><p>Still, adjust it down if need be. My point was that on average, most people, when exposed to even seemingly minute quantities WILL die after even a short exposure. If you're releasing enough gas to create a 'weaponized' version, it won't generally take long to kill.</p><p></p><p>The reason I think 'weaponized' chlorine should be DC 15 or so to make is the combination of storage + a 'safe' release mechanism. Someone with a basic knowledge of chemistry can make chlorine, but it takes a slightly more advanced level of skill to figure out a way to attach a mechanism that will allow controlled release rather than be rendered useless by chlorine's general reactivity. It's not that hard, but it does require some degree of specialized skill and intelligence. However, as a poison, I probably would be hesitant to allow PCs to use it, because of the combination of relatively high lethality, and cheap production. The more advanced chemical weapons at least are nice in that they're so deadly that if your PCs screw up, chances are good they took themselves out. Chlorine's slow enough that they'd have a chance to save themselves...</p><p></p><p>EDIT: While this would be a good chance for PCs to use some 'underdeveloped' skills like Craft (chemical) or Knowledge (tactics) to recognize the agent, or Craft (structural) to recognize the vacuum seal equipment on the doors and in the rooms, and the like...</p><p></p><p> I don't like the concept of using lethal agents like this in my games though, generally the weapon agents have so many negative effects it could easily make the players think that they are not being given a fair chance.</p><p></p><p>Additionally, I don't like that sort of save-or-die trap unless PCs have a chance to know about it ahead of time enough to buy equipment and prepare some kind of defense. It's OK in some games but I just don't like using TPK inducer poisons without some chance for PCs to make a few choices. (AKA a break out where the party can go the long way around, which is safer, but they risk getting caught; or the party can go the short way, which is significantly less likely to get them caught, but they run a real risk of TPKing themselves) Anyone not somewhat familiar with chemistry is not likely to be aware what a description of a chemical trap might be unless the GM knows as much or more about the agent in question.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 3111247, member: 40100"] It's not as lethal as sarin, yes, but considering the exposure level after 1 minute can still be lethal... (and few people remember that with chlorine, you're fighting off nausea, asphyxiation, and your body is undergoing toxin damage, plus you can't see well/at all. It's still a nasty cocktail of effects, even if you do lower damage, since your PCs will be nauseated, poisoned, trying to avoid breathing, AND be unable to see, and probably taking damage every round from chemical burns) 1d6 Con secondary damage won't exactly 'mimic' it. If you're doing multiple doses per round, it may. Still, adjust it down if need be. My point was that on average, most people, when exposed to even seemingly minute quantities WILL die after even a short exposure. If you're releasing enough gas to create a 'weaponized' version, it won't generally take long to kill. The reason I think 'weaponized' chlorine should be DC 15 or so to make is the combination of storage + a 'safe' release mechanism. Someone with a basic knowledge of chemistry can make chlorine, but it takes a slightly more advanced level of skill to figure out a way to attach a mechanism that will allow controlled release rather than be rendered useless by chlorine's general reactivity. It's not that hard, but it does require some degree of specialized skill and intelligence. However, as a poison, I probably would be hesitant to allow PCs to use it, because of the combination of relatively high lethality, and cheap production. The more advanced chemical weapons at least are nice in that they're so deadly that if your PCs screw up, chances are good they took themselves out. Chlorine's slow enough that they'd have a chance to save themselves... EDIT: While this would be a good chance for PCs to use some 'underdeveloped' skills like Craft (chemical) or Knowledge (tactics) to recognize the agent, or Craft (structural) to recognize the vacuum seal equipment on the doors and in the rooms, and the like... I don't like the concept of using lethal agents like this in my games though, generally the weapon agents have so many negative effects it could easily make the players think that they are not being given a fair chance. Additionally, I don't like that sort of save-or-die trap unless PCs have a chance to know about it ahead of time enough to buy equipment and prepare some kind of defense. It's OK in some games but I just don't like using TPK inducer poisons without some chance for PCs to make a few choices. (AKA a break out where the party can go the long way around, which is safer, but they risk getting caught; or the party can go the short way, which is significantly less likely to get them caught, but they run a real risk of TPKing themselves) Anyone not somewhat familiar with chemistry is not likely to be aware what a description of a chemical trap might be unless the GM knows as much or more about the agent in question. [/QUOTE]
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