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d20 Modern: Chlorine Gas
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<blockquote data-quote="takyris" data-source="post: 3112489" data-attributes="member: 5171"><p>I worked in a pool supply store one summer. Chlorine gas is really easy to make, even accidentally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Devil's advocate question: is it really necessary to use a poison mechanic? Why not treat it more like a molotav cocktail?</p><p></p><p>If you get splashed, it does a little damage (say, 1d6), and anyone wearing a gas mask is safe.</p><p></p><p>If you get directly hit, it does more damage (say, 2d6) and forces a Fortitude save, DC 15 (I'm making numbers up here -- 1d6, 2d6, DC15, these are all pretty commonly used numbers.). On a failed save, you've inhaled some, and you take another 2d6 damage next round and must immediately begin making saves as though you've run out of air while holding your breath. You keep doing that each round until you make a save or die. (I'm basing this roughly on the "catch on fire" mechanic.) If you make your save, you are no longer choking and don't have to make those checks anymore.</p><p></p><p>If you're wearing a gas mask, it's only 1d6 for a direct hit, and no additional problems. It hurts, but it's not a killer.</p><p></p><p>Friends can help you on your save (a +2), and anyone with a Treat Injury check can make a DC15 check to give you a +4.</p><p></p><p>The damage is considered acid-based for all purposes, including monster vulnerabilities and immunities and the "Elemental Resistance" talent tree.</p><p></p><p>EDIT: I know that this isn't the most realistic take on it, but it's really fast and really easy to use. Most players can pretty quickly understand "It's a splash weapon with something like catching on fire" and add on "and you choke" without too much trouble.</p></blockquote><p></p>
[QUOTE="takyris, post: 3112489, member: 5171"] I worked in a pool supply store one summer. Chlorine gas is really easy to make, even accidentally. :) Devil's advocate question: is it really necessary to use a poison mechanic? Why not treat it more like a molotav cocktail? If you get splashed, it does a little damage (say, 1d6), and anyone wearing a gas mask is safe. If you get directly hit, it does more damage (say, 2d6) and forces a Fortitude save, DC 15 (I'm making numbers up here -- 1d6, 2d6, DC15, these are all pretty commonly used numbers.). On a failed save, you've inhaled some, and you take another 2d6 damage next round and must immediately begin making saves as though you've run out of air while holding your breath. You keep doing that each round until you make a save or die. (I'm basing this roughly on the "catch on fire" mechanic.) If you make your save, you are no longer choking and don't have to make those checks anymore. If you're wearing a gas mask, it's only 1d6 for a direct hit, and no additional problems. It hurts, but it's not a killer. Friends can help you on your save (a +2), and anyone with a Treat Injury check can make a DC15 check to give you a +4. The damage is considered acid-based for all purposes, including monster vulnerabilities and immunities and the "Elemental Resistance" talent tree. EDIT: I know that this isn't the most realistic take on it, but it's really fast and really easy to use. Most players can pretty quickly understand "It's a splash weapon with something like catching on fire" and add on "and you choke" without too much trouble. [/QUOTE]
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