[Nexus] Poisons-discuss

Aussiegamer

First Post
POISON
When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes a poisonous substance, inhales a poisonous gas, or is otherwise poisoned, the character must make a Fortitude saving throw.
If the character fails, they take the poison’s damage. Even if the character succeeds, they face more saves depending on the duration of the poison and its check periods. This damage also requires a Fortitude saving throw to avoid.
Poisons are detailed in the Craft (chemical) skill description.

Perils of Using Poison
A character has a 5% chance (roll of 1 on 1d20) to expose them to a poison whenever the character applies it to a weapon or otherwise readies it for use. Additionally, characters that rolls critical failure on an attack roll with a poisoned weapon has accidentally poison themself with the weapon.
Poison Immunity
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures without metabolisms are immune to poison. Oozes and certain kinds of creatures are immune to poison, as detailed in their descriptions, though it is conceivable that a special poison could be synthesized specifically to harm them.

Additional failed FORT Check results
A result that is a major failure, results in the creature becoming sickened.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

A result that is a critical failure, results in the creature becoming nauseated.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Two failed checks result in the creature becoming fatigued.
Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest after the recovery period ends, fatigued characters are no longer fatigued.

Five failed checks result in the creature becoming exhausted.
Exhausted: An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest after the recovery period has ended, an exhausted character becomes fatigued. Doing something else that would normally cause fatigue exhausts a fatigued character.

Recovery Period
All of the above conditions stay in affect 1 hour/ check failed after the poison has been neutralised or the duration has run out.
 
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Turanil- glad you like it, any thoughts on changes or ideas? I have got a whole system for developing poisons that are not just the two saves and its all done.

(Psi)SeveredHead- exactly the same as you do for D&D3.5 or modern. And please confine your replies to the above data. If you want to talk about the CR then start a new topic and I'll chat to there about it.

I would at least for the first few posts actually discuss the topic and not go off topic discussing a minor wording or point, like happened with the flechette v gauss.
 

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