[Nexus] poisons

Aussiegamer

First Post
This is the draft idea I am going with for poisons.

Gone is the two save for poisons, and in comes a bit more deadly version.

I will be also using my drug affects to have the poisons do more than just ability damage, like blur vision or make the creatures balance bad, or even low will saves for the other ability the creature might have.

Thoughts?
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have given poisons my changes. Only one example so far.

Thoughts

basically they will be like drugs for making, but you need to cut the poison out of the animal and thus surgery is also required for those types.

POISONS
Poisons come in a variety of types. They can have some weird affects on a creature and some can kill.

Duration and Affect
Initially a save is made after the duration has expired, as some poisons take longer to affect the creature that some others.

Affect Period
Poisons tend to have long lasting affects on a creature and continue to cause damage to them over a period of time. Each time the affect period is reached a new FORT save is required or damage will occur from the poison.

Strength and Save
All poisons have a strength, this modifies the creatures FORT save thus it can make it harder to withstand the poisons affects. The FORT save modifier is always one step lower than the strength of the poison, thus a 1 strength poison has a 0 FORT modifier, whilst a 20 strength poison has a FORT save modifier of -19
The base save for all poisons is a FORT DC 10.

Neutralising the Poison
Poison neutraliser, if used, decreases the strength of the poison by 1 step for each 1 unit of neutraliser used. When the strength reaches 0 strength the poison has been completely removed from the creatures system.
The FORT save of the poison is adjusted as using the neutraliser reduces the poison’s strength.

Treat Injury
The DC required varies with the strength of the poison. As the FORT save increases so does the ability to treat it get harder. The DC increases at the rate of +1DC for two strength points of the poison, rounded down.
The base Treat Injury DC is 15.

Handling Poisons
It is hazardous to handle poisons, thus extreme precautions are normal used.
Storing the poisons also requires normal a cooled room and airtight containers, or the poisons tend to lose effectiveness over time.

DESCRIPTION
Name: This is the common name for the poison.
Type: Man made or natural, creature type.
Onset time: The time, in rounds, it takes after the poison is given or used before it takes affect.
Duration: The time that the poison continues to work.
Affect: How the poison affects the creature.
Affect period: The time interval that each check is made.
Strength: The Fort save modifier.
Fort Save:
Treat Injury:
Type: The delivery system for the poison.
Cost: How much it costs to buy a single dose of the poison.
DC: The Craft (Pharmaceuticals) DC to build the man made poison from scratch, see Craft skill for details. If natural the Surgery DC to remove it from the animal successfully.
Law level: The level adjustment for the enforcement of varying laws.
PL: The technology level the poison becomes available.

Size
All poisons are considered to be Diminutive.

Medium Spider Venom
Type: Natural, Spider
Onset time: Instant
Duration: 1 minute
Affect: Reduces strength by 3.
Affect Period: 1 round
Strength: 5
Fort Save: 14
Treat Injury: 17
Type: Injection
Cost: 344
DC: 19
Law level: +2
PL: 0
The poison from a spider is designed to weaken a foe not kill it outright as it wants to enjoy a fresh meal.
 
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Arsenic
Type: Mineral
Onset time: 10 rounds
Duration: 1 day
Affect: Reduces constitution by 1.
Affect Period: 1 minute
Strength: 6, Strong
Fort Save: 15
Treat Injury: 17
Type: Ingestion, powdered
Cost: 344
DC: 18
Law level: +2
PL: 4
The poison is a fairly weak poison, but can kill.

Trinova Root
Type: Natural, Vegetable
Onset time: 25 rounds
Duration: 1 week
Affect: Reduces HP by 4, Impairs vision skills by -1, reduces Charisma by 1.
Affect Period: 6 hours
Strength: 11, Strong
Fort Save: 20
Treat Injury: 20
Type: Ingestion, powdered
Cost: 1175
DC: 17
Law level: +1
PL: 4
The plant’s root is edible to all but humanoids to which it causes some pain and blurring of the their vision. The eyes start to puff up and turn purple as the poisons affect gets worse.
 

I like it. There are a group of elves in the MIDNIGHT campaign setting that rely heavily on poison, and I've been looking for a way to spice them up and poison rules that are more comprehensive than the usual -Ability Score ones. However...

Am I missing something, or is there no way to survive and overcome poisons without an antidote in this system?
 
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Dirigible said:
I like it. There are a group of elves in the MIDNIGHT campaign setting that rely heavily on poison, and I've been looking for a way to spice them up and poison rules that are more comprehensive than the usual -Ability Score ones. However...

Am I missing something, or is there no way to survive and overcome poisons without an antidote in this system?

You still make the FORT save every affect period. You save and NO damage. Yep need to write that in. cheers :D

Or have a neutralise poison spell

or have someone with treat injury or heal or insert the right skill here makes a check and they help you for that affect period

or yes a neutralise poison drug, or potion or herbal salve can be used to lessen and remove the affects.

The poison also wears off after the duration has ended.


I am in the middle of typing up the "GM tool kit- Poison building" file and also will release the excel builder as well here soon.
 
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