Revising poison

I did a cursory search on other threads that involve poison, and I didn't find any that fix it.

I mean, in real life, poison always does something nasty if the dose is big enough. I might never actually use the type of rules I want, but I want someone to write rules for poison that are appropriate to a grim and gritty game.

Here are my basic thoughts.

Each dose of a poison has a resist DC, a damage cap, and an intensity. What constitutes a dose varies, but it's basically the amount of poison you would put on a weapon if you wanted it to affect someone.

The resist DC is the Fort save DC you have to roll to stave off the effects of the poison temporarily.

The intensity tells you how often the poison deals damage, and what type of damage it is. Every time one of these intervals comes up, you have to make a save with the resist DC, or take the appropriate damage. If there are multiple doses at work, make a save for each dose when its interval comes up.

The damage cap is the maximum amount of damage the poison can deal. Poison will keep trying to deal damage until it deals up to its damage cap, or until a day passes (or until it's neutralized). For fast acting poisons, basically you'll be able to resist for a minute or two, but eventually it will wear you down. For slower poisons, you might be able to just tough it out and resist the toxin until your system clears it out. If you are affected by multiple doses, add together the damage caps; an ounce of one poison might just weaken you, but a pint will kill you.

Some poisons might have other effects, such as different rates of healing. I want to suggest three different rates of healing -- 1/day, 1/ten minutes, and 1/round. I mean, chloroform probably deals Wisdom damage and lasts maybe an hour or so. Or perhaps we could make it so that Con damage always heals at a rate of 1/day. Other damage normally heals at a rate of 1/round, unless the character's score is reduced to 3 or less, in which case it heals 1/hour.

Some sample poisons, with bland names:

Scorned Woman: Ingested poison. Resist DC 10, intensity 2 Con/hour, damage cap 2 Con. This poison is typically used by women who want to kill their lovers slowly, to make it look like an illness took them. One dose per day in a drink will weaken the man in the first week, and then you give him a large dose to kill him before a doctor might come to try and treat him.

Sleeping Gas: Inhaled poison. Resist DC 18, intensity 1d6 Wis/round, damage cap 10 Wis. One dose of this poison fills a 5-ft. square. Usually it's used in double or triple doses, and pumped into a sealed room, but in a pinch it can be blown into a target's face with a blowgun. This poison heals at a rate of 1 point of Wis per round once the target is out of the gas.

Paralysis Poison: Injury poison. Resist DC 14, intensity 1d6 Dex/round, damage cap 10 Dex.
 

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Poison & Disease Rules for the Near East Campaign
By Michael Dallaire

Adapted from 2e Poison ( Table 51 DMG, AD&D TSR, 1995 )


Injected Poisons Class A-F5
Market Price = 10 x initial damage + 10 x secondary damage, Death = 1000gp + 1000gp per pip above DC 20
1 dose = 1 ounce

Class A DC 11 15/0 150gp
Class B DC 12 20/0 200gp
Class C DC 13 25/0 250gp
Class D DC 14 30/0 300gp
Class E DC 15 Death/0 1000gp
Class F DC 16 Death/5 1050gp
Class F1 DC 17 Death/10 1100gp
Class F2 DC 18 Death/20 1200gp
Class F3 DC 19 Death/25 1250gp
Class F4 DC 20 Death/30 1300gp
Class F5 DC 21-25 Death/40 2400,3400,4400,5400,6400gp



Ingested/Inhaled Poisons Class G-J
Market Price = 5 x initial damage + 5 x secondary damage, Death = 500gp + 500gp per pip above DC 20
1 dose = 1 ounce

Class G DC 17 10/0 50gp
Class H DC 18 15/0 75gp
Class I DC 19 20/0 100gp
Class J DC 20 30/0 150gp

Contact Poisons Class K-P
Market Price = 100 x initial damage + 100 x secondary damage, Death = 2000gp + 2000gp per pip above DC 20
1 dose = 1 ounce

Class K DC 21 5/0 500gp
Class L DC 22 10/0 1000gp
Class M DC 23 20/5 2500gp
Class N DC 24 30/10 4000gp
Class O DC 25 Death/20 14,000gp
Class P DC 26 Death/30 17,000gp

Converting existing edition poisons ( 3e, 3.5e )

Match DC to poison type and classes above. If a DC match cannot be found, use the next closest match. Example; An ingested poison for a monster is listed as DC 12, use DC 17 for the poison effects. Likewise, if it was a DC 21 ingested poison, DC 20 would be used for the effects. The DC will remain as is, just use the procedure above to determine the effects of the poison.

Non Lethal Poisons
Market price = 5 x duration/rounds + 5 x DC ( Note 1 day = 14.400 rounds! )

Injected DC 11-25
Ingested/Inhaled 17-25
Contact 21-30

Sleep ( Helpless ) duration 1- X rounds/1 day
Paralysis ( Helpless ) duration 1- X rounds/1 day
Nausea ( -4 attack, AC, and skill checks ) duration 1- X rounds/1-4 days
 

I should be claryfied that after a day the poison's effects still affect you. And that Sleeping and palalyzing poisons do what it says on the tin. Very nice idea, oddly as I was revising my monster I realised how crunchy they are; so I added symptom like sweating, coughing blood etc. this could help flesh out these poisons.
 


I don't know how much use this would be, but what I do for poisons is pretty simple. Poisons do stat damage as normal - but for poisons that don't do con damage right away (eg the debilitative poisons rather than the instantly fatal ones), I have them start doing con damage once the stat they reduce runs out.

Additionally, I have the poison's secondary damage continue coming back, rather than just being applied once. I have the secondary damage reapply a number of times equal to 1+Poisoning Creature's Con Mod, minimum of 1, at a rate of 1 reapplication per minute.
 

Look at the d20Modern post about tranquiliser drugs, that has some stuff germane to your discussion (I believe it was started by Takyris, I contributed)
 

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