Tranquilizer Darts?

Hey, afeldspar,

One clarification (because I'm an idiot). When I said that the first effect was "Disabled", I meant it only in the sense of only getting a move OR an attack action per round. I didn't mean that you took hit point damage (since yeah, you're right, having you suddenly drop to -1 would be a pretty nasty save).

I was reading "Disabled" to mean that you only get a move or an attack action, and that it's a situation that comes up most often because you're at negative hit points -- not that being disabled caused you to automatically drop to -1.

Will continue working on poison system, in any event. I'd like to figure out some way for poisons to have long-term debilitating effects, although that might be better left to plot stuff -- a poison that does long-term damage. Maybe it should just be permanent ability damage, and we should make a Treat Injury check that can, over time, heal permanent ability damage...
 

log in or register to remove this ad

takyris-

Some great stuff you've got here. I too had been sorta bummed about poisons for quite some time. I think doing exactly what you've done in terms of playing with onset times, lengths, partial effect saves, and overall different dosage effects is close to perfect. Certainly a whole lot better than what it is normally.

For you wanting to have poisons last long just have them last longer like diseases, I don't think there would need to be much tweaking going on with that.

Tellerve
 

takyris said:
Hey, afeldspar,

One clarification (because I'm an idiot). When I said that the first effect was "Disabled", I meant it only in the sense of only getting a move OR an attack action per round. I didn't mean that you took hit point damage (since yeah, you're right, having you suddenly drop to -1 would be a pretty nasty save).

I was reading "Disabled" to mean that you only get a move or an attack action, and that it's a situation that comes up most often because you're at negative hit points -- not that being disabled caused you to automatically drop to -1.

Will continue working on poison system, in any event. I'd like to figure out some way for poisons to have long-term debilitating effects, although that might be better left to plot stuff -- a poison that does long-term damage. Maybe it should just be permanent ability damage, and we should make a Treat Injury check that can, over time, heal permanent ability damage...
Any hope of seeing this poison system fully worked out? I'm using it as is, and it's great. The player's really hate being poisened now, not that all my poison are lethal btw.
 

Hey, Allanon -- nope, not really, to be honest. My game has been hit by a rush of unfortunate holidays and out-of-towns, so we haven't had a lot of progress --and I haven't had any good plot excuses to send a good poison into the game (which is when I'd most likely start working on it some more, selfishly).

How's it working? What would you like to see fixed or improved or made more realistic?
 

Darts and Pellets

Tranq darts are cool. I recall reading something in the description of the air pistol/rifle which states that it may also fire pellets instead of darts, but I did not see anything about the pellets. Since I assume that pellets would carry a contact-type poison, I wonder what other kinds of chemicals may be delievered. I envision a hero (perhaps a Mage) with Craft(chemical) using an air pistol (simple weapon) to fire acidic pellets (up to 2d6, accd to the chart listed for damaging chemicals). Am I wrong? Any ideas, anyone?
 

I don't know about pellets, but surely someone's done stats for paint ball rifles. Swap paint for acid, and you're good to go!
 
Last edited:

takyris said:
Hey, Allanon -- nope, not really, to be honest. My game has been hit by a rush of unfortunate holidays and out-of-towns, so we haven't had a lot of progress --and I haven't had any good plot excuses to send a good poison into the game (which is when I'd most likely start working on it some more, selfishly).

How's it working? What would you like to see fixed or improved or made more realistic?
Well it's more because I reread this thread and you stated you would work on it some more. So curious as I am, I thought "well let's see if there have been any errata ;)".

The system itself works smoothly. I'm currently using as a disease system. But I've already used it as a poison system to great effect. Especially when you're player's are hunted by the followers of Mormo (Scarred Lands, basically she was the Über goddes of poison, ophidians, etc) :D

But simply stated I love it as it is, just wondered if you had any more goodness to share.

edit: yes, I'm using it for a D&D game.
 
Last edited:

Here's an idea, which may be a little complex. We know that X amount of some snake's venom can cause flesh to rot away and eventually kill a person, but some people will die more quickly than others. Only the lucky or the really tough will survive without antivenom.

So how about this?

We give every poison a type, an instensity, a Fort save DC, and a damage limit.

The intensity is given in a 'damage per period of time' setup. After you're poisoned, you make a save after each period of time passes, and if you fail, you take the listed damage. However, once you reach the damage limit, you take no more. Antivenom doesn't remove the poison from your system, but instead gives you a bonus to your saves, so if you're already very weak, or if the poison is very strong, antivenom won't necessarily save you.

Hypothetical Tranquilizer Poison - Tranq gun
Injected poison
Intensity: 1d6 Dex and 1d6 Wis per round (Fort DC 20)
Damage Limit: 15 Dex and 15 Wis

This tranquilizer basically weakens the body so you can't move, and makes your brain go to sleep so you can't perceive things very clearly. For a typical person, this will knock them unconscious in 3 rounds, during which time they'll be staggering and not thinking too clearly. A really tough guy with a +10 Fort save might last for half a minute, but you could always hit him a second time to speed up the process.
 

Hey Takyris-

Any luck on fleshing out these poison rules more? I only ask, because, well, they are sharp and go very well with the way I want to have poison work. If you haven't then no worries, I'll run with what you have.

Basically starting to try and compile rules variants and thoughts for my possible modern d20 campaign and this thread idea was a shoe in.

Also...well, let me start another thread with some questions that maybe your theatrical telling of standard manuvers could work out.

Tellerve
 

Hey Tellerve,

Man, I feel lame. No, I've done bupkus. Sorry.

Lemme know how they run -- if something feels dumb or needs a big fix to make work, I could play with the math and see if I can come up with something better.
 

Remove ads

Top