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Tranquilizer Darts?
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<blockquote data-quote="RangerWickett" data-source="post: 1211614" data-attributes="member: 63"><p>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.</p><p></p><p>So how about this? </p><p></p><p>We give every poison a type, an instensity, a Fort save DC, and a damage limit. </p><p></p><p>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.</p><p></p><p><strong>Hypothetical Tranquilizer Poison - Tranq gun</strong></p><p>Injected poison</p><p>Intensity: 1d6 Dex and 1d6 Wis per round (Fort DC 20)</p><p>Damage Limit: 15 Dex and 15 Wis</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1211614, member: 63"] 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. [b]Hypothetical Tranquilizer Poison - Tranq gun[/b] 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. [/QUOTE]
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