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Simple rules for poisons
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gollummen
Lieutenant Commander
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Joined: 18 Aug 2005
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Location: Denmark

PostPosted: Fri Apr 20, 2007 3:21 pm    Post subject: Simple rules for poisons Reply with quote

Hi!

It is good to be back, I have not been her a while, but once more the power of SWD6 is beyond my feeble willpower Very Happy

I have made some simple rules for using poison.
I like it that way, simple and fast, enjoy.

http://download.yousendit.com/AB51638021F8B32A
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AcesAndEights
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PostPosted: Fri Apr 20, 2007 4:17 pm    Post subject: Reply with quote

My GM came up with something simple for handling poison. He created an advanced skill based off of first-aid. In creating the poison, I roll poison engineering (which is the skill he created), first with first-aid which, determines whether I can create poison, and then I roll just poison engineering to determine the potency. Of course, this is for synthetic poison, if I am trying to derive something from an animal or plant, then I roll biology or chemistry. Thus far I have only wanted to create stun/damage based poison, so he hasn't had to come up with anything else.
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Tupteq
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Location: Rzeszów, Poland

PostPosted: Fri Apr 20, 2007 5:02 pm    Post subject: Reply with quote

Nice rules (not too complex and pretty comprehensive). I was using something similar, but without specified poison types (each poison has it's own unique effects) plus I have a various effects depending on STR-potency roll resolved like a wound levels (and many poisons have a partial effects even if STR roll is higher, like in Cyberpunk 2020).
One more note about skill poisons - I don't think it's really needed. It can be handled by other skills (like AcesAndEights said: scholar: chemistry, scholar: biology, medicine etc., depending on poison type, maybe combined with alien species). IMHO It's not a very hard to create a poison when you have idea how works victim's organism or how chemicals reacts on proteins.
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Tupteq
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PostPosted: Fri Apr 20, 2007 5:42 pm    Post subject: Reply with quote

Also - I think stamina might be used instead of STR attribute.
Ah, and one more thing I forgot (I think i found this rule somewhere over the net and expanded): decomposition time. Some poisons stay in human (or non human) system for some time and strengths of few poison doses applied during short time period should be summed!

Example: One cup of rum (1D+2 = 6) is no problem for Henry The Pirate (stamina 4D+2 = 20), next two made him only happier (rolls: 4 and 9, sum: 19), but fourth cup was a bad idea (roll: 11, sum 30 against stamina roll 20 = 10 - incapacitated) - Henry just lost contact with reality Smile

Additionally (for those who like complex rules) poison may fade off slowly (point by point) exponentially Wink
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gollummen
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PostPosted: Fri Apr 20, 2007 6:42 pm    Post subject: Reply with quote

Quote:
plus I have a various effects depending on STR-potency roll resolved like a wound levels (and many poisons have a partial effects even if STR roll is higher, like in Cyberpunk 2020)


That sounds like a great idea!

Like this?

The whatever poison
Potency: 5D
Wounded: Nausea -1D to dexterity
Incapacitated: ill -1D to all rolls for 1D hours
Mortally wounded: Paralyzed for 1D hours
Killed: Coma for 1D weeks
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Tupteq
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Location: Rzeszów, Poland

PostPosted: Sun Apr 22, 2007 7:03 am    Post subject: Reply with quote

gollummen wrote:

Like this?


Exactly! For simplicity and to save time I'm making my descriptions even simpler:

Tear gas
Stunned: light intoxication - tears only, -1 to vision based rolls for 10x1D minutes)
Wounded: severe intoxication - nausea, vomiting, swell, -1D/(wound level) to all rolls for (wound level) x 1D hours
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Orion
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Joined: 16 May 2008
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PostPosted: Sun May 25, 2008 12:14 am    Post subject: Reply with quote

The link is dead, does anyone still have this? I would be interested in reading it.
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gollummen
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PostPosted: Sun May 25, 2008 7:52 am    Post subject: Reply with quote

No sorry. Its is gone ecause I use Tupteqs rules now.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Sun May 25, 2008 4:09 pm    Post subject: Reply with quote

What about critters?? I am thinking of making a module where one of the possible combats has the party come across a nasty creature which has a potent neurotoxin type poison that destroys nerves as it flows through the body.
I am thinking of the following for it.

When hit by the (insert creatures name here) stinger and the user takes at least a wound, the poison makes it into the body. 1D rounds later, he must start making stamina rolls. A first roll of 20 or less indicates the poison took hold in the stung site. Every stamina roll there after (in 5 round intervals) that fails to hit a 17 or more allows the poison to leach through out more of the body, say from the arm, to shoulder to chest.. If it hits the heart or head (after say 4 failed stamina rolls) the person dies due to his heart/brain stopping.
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Esoomian
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Joined: 29 Oct 2003
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PostPosted: Sun May 25, 2008 6:00 pm    Post subject: Reply with quote

Sort of like a creeping paralysis? So a sting in the leg might take a few rounds to effect the heart and cause a fatal result but if it paralyses the legs it makes moving a lot more difficult?

The Vong's poison has a decent enough rule set for that sort of thing.
Difficult/Very difficult stamina roll if failed character looses 1D dexterity if character looses all dexterity then it's night night time. The effects are only temporary but with a neurotoxin they might not be.

If you want to use a more complex mechanic where the poison might travel and effect multiple systems on a single application then you have to work out what effects tourniquets and the like may have on halting the progress.
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garhkal
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PostPosted: Sun Jun 01, 2008 11:14 am    Post subject: Reply with quote

Kind of, but unlike a paralysis, it can easily kill someone.
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