Poison Rules (Collected & Expanded)

Modified on Tue, 24 Apr 2012 13:13 by Administrator — Categorized as: Meta

Poisons and Toxins are divided into three factors: their speed, their strength, the duration of their effect and their effect itself.

Speed

Instant: the poison's effects occur as soon as the victim is exposed; venoms and poisoned attacks usually operate at this speed.
Near-Instant: the poison's effects occur 1d5 rounds after exposure; includes less potent combat poisons.
Swift: the poison's effects occur 1d5 hours after exposure; includes subtle poisons such as those favoured by assassins to taint food.
Slow: the effects of the poison will occur 1d5 days after exposure; includes environmental poisons and taints.

Strength

In order for the poison to take effect, the victim must fail a toughness test. The strength of the poison is the modifier to that test.

Duration

If the victim failed his toughness test, the poison's duration denotes the amount of time from the initial onset of the poison's effects until it's effects have completely diminished.

Effect

Poisons are grouped into different types of effects. Although there are numerous "more unique" poisons in the Calixis Sector, most of them fall into one of five categories. In general, characteristic damage caused by a poison's effect does not get reduced at the usual rate of one point per hour, but rather reverts completely at the end of the poison's duration.

Lethal (X): these poisons cause harm by directly attacking the body's functions, damaging the nervous system, causing cardiac arrest, etc. The victim suffers Xd10 temporary Toughness Damage plus a further 1d10 per degree of failure. Additionally, if more than half of the victim's Toughness is lost, they will also become comatose.

Paralytic (X): these poisons paralyze the musculature, rendering the victim immobile or helpless without rendering them unconscious. The victim suffers Xd10 temporary Strength Damage plus a further 1d10 per degree of failure. If reduced to "0" strength, they are completely paralysed and unable to act.

Sedative: these poisons incapacitate and render the victim unconscious. Those failing the Toughness Test are Stunned, however, if the Test is failed by 3 or more degrees the victim falls unconscious as well.

Necrotic (X): these poisons cause localized damage to the body by corroding or otherwise damaging tissue and cells. Victims failing a Toughness Test against this form of poison suffer an amount of Xd5 of damage plus a further d5 per degree of failure, both with no reduction for armour or Toughness Bonus.

Debilitating (X): these poisons temporarily hinder the victim's nervous system by inducing hallucinations, drowsiness, failure to concentrate, etc. Those failing the Toughness test recieve Xd5 temporary Intelligence and Perception damage plus a further 1d5 per degree of failure. They also take an Xd5 penalty to all Ballistic and Weapon Skill tests as they are unable to wield their weapon effectively.

Weakening (X): these poisons directly attack the victims mind, rendering it frail and open to influence both material and otherwise. Upon failing the Toughness Test, the victim takes Xd10 temporary Willpower Damage plus a further 1d10 per degree of failure.