Alchemy: Injury Poisons
Here we have injury (follow-up in GURPS terms) poisons from D&D 3.5 Dungeon Master's Manual and Pathfinder Core Rulebook. None of the aforementioned sources provides any descriptions for the poisons, unfortunately, but some names are quite evocative.
Black Adder Venom
This poison is extracted from a black adder. A
living victim must make an immediate
HT roll or suffer 1 toxic damage. Every minute for 4 more cycles he must make
another HT roll to resist or take the same amount of damage. After losing 1/3
HP to this poison, the victim gains a -3 penalty to ST until he heals above
this threshold.
Form: Follow-Up Poison.
Cost: $60 (singular); $25 (5-batched).
Recipe: $6; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1 (Cyclic, 1 minute, 4
cycles, Resistible, +80%; Follow-Up Poison, -20%; Resistible, HT, -30%;
Symptoms, 1/3 HP, -3 ST, +45%) [2].
Bloodroot
This poison is extracted from a crimson flower
that grows in cold swamps. A living victim must make an HT roll after 1 minute or
suffer 1d-1 toxic damage. Every minute for 3 more cycles he must make another
HT roll to resist or take the same amount of damage. After losing 1/2 HP to
this poison, the victim gains a -3 penalty to IQ until he heals above this
threshold.
Form: Follow-Up Poison.
Cost: $150 (singular); $55 (5-batched).
Recipe: $15; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-1 (Cyclic, 1 minute,
3 cycles, Resistible, +60%; Follow-Up Poison, -20%; Onset, 1 minute, -10%;
Resistible, HT, -30%; Symptoms, 1/2 HP, -3 IQ, +60%) [5].
Blue Whinnis
This poison is extracted from a blue flower
that grows in warm mountains. A living victim must make an immediate HT-1 roll or suffer 1d-1 toxic damage. Every minute for 4
more cycles he must make another HT-1 roll to resist or take the same amount of
damage. After losing 1/3 HP to this poison, the victim gains a -2 penalty to HT
until he heals above this threshold. After losing 2/3 HP to this poison, the
victim becomes unconscious until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $330 (singular); $120 (5-batched).
Recipe: $33; 1 day; defaults to Poisons-2.
Statistics: Toxic Attack 1d-1 (Cyclic, 1 minute,
4 cycles, Resistible, +80%; Follow-Up Poison, -20%; Resistible, HT-1, -25%;
Symptoms, 1/3 HP, -2 HT, +30%; Symptoms, 2/3 HP, Unconsciousness, +200%) [11].
Deathblade
This is a synthetic poison invented by a
brotherhood of assassins. A living victim must make an immediate HT-3 roll or suffer 1d+1 toxic damage. Every minute for 3
more cycles he must make another HT-3 roll to resist or take the same amount of
damage. After losing 1/2 HP to this poison, the victim gains a -3 penalty to HT
until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d+1 (Cyclic, 1 minute,
3 cycles, Resistible, +60%; Follow-Up Poison, -20%; Resistible, HT-3, -15%;
Symptoms, 1/2 HP, -3 HT, +30%) [10].
Drow Poison
This poison is made by drow from underground
fungi extracts to help in their raids for slaves. A living victim must make an immediate HT-1 roll or suffer 1 toxic
damage. Every second for 9 more cycles he must make another HT-1 roll to resist
or take the same amount of damage. After losing 1/3 HP to this poison, the
victim becomes unconscious until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 1 day; defaults to Poisons-2.
Statistics: Toxic Attack 1 (Cyclic, 1 second, 9
cycles, Resistible, +450%; Follow-Up Poison, -20%; Resistible, HT-1, -25%;
Symptoms, 1/3 HP, Unconsciousness, +600%) [12].
Greenblood Oil
This is an alchemical poison that prevents
blood clotting and turns it green. A living victim must make an immediate HT-3 roll or suffer 1d+1 toxic
damage. Every minute for 2 more cycles he must make another HT-3 roll to resist
or take the same amount of damage. After losing 1/2 HP to this poison, the
victim gains Hemophilia (p. B138) until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d+1 (Cyclic, 1 minute,
2 cycles, Resistible, +40%; Follow-Up Poison, -20%; Resistible, HT-3, -15%;
Symptoms, 1/2 HP, Hemophilia, +60%) [10].
Shadow Essence
Named after undead shadows that drain strength,
this synthetic poison greatly decreases the victim’s strength. A living victim
must make an immediate HT-2 roll or
suffer 1d toxic damage. Every minute for 4 more cycles he must make another
HT-2 roll to resist or take the same amount of damage. After losing 1/3 HP to
this poison, the victim gains a -3 penalty to ST until he heals above this
threshold. After losing 1/2 HP to this poison, the victim gains a -6 penalty to
ST until he heals above this threshold. After losing 2/3 HP to this poison, the
victim gains a -9 penalty to ST until he heals above this threshold. These
penalties do not stack, use the worst penalty.
Form: Follow-Up Poison.
Cost: $360 (singular); $130 (5-batched).
Recipe: $36; 1 day; defaults to Poisons-2.
Statistics: Toxic Attack 1d (Cyclic, 1 minute,
4 cycles, Resistible, +80%; Follow-Up Poison, -20%; Resistible, HT-2, -20%;
Symptoms, 1/3 HP, -3 ST, +45%; Symptoms, 1/2 HP, -6 ST, +60%; Symptoms, 2/3 HP,
-9 ST, +45%) [12].
No comments:
Post a Comment