Alchemy: Vile Poisons
The infamous Book of Vile Darkness for D&D 3.0 has not only a section with vile diseases, but also a section with poisons of various sorts. I have to say, some of them are quite unusual, but we will get to the most unusual ones later.
Devilseye
This poison makes the subject more easily
affected by magic. A living victim must make an immediate HT-3 roll or suffer 1 toxic damage. Every second for 9
more cycles he must make another HT-3 roll to resist or take the same amount of
damage. After losing 1/3 HP to this poison, the victim gains Magic
Susceptibility 2 (p. B143) or has his Magic Resistance decreased by 2 until he
heals above this threshold. After losing 1/2 HP to this poison, the victim
gains Magic Susceptibility 4 (p. B143) or has his Magic Resistance decreased by
4 until he heals above this threshold. After losing 2/3 HP to this poison, the
victim gains Magic Susceptibility 6 (p. B143) or has his Magic Resistance
decreased by 6 until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $210 (singular); $75 (5-batched).
Recipe: $21; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1 (Cosmic, Compatible
with Magic Resistance, +50%; Cyclic, 1 seconds, 9 cycles, Resistible, +450%;
Follow-Up Poison, -20%; Resistible, HT-3, -15%; Symptoms, 1/3 HP, Magic
Susceptibility 2, +20%; Symptoms, 1/2 HP, Magic Susceptibility 4, +25%; Symptoms,
2/3 HP, Magic Susceptibility 6, +20%) [7].
Urthanyk
This is a respiratory agent made from grave
dirt and poisonous plants. This poison flask can be thrown (range is STx3.5).
Hitting a hard surface, it breaks, creating a cloud of poison gas in a 2-yard
radius. The cloud persists for 10 seconds and may drift with the wind. Any
creature that inhales the gas must make an immediate
HT-2 roll or suffer 1d-1 toxic damage. Every 2 seconds for 6 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 gets a -2 penalty to ST until he heals
above this threshold. After losing 1/2 HP to this poison, the victim gets a -4
penalty to ST until he heals above this threshold. After losing 2/3 HP to this
poison, the victim gets a -6 penalty to ST until he heals above this threshold.
Form: Grenade.
Cost: $600 (singular); $215 (5-batched).
Recipe: $60; 2 days; defaults to Poisons-2.
Statistics: Toxic Attack 1d-1 (Area Effect, 2
yards, +50%; Drifting, +20%; Cyclic, 2 second, 6 cycles, Resistible, +300%;
Grenade, +25%; Persistent, +40%; Resistible, HT-2, -20%; Respiratory Agent,
+50%; Symptoms, 1/3 HP, -2 ST, +30%; Symptoms, 1/2 HP, -4 ST, +40%; Symptoms,
1/3 HP, -6 ST, +30%) [20].
Sufferfume
This highly potent respiratory agent is
alchemically synthesized from demonic ichor. This poison flask can be thrown
(range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of
poison gas in a 2-yard radius. The cloud persists for 10 seconds and may drift
with the wind. Any creature that inhales the gas must make an immediate HT-2 roll or suffer 1d-1 toxic
damage. Every 2 seconds for 6 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 gets a -2 penalty to ST, DX, IQ, and HT until he heals above this
threshold. After losing 1/2 HP to this poison, the victim gets a -4 penalty to
ST, DX, IQ, and HT until he heals above this threshold. After losing 2/3 HP to
this poison, the victim gets a -6 penalty to ST, DX, IQ, and HT until he heals
above this threshold.
Form: Grenade.
Cost: $1,050 (singular); $380 (5-batched).
Recipe: $105; 7 days; defaults to Poisons-4.
Statistics: Toxic Attack 1d-1 (Area Effect, 2
yards, +50%; Drifting, +20%; Cyclic, 2 second, 6 cycles, Resistible, +300%;
Grenade, +25%; Persistent, +40%; Resistible, HT-2, -20%; Respiratory Agent,
+50%; Symptoms, 1/3 HP, -2 ST, -2 DX, -2 IQ, -2 HT, +180%; Symptoms, 1/2 HP, -4
ST, -4 DX, -4 IQ, -4 HT, +240%; Symptoms, 2/3 HP, -6 ST, -6 DX, -6 IQ, -6 HT, +180%)
[35].
Burning Angel Wing Fumes
This is a respiratory agent made from angelic
feathers. This poison flask can be thrown (range is STx3.5). Hitting a hard
surface, it breaks, creating a cloud of poison gas in a 2-yard radius. The
cloud persists for 10 seconds and may drift with the wind. Any creature that
inhales the gas must make an immediate
HT-3 roll or suffer 1d-1 toxic damage. Every 2 seconds for 4 more cycles he
must make another HT-3 roll to resist or take the same amount of damage. After
losing 1/3 HP to this poison, the victim gets a -2 penalty to IQ until he heals
above this threshold. After losing 1/2 HP to this poison, the victim’s appearance
decreases by one step. After losing 2/3 HP to this poison, the victim’s
appearance decreases by one additional
step. The decreased appearance persists even when the victim heals above the
corresponding threshold. To remove this effect, the victim must benefit from a
Remove Curse spell or a similar effect. Dispel Magic does not work.
Form: Grenade.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 4 days; defaults to Poisons-3.
Statistics: Toxic Attack 1d-1 (Area Effect, 2
yards, +50%; Drifting, +20%; Cosmic, Lingering Effect, +100%; Cyclic, 2 second,
4 cycles, Resistible, +200%; Grenade, +25%; Persistent, +40%; Resistible, HT-3,
-15%; Respiratory Agent, +50%; Symptoms, 1/3 HP, -2 IQ, +30%; Symptoms, 1/2 HP,
Decreased Appearance, +80%; Symptoms, 1/3 HP, Decreased Appearance 2, +80%) [23].
Sasson Juice
This poison is made from a plant that grows in
hot jungles. A living victim must make an immediate
HT roll or suffer 1 toxic damage. Every seconds for 9 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 gets a -4 penalty to DX until he heals above this
threshold.
Form: Contact Poison.
Cost: $180 (singular); $65 (5-batched).
Recipe: $18; 1 day; defaults to Poisons-2.
Statistics: Toxic Attack 1 (Contact Poison,
-5%; Cyclic, 1 second, 9 cycles, Resistible, +450%; Resistible, HT, -30%;
Symptoms, 1/3 HP, -4 to DX, +120%) [6].
Eyeblast
This poison is alchemically synthesized from
fungi that grow in grave dirt. A living victim must make an immediate HT-2 roll or suffer 1 toxic
damage. Every second for 7 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 becomes blinded until he heals above this threshold.
Form: Follow-Up Poison.
Cost: $180 (singular); $65 (5-batched).
Recipe: $18; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1 (Cyclic, 1 second, 7
cycles, Resistible, +350%; Follow-Up Poison, -20%; Resistible, HT-2, -20%;
Symptoms, 1/3 HP, Blindness, +150%) [6].
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