February 03, 2006

Poisons

A given poison inflicts X points of damage at the rate of 1 point per time interval.

When you get poisoned you'll make a resistance check vs a difficulty set by how hard the poison is to resist.

A failure or worse means that you take full damage.

If you succeed, you'll take less damage. Only every SL+2 time intervals will actually do damage; the others are ignored.

So someone who gets a partial success will only take damage every other time interval. A level 1 success will only take damage every third time interval. Etc.

Poisons generally inflict either Lethal Damage, Stun or Action Penalties (-1 per level, treat as Fatigue).

Sorcerous Poisons: the venom of spirit creatures is unnaturally fast. The entire effect is generally resolved in the same round you get hit. If you get at least a partial success, divide the damage done by 2+SL.

So, let's take a crippling paralytic poison that does a total of -10 to your actions at the rate of 1 per round and is difficulty 10 to resist.

If you roll a 15 on your resistance check you'll get SL 1 and divide the damage by 3 and multiply the time interval by 3. So now you take -1 to your actions every 3 rounds until you've taken a total of -3. You'll still be groggy, but that's all.

Perhaps I need separate Resolve (Drive) and Resist Enchantment (Drive/Magic) skills. Or just say that you add your Magic to your Resolve when resisting mental spells and other magical effects.

Posted by Kiz at February 3, 2006 12:02 AM
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