Poison and disease

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Multiple instances of a poison or disease cannot affect a creature during the same day.

Applying a Poison or Disease

A poison or disease that can be applied to a wound or food can be applied as a Standard AND Move action. Wound poisons or diseases may be applied to the weapon that will do the wounding, although that will dry out and become ineffective after five minutes.

Attributes

Initial Effect

When a poison or disease begins to take effect, the creature gets a save to resist it entirely, avoiding any ill effects from the poison or disease whatsoever.

Repeat

Every poison or disease has a repeat time: every time that interval comes up, the victim must suffer another attack from it (if GD-based) or make another Will Save against it or suffer the repeat effect.

Cure Difficulty

When the victim successfully saves against the repeat a number of times consecutively equal to the Cure Difficulty, they are cured.

Targets

The type of creature that can be affected by the poison or disease.

Tier

Without the poison creation capacity for poisons of this tier, you cannot create this poison.

Without the poison and disease application capacity for poisons of this tier, every time you attempt to apply a dose of either poison or disease, you have a 30% chance of exposing yourself instead.

Poisons

Common Tier

Demonsblood.jpg
Demonsblood
Poison
Refined from the sap of the Demon Tree, this odorless, foul-tasting poison is quite unpleasant when ingested or inserted into the bloodstream.
Weight/Dose 0.002 kilograms.
GD Attack: +1
Delay: It acts immediately if applied to a wound, or after a minute when ingested.
Initial Effect: When it acts, the victim turns red as their skin hardens and falls off, reducing their Toughness by 1 for 1d10 days.
Repeat: Every round, the victim suffers a hit that deals 1d6 Poison damage and reduces Toughness by 1 point for every wound it inflicts. The Toughness reduction ends when the initial Toughness reduction does.
Cure Difficulty: 1
Targets: Any [ Blooded ] creature.


Flammability Extract
Poison
This clear fluid is refined from a black ooze that seeps out of the ground. It stinks and tastes terrible.
Weight/Dose 0.01 kilograms.
GD Attack: +0
Delay: It acts immediately when inserted, or after 1d6 hours when ingested.
Initial Effect: The victim becomes extremely flammable for as long as they suffer from this poison, taking +2 damage from the on fire condition.
Repeat: Every 1d6 minutes, the victim catches on fire.
Cure Difficulty: 1
Targets: Any creature.

Elite Tier

Dream's Cape.png
Dream's Cape
Poison
Refined from the spores of Ether Morels, this fine smelling, lightly delicious poison is very relaxing. It can be ingested or inserted directly into the bloodstream.
Weight/Dose 0.001 kilograms
GD Attack: -2
Delay: It acts 1d6 hours after applied.
Initial Effect: The victim becomes dreamy and pliant, getting a -2 penalty to Will Saves. If anyone asks them nicely to do something, they do it without complaint.
Repeat: Every hour, the victim saves to recover.
Cure Difficulty: 2
Targets: Any creature.


Abasement.jpg
Abasement
Poison
Made from distilled tears of regret mixed with the powdered roots of a certain plant, this watery fluid smells and tastes bittersweet.
Weight/Dose 0.02 kilograms
Will Save: DC 8
Delay: It acts immediately when inserted, or after 1d6 minutes when ingested.
Initial Effect: The victim is overcome with humility, forcing them to do their best to stay prone for 1d6 rounds. In addition, for as long as they are intoxicated, they must apologize immediately after performing any hostile action.
Repeat: Every hour, the victim must apologize to the nearest creature they are aware of for the worst harm they believe they have caused that creature.
Cure Difficulty: 2
Targets: Any creature with a soul.

Paragon Tier

Rage Gas
Poison
Created by chemically reacting certain minerals, this gas smells unpleasant, yet satisfying.
Weight/Dose 1 kilogram
GD Attack: +3
Delay: It acts immediately when inhaled.
Initial Effect: If the victim fails their save, they become possessed with rage, and Frenzies as though all other creatures were the source of its fear.
Repeat: Every round, the victim must save to recover.
Cure Difficulty: 3
Targets: Any creature.
Gas Area: A dose fills all in a 5 meter blast for 3 rounds.


Stone Toxin.jpg
Stone Toxin
Poison
This gas smells like brimstone and chalk dust.
Weight/Dose 1 kilogram
GD Attack: +2
Delay: It acts immediately when inhaled.
Initial Effect: The victim gets -6 meters to all movement speeds.
Repeat: Every round, the victim gets another -6 meters to all movement speeds. When it has no movement speeds faster than 0 meters, it is permanently turned to stone.
Cure Difficulty: 2
Targets: Any creature.
Gas Area: A dose fills all in a 5 meter blast for 3 rounds.


Platypoison
Poison
This nasty poison is secreted from the spurs of a pelican-billed platypus.
Weight/Dose 0.002 kilograms
GD Attack: +3
Delay: It acts immediately when applied to a wound.
Initial Effect: The creature begins to smell. It gains an overpowering stench.
Repeat: Every hour, the victim must save against it or the distance at which it can be smelled doubles further.
Cure Difficulty: 3
Targets: Any creature.

Legend

Power Overwhelming.png
Power Overwhelming
Poison
Created by crushing three colors of gems together with a small quantity of a fungal hallucinogen, this thick liquid tastes invigorating.
Weight/Dose 0.002 kilograms
Will Save: DC 12
Delay: It acts immediately when inserted, or after 1d6 minutes when ingested.
Initial Effect: The victim feels too powerful, like they're about to explode with too much energy. They are also compelled to immediately cast a spell of the highest tier they can, if possible.
Repeat: Every round, the victim is compelled to cast another spell of the highest tier they can.
Cure Difficulty: 1
Targets: Any creature.


Lesser Death.jpg
Lesser Death
Poison
This deliciously sweet poison is brewed from certain normally safe herbs.
Weight/Dose 0.005 kilograms
GD Attack: +4
Delay: It acts after 1 round when ingested.
Initial Effect: The creature becomes tired, then dies 2 rounds later.
Repeat: Every hour, the victim saves to stop being dead.
Cure Difficulty: 1
Targets: Any creature.

Diseases

Common Tier

Moon Wolf Larvae.png
Moon Wolf Larvae
Disease
A chronic disease found in moon wolf saliva.
Weight/Dose 0.01 kilograms
GD Attack: +3
Delay: It acts 1 day after it is applied to a wound.
Initial Effect: None.
Repeat: At sunset on the night of a full moon, the victim transforms into a moon wolf until the next sunrise.
Cure Difficulty: 5
Targets: Any creature.


Black Death.png
Black Death
Disease
A favorite of rats everywhere.
Weight/Dose 0.001 kilograms
GD Attack: +4
Delay: It acts 1d6 days after it is applied to a wound.
Initial Effect: Black buboes appear on the victim's body, and they become Tired until the disease is cured.
Repeat: Every day, the victim gets a -1 penalty to Toughness until the disease is cured and immediately take 1d6 Disease damage.
Cure Difficulty: 2
Targets: Any [ Living ] creature.

Elite Tier

Bonewater
Disease
This is a white pus, which seems to crack as it flows.
Weight/Dose 0.001 kilograms
GD Attack: +0
Delay: It acts 1d10 hours after it is ingested or applied to a wound.
Initial Effect: The victim's bones become soft, reducing AD, Strongman, and Agility by 1.
Repeat: Every day, the victim gets another -1 to AD, GD, and all skill checks. If either AD or GD are reduced to 0 (before armor or other external bonuses), their bones are fully liquid, killing them and oozing out of their orifices. Touching this liquid risks infection. The penalty decreases by 1 per hour once cured.
Cure Difficulty: 2
Targets: Any [ Bony ] creature.

Paragon Tier

Necrotizing Fascinitis.png
Necrotizing Fascinitis
Disease
Victims rot away.
Weight/Dose 0.01 kilograms
GD Attack: +0
Delay: It acts 1d10 days after infection. Infection occurs upon contact with the affected area.
Initial Effect: For so long as the victim is infected but alive, other creatures who see them must succeed on a DC 7 Will save or be convinced that the victim is in perfect health.
Repeat: Every day, the victim gets -1 to HP for so long as they are infected. The penalty decreases by 1 per hour once cured.
Cure Difficulty: 2
Targets: Any creature.

Legend Tier

The Hunger
Disease
Starvation is unpleasant.
Weight/Dose 0.01 kilograms
GD Attack: +2
Delay: It acts 1d10 days after it is ingested.
Initial Effect: The victim experiences hunger as though another day had passed.
Repeat: Every day, the victim experiences more hunger. Each time a save is failed, the amount of additional hunger added increases by 1 day's-worth.
Cure Difficulty: 3
Targets: Any creature.

Tier Not Applicable

Soulpox.png
Soulpox
Disease
This dreadful disease inflames your very soul.
Weight/Dose N/A
Will Save: DC 5
Delay: It acts 1d10 days after infection.
Initial Effect: The victim becomes contagious, risking infection for any creature that passes within 3 meters that it is aware of. While suffering from this disease, the victim cannot gain levels.
Repeat: Every day, the victim loses one class level or extra of its choice. This may reduce its tier, and does reduce its point cost. If the victim has no class levels or extras, it dies, and its soul is utterly destroyed.
Cure Difficulty: 2
Targets: Any creature with a soul.


Skullfire.jpg
Skullfire
Disease
Some explosions are contagious.
Weight/Dose N/A
GD Attack: +2
Delay: It acts 1d10 days after infection. Infection occurs only when wounded by a creature exploding due to Skullfire.
Initial Effect: The victim takes one wound.
Repeat: Whenever the victim is wounded, they must save again or explode. The explosion is a blast with a length of four times the victim's Size, making a ranged attack with a bonus of +5 against each creature and unattended object in the area for 1d6+1 Heat damage. The victim itself takes another automatic 1d6+4 Heat damage hit. The victim is cured of this disease upon exploding.
Cure Difficulty: 2
Targets: Any creature.


Chronic Fading Disease.png
Chronic Fading Disease
Disease
A chronological disease.
Weight/Dose N/A
GD Attack: +2
Delay: It acts 1d10 hours after infection. Infection occurs upon contact with an infected creature.
Initial Effect: Every five rounds (victim time), the victim disappears from existence as per time skip for 1 round. This is a [ Time ] effect.
Repeat: Every day, the victim must save again or reduce the amount of time between disappearances by 1 round. When the interval has decreased to 0 rounds, the victim disappears forever.
Cure Difficulty: 2
Targets: Any creature.


Babble.png
Babble
Disease
Language barriers are sometimes all too natural.
Weight/Dose N/A
Will Save: DC 7
Delay: It acts 1d10 days after infection, which is caused by listening to the Babble language for an hour or more in a single day.
Initial Effect: The victim can only speak in Babble until the disease is cured. Babble is a language that all creatures infected by the disease understand, but no other creature can learn.
Repeat: Every week, the victim must save again. If a save is failed, the victim loses the ability to understand any language other than Babble until the disease is cured.
Cure Difficulty: 2
Targets: Any creature.