Difference between revisions of "Poison and disease"

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:''Cure Difficulty'': 2
 
:''Cure Difficulty'': 2
 
:''Usage DC'': 7
 
:''Usage DC'': 7
:''Targets'': Any [ [[Souled]] ] creature.
+
:''Targets'': Any creature with a [[soul]].
 
:''Weight/Price'': A 0.02 kilogram dose is worth 400 [[copper]].
 
:''Weight/Price'': A 0.02 kilogram dose is worth 400 [[copper]].
  
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:''Repeat'': Every day, the victim must save again or lose one class level or ability of its choice. This may reduce its tier, and does reduce its point cost. If the victim has no class levels or abilities, it dies, and its soul is utterly destroyed.
 
:''Repeat'': Every day, the victim must save again or lose one class level or ability of its choice. This may reduce its tier, and does reduce its point cost. If the victim has no class levels or abilities, it dies, and its soul is utterly destroyed.
 
:''Cure Difficulty'': 2
 
:''Cure Difficulty'': 2
:''Targets'': Any [ [[Souled]] ] creature.
+
:''Targets'': Any creature with a [[soul]].
 
:''Weight/Price'': As weightless as the soul itself.
 
:''Weight/Price'': As weightless as the soul itself.
  

Revision as of 07:31, 17 December 2013

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

Attributes

Repeat Time

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.

Usage DC

In order to apply this poison or disease to an item or food, you must succeed on an Items check with this DC. If you fail, you must save against it.

Targets

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

Poisons

Demonsblood: Refined from the sap of the Demon Tree, this odorless, foul-tasting poison is quite unpleasant when ingested or inserted into the bloodstream.

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 must save against it or turn red as their skin hardens and falls off, reducing their Toughness by 1 for 1d10 days.
Repeat: Every round, the victim must save again or suffer 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
Usage DC: 5
Targets: Any [ Blooded ] creature.
Weight/Price: A 0.002 kilogram dose is worth 500 copper.

Dream's Cape: 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.

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 may save to recover.
Cure Difficulty: 2
Usage DC: 7
Targets: Any creature.
Weight/Price: A 0.001 kilogram dose is worth 200 copper.

Rage Gas: Created by chemically reacting certain minerals, this gas smells unpleasant, yet satisfying.

GD Attack: +3.
Delay: It acts immediately when inhaled.
Initial Effect: The victim becomes possessed with rage, and Frenzies as though all other creatures were the source of its fear.
Repeat: Every round, the victim must save again or get a +1 bonus to Perception for so long as it suffers from Rage Gas.
Cure Difficulty: 3
Usage DC: 15
Targets: Any creature.
Weight/Price: A 1 kilogram dose is worth 3000 copper, and fills all in a 5 meter blast for 3 rounds.

Flammability Extract: This clear fluid is refined from a black ooze that seeps out of the ground. It stinks and tastes terrible.

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
Usage DC: 5
Targets: Any creature.
Weight/Price: A 0.01 kilogram dose is worth 200 copper.

Stone Toxin: Created by chemically reacting certain minerals, this gas smells unpleasant, yet satisfying.

GD Attack: +2.
Delay: It acts immediately when inhaled.
Initial Effect: The victim gets -2 meters to all movement speeds.
Repeat: Every round, the victim must save again or get another -2 meters to all movement speeds. When it has no movement speeds faster than 0 meters, it is permanently turned to stone.
Cure Difficulty: 2
Usage DC: 9
Targets: Any creature.
Weight/Price: A 1 kilogram dose is worth 2000 copper, and fills all in a 5 meter blast for 3 rounds.

Power Overwhelming: Created by crushing pink, orange, and purple gems together with a small quantity of a fungal hallucinogen, this thick liquid tastes invigorating.

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 must save again or be compelled to cast another spell of the highest tier they can.
Cure Difficulty: 1
Usage DC: 6
Targets: Any creature.
Weight/Price: A 0.02 kilogram dose is worth 5100 copper. Doses are always created in multiples of 3.

Abasement: Made from distilled tears of regret mixed with the powdered roots of a certain plant, this watery fluid smells and tastes bittersweet.

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 save again or apologize to the nearest creature they are aware of for the worst harm they believe they have caused that creature.
Cure Difficulty: 2
Usage DC: 7
Targets: Any creature with a soul.
Weight/Price: A 0.02 kilogram dose is worth 400 copper.

Diseases

Soulpox: This dreadful disease inflames your very soul.

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 must save again or lose one class level or ability of its choice. This may reduce its tier, and does reduce its point cost. If the victim has no class levels or abilities, it dies, and its soul is utterly destroyed.
Cure Difficulty: 2
Targets: Any creature with a soul.
Weight/Price: As weightless as the soul itself.

Bonewater: This is a white pus, which seems to crack as it flows.

GD Attack: +0.
Delay: It acts 1d10 hours after infection.
Initial Effect: The victim's bones become soft, reducing AD, Strongman, and Acrobatics by 1.
Repeat: Every day, the victim must save again or get 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
Usage DC: 12
Targets: Any [ Bony ] creature.
Weight/Price: A 0.001 kilogram dose is sufficient to infect someone. A kilogram can be mail ordered from infected lands for no more than 2000 copper.

Skullfire: Some explosions are contagious.

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.
Weight/Price: The disease cannot be separated from a host.

Necrotizing Fascinitis: Victims rot away.

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 must save again or get -1 to HP for so long as they are infected. The penalty decreases by 1 per hour once cured.
Cure Difficulty: 2
Usage DC: 10
Targets: Any creature.
Weight/Price: 0.01 kilograms of infected flesh is sufficient to infect someone. 10 kilograms can be mail ordered from infected lands for no more than 3000 copper.

Moon Wolf Larvae: A chronic disease.

GD Attack: +3.
Delay: It acts 1 day after infection.
Initial Effect: None.
Repeat: At sunset on the night of a full moon, the victim must save again or transform into a moon wolf until the next sunrise.
Cure Difficulty: 5
Usage DC: 9
Targets: Any creature.
Weight/Price: 0.01 kilograms of moon wolf saliva is sufficient to infect someone when applied to a wound. 0.1 kilograms can be mail ordered from infected lands for no more than 5000 copper.

Chronic Fading Disease: A chronological disease.

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
Usage DC: 8
Targets: Any creature.
Weight/Price: The disease cannot be separated from a host.

Babble: Language barriers are sometimes all too natural.

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.
Weight/Price: As weightless as speech.

The Hunger: Starvation is unpleasant.

GD Attack: +2.
Delay: It acts 1d10 days after infection.
Initial Effect: The victim experiences hunger as though another day had passed.
Repeat: Every day, the victim must save again or experience more hunger. Each time a save is failed, the amount of additional hunger added increases by 1 day's-worth.
Cure Difficulty: 3
Usage DC: 10
Targets: Any creature.
Weight/Price: 0.01 kilograms of infected flesh is sufficient to infect someone. 10 kilograms can be mail ordered from infected lands for no more than 4000 copper.

Black Death: A favorite of rats everywhere.

GD Attack: +4.
Delay: It acts 1d6 days after infection.
Initial Effect: Black buboes appear on the victim's body, and they become Tired until the disease is cured.
Repeat: Every day, the victim must save again or get a -1 penalty to Toughness until the disease is cured and immediately take 1d6 Disease damage.
Cure Difficulty: 2
Usage DC: 9
Targets: Any [ Living ] creature.
Weight/Price: 0.001 kilograms of infected flesh is sufficient to infect someone when applied to a wound. 10 kilograms can be mail ordered from infected lands for no more than 3000 copper.