I hate to necro-post a topic from 2012, but I was searching the forum for homebrews on Sleeping or Paralyzing poisons. I didn't know if anyone had any rules for Sleep or Paralysis poisons on darts or daggers, so I figured I'd propose it on this topic because it fits the theme. This topic is equally useful, but I have a player who wants to poison tip his crossbow bolts in some kinda fast acting poisons. I don't like the idea of a flat Stamina check.
The Universe Book has rules for Poisons on pg. 243 but they fall short of what I need. Direct and Progressive Poisoning are meant for non-combat lethality and take awhile (days instead of rounds). I like that they use the Disease Point system, which is a great system.
Since the official rules state if you used a Deadly Virulence of 20 points of Poison damage over the course of a day, that incapacitates/kills most 19HP characters and NPCs, which is good! However, it basically uses a trimmed down and incomplete modification of the Disease system, glossing over Incubation Time and Duration. Even if I factored these in, the best we can hope for is the poison taking effect within hours over the course of a day to several weeks adding the Poison Points. Still not adequate for rounds of combat, since they only last for 6 seconds each.
With some slight changes, I think I have a working solution.
Fast-Acting Poisons (Sleeping or Paralyzing)
- Type: Direct
- Incubation: Immediate
- Duration: 1d10 minutes
- Virulence Level: 20 (non-lethal)
- Poison Points: 20 (4 points/round)
Immediate incubation means they start suffering the Poison Points as soon as they are wounded.
Duration is how long until the character starts to recover from unconsciousness or paralysis. Could be minutes, or hours depending on the concoction.
Virulence needs to be 20 (Deadly) for strong concoctions to knock out most characters, or instead Malignant (15) for a weaker poison, but both need to be non-lethal!
And lastly changed the division of Disease/Poison points per day or hour, to a round. Maybe the character has to roll Stamina versus the Virulence difficulty in order to resist the accumulation of the points that round?
I think this will work, and still allow for the character to recover their temporarily lost HP using the standard Disease recovery system. I feel like these systems should have been merged to start, I'm just trying to reconcile them.
Is there anything I'm missing/forgetting, or something I'm overlooking that might break the game?
Thoughts?
Thank you.