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House Rules on Poisons
I didn’t like the poison rules in the Mridone Race template, but loved the idea… Here are poisons and their effects. Unless stated otherwise duration is how long the poison is in effect, The Difficulty to create is just that, but they first must have the needed chemicals at hand, this is to be used when characters are doing it on the run or at any time when work is done in haste. GM’s desecression as far as that goes. The poison skill belongs as a specialisation of herbalist under Knowledge.Revised Mridone or any other race with a special skill involving the use and creation of poison rules: The race can better find the necessary fauna for the creation of poison, and all difficulty to create roles are knocked down 2 levels, as well as they start knowing 3 poisons, 2 moderate, and 1 difficult.
Characters must learn how to make each of these, some races may have the knowledge of certain kinds, but all must be learned.
Key to symbols:
1 Must be administered through injection, such as syringe blowgun or any other device designed specifically for poison injections, and cannot be applied to the end of average weapons.
2 Salve which can be applied to weapons, active when penetrates the skin.
3 Need only be applied to the skin of victim, these are very dangerous to the user as well as the victim.
4 Need be ingested.
5 Poison active immediately
6 Roll STR v. 3D(The poisons potency.) If Potency is greater the poison is active immediately, if strength is greater, find the difference between the roles, (How much higher the str was then the 3D) the character is effected in that many rounds.
Type: Diff. to create Stamina to resist duration effects
Lyrdome
1,2,5 Difficult 15 3:00 2D damage, no possible STR Check to resist.
Kharamsool
4,5 Very Difficult 19 24 hours* *Death in 24 hours if not treated with proper antidote.
Gorass Juice3,6 Moderate 20 6:00 -1D from STR and DEX
Mikkith
1,5 Very Difficult limbs: 17, if head or torso hit: 13 24Hr Paralytic, paralyses whatever body part it hits. If at the head or torso it is less effective and is easier for the target to resist.
Aspic Venom
2,6 Moderate 16 4:00 Blinds target
Ulkith Poison
1,5 Heroic 19 :30 * *Death in 30 seconds if not immediately treated with natural antidote, or direct bacta injection.
L'Norn
1,6 Difficult 15 2:30 Hallucinogenic, causes hallucinations in target, IE: seeing 80 troops where there may be 2… Thinking they are a baby…
Cant’iot
3,6 Difficult 15 5:00 Target has temporary amnesia, can’t remember a thing…
Hutari (Novocain for the soul…)
2,5 Very Difficult limbs: 18, if head or torso hit: 13 1 hour Target completely loses feeling in the struck appendage. Can still use it but suffers a -2D/3D to all DEX roles with that appendage, due to the fact that they can’t feel a thing. If hit in torso suffers -1D+2 to all DEX roles. Also can act to resist pain..
Somec
4,5 Moderate 17 5D6
rounds. If fails in stamina check target falls to sleep in 1D6 rounds.
Xizor Special
4,6 Difficult 19 1 hour Target is over-run with hormones and has to overcome a very difficult willpower role to overcome once active(role can be made ever other round). If fails in role they fall in love with the nearest creature for the duration.(Aliens included)
Jedi Bane
(Ysalamiri’s blood mixture, must first get your hands on a Ysalamiri, and only1 dose may be made of one creature in a week without killing it..) 1,6 Heroic 20 to Force wielders
16 to non-force sensitive 10 minutes the blood of the ysalamiri temporarily blocks the force around the Jedi, leaving them powerless. A side effect is that it gives immunity to force based attacks and probes for the duration of its effectiveness.
Ulikian Haze
2,4,5 Moderate 17 30 minutes Somewhat of a narcotic, hazes the targets mind with uncertainty and clouds their judgement. All perception roles are -2D
Twi’lian jirat
1,5 Very Difficult 18 1 minute Causes seizures in the target. Role 1D6 to determine the intensity:
1 = Slight twitches -1D to all fine motor skills(Blaster included)
2-3 = Lose muscle control in legs, target drops to the floor and vibrates uncontrollably.
4 = Full back spasm, target is floored and receives their own STR in damage for the first 1D6 rounds of the fit.
5= Facial spasm, PER is -2D, DEX -2D and all auditory skills are uncontrolled, involuntary screaming.
6 = Passes out and twitches on the floor, with no control over bodily functions.
Rodian Pole rete
1,6 Moderate 16 5 min used in interrogations, its basically a truth serum, when under its influence target must tell the truth.
Mirit
2,5 Moderate - - An oil-like substance which can be applied to Vibro and other blades. It makes the blade very difficult to see for all but those who can see in the ultraviolet. Those which it does effect have -1D to all brawling/melee Perry roles, since they cannot see the attacking blade.
Toolian Wookie Serum (The heart of a wookie)
1,5 difficult 16 6D6 rounds Effectively raises the aggression of the target, Everyone which the target comes in contact with is subject to its upgraded temper, target must resist a Difficult willpower check to overcome the urge to attack any and all creatures they come in contact with, if they fail the role they must attack until they either overcome the willpower role, or the target is unconscious, gone, or dead.
Gamor Number 55, 3 moderate 18 3 Days This long-lasting perfume captures the fragrance that can only be found when in the presence of a Gamorian. In short you smell like a four day old banana peel. All around you are subject to the stench. Target has -1D in Persuasion, intimidation, seduction, bargain, but a +2D in Brawling and +1D to all brawling or melee Perry roles, due to the stench.
Perosa (SWG#9, page 31 and 32)The perosa tree has a myriad of uses. The tree's soft outer bark can be cooked and eaten (though it has very little nutritional value), or fashioned into soft armor (+1 pip bonus to Strength rolls made to resist physical damage). The sap of the tree acts as a strong adhesive, and is used to stabilize and seal Ewoks buildings on Endor. Objects bound with perosa sap require a Very Difficult Strength check to separate. Members of both the Kel Dor and Gand species show allergies to perosa, and any who come into contact with the sap must remove it with 1D minutes, or suffer 5D of poison damage.
Fgir (SWG#9, page 31 and 32)Fgir roots, being hollow, shoot poisonous needles if the air within the roots is compressed by footsteps. Needles can be projected within a 20 meter radius of the tree, and make an attack roll of 3D when fired. If struck, a character must succeed at a Moderate Strength check, or be paralyzed for 2D hours. These roots are sometime harvested by Ewoks and used a blowguns. The moisture in the roots, which is weaker than the poison on the needles, acts as an effective anaesthetic. Fgir root has no effect against Aqualish, Mon Calamari, Quarren, and Priapulins. Fgir is found on Endor.
Nasrabi's Poisons (SWG#8, sidebar, page 47)
Model: Nasrabi's Poisons
Type: Poisons
Scale: Character
Cost: Varies, depending on the poison in question (see below)
Availability: 3; X
Game Notes: Nasrabi's poisons have different effects, depending on which is used (see below). Assume that the duration of the poison is a number of hours equal to the amount that the resistance roll was failed by. Attributes affected negatively by poisons (such as Cripe Oil) cannot reduce the affected attribute below 1D.
Type | Cost | Resist Diff. | Method | Damage | Game Effects |
Aquyfin | 375 | Moderate | Ingested | 6D | - |
Cripe Oil | 1,200 | Difficult | Injury/Injected | - | -3D to Strength |
Gnooroop Extract |
1,000 | Moderate | Ingested | - | -3D to Strength rolls made to resist damage |
Pantol Spine Venom |
1,500 | V. Difficult | Injury/Injected | 7D | Paralysis |
Scaledust | 500 | Difficult | Inhaled | - | Hallucinations
-1D Dexterity |
Sponge Powder | 300 | Moderate | Ingested | 4D | Unconsciouness |