Normal Topic Poison/Chemical Attacks from the Sourcebooks (Read 3531 times)
polarboy
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Poison/Chemical Attacks from the Sourcebooks
Oct 25th, 2009 at 1:00am
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The effects of poisonous chemical attacks in V&V vary greatly. Here are some intricate examples from the published sources.

In Terror by Night, a vampire-like robot has this Poison/Venom: On a special hit, the robot can bite its victim, using its fangs to inject a drug that will cause the victim (if he or she fails a END saving throw on a d100) to feel faint and rather woozy, also halving the victim's Strength. Hit points will remain the same, as will Power, but Carrying Capacity and HTH Damage will be affected accordingly. the bit will also cause 1d3 points of damage which cannot be Rolled against.

In Most Wanted vol. 1, the Buzzard uses this Venom Device: Teargas Bombs: HTH +2 to hit, 2" blast radius, on impact victims take 1d10 Power damage plus temporary blindness unless an E save on 1d20 is rolled. If blinded, 2 E saves on 1d20 needed to shake the effects (roll between-turns). Per turn victim stays in tear-gas cloud (lasts 4 turns) E save on 1d20 to remain conscious. Carries 12 bombs.

Plague from Super-Crooks and Criminals has a debilitating version of Chemical Power: Plague can expose his victim to an unknown, incurable disease. In 1d4 days, this diseases will come into effect. A victim must make two saves versus Endurance on a d20. Both failing results in death. If one succeeds, the victim is seriously ill for 1d10 weeks. During this time the diseased person is completely immobilized. Both saves succeeding negates any effects of the Disease. Attacks as HTH, no PR.

Also in Super-Crooks, Kill-Bird has this off-putting version of Chemical Power: Within a 5" radius of Kill-Bird, a victim must save versus Endurance on a d20 so as not to become nauseated for 1d6 turns. In this state a character can do nothing except become violently sick.
« Last Edit: Oct 25th, 2009 at 2:40am by polarboy »  
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Re: Poison/Chemical Attacks from the Sourcebooks
Reply #1 - Oct 26th, 2009 at 1:11am
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Here's one more example of a published character with a sophisticated poisonous attack.

SWARMaster from Opponents Unlimited uses this Poison: A device implanted in the SWARMaster's left forefinger has the power to fire streams of poison-impregnated stingers. The device has a ten burst capacity. Treat the attack as a shotgun burst, allowing multiple targets. Those who take damage must try to roll their Endurance or lower on 2d10, subtracting 1 from their Endurance score for each point of damage that gets through. If this roll is made successfully, no further effects; if the roll fails, the victim is paralyzed for as many hours as points the roll missed by.
  
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Re: Poison/Chemical Attacks from the Sourcebooks
Reply #2 - Dec 7th, 2009 at 11:01pm
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Most Wanted Vol. 1. offers another take on teargas. Trickshot's customized bullet-effects include TearGas: 4" cloud released upon impact, Chemical attack causes temporary blindness and choking (E save on 1d20 between-turns to shrug off its effects if the character escapes the cloud).

Secret of the Swamp gives the villain White Heron this unique Poison/Venom Device: Upon a HTH hit, this poison will be injected into a character upon a successful carrier attack as per Emotion Control. a victim will not know that he/she has been affected and is only allowed a daily saving throw on 1d100 vs. Intelligence to throw off the effects. The poison causes female victims to have +1 added to reaction rolls when meeting White Heron. It causes male victims to add +2 to their reaction rolls to White Heron. The device has 16 doses available daily.

I like the slight time-delay that Pre-Emptive strike adds when the villain Wrack uses his Venom: 1d12 phases to take effect, paralyzing respiratory system (as special attack; neck hold) until victim makes a saving throw against Endurance (d100) between turns.

« Last Edit: Dec 7th, 2009 at 11:07pm by polarboy »  
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Re: Poison/Chemical Attacks from the Sourcebooks
Reply #3 - Dec 8th, 2009 at 11:50pm
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And then of course, there are a couple of examples in what was probably the first module that many of us ever ever went through/GM'd.  Crisis at Crusader Citadel:

Evergreen: Poison: On a HTH hit, the victim must roll to Detect Danger or begin to see terrifying hallucinations.  One additional roll can be made each between turns phase.  Twenty-nine doses per day.

The Mace: Poison/Venom Device: Mace Spray, six inch range, chemical attack for temporary blindness, 3 shots per recharge.
  
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