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poison [2020/08/21 14:55] – dungeonmasterpoison [2020/09/02 15:46] (current) – dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]]+[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[residual_effects|Residual Effects]]
  
-====== Poison ======+====== Poison in Detail ======
  
 On Earth there are many different types of poisons. Animal poisons are usually injected and can cause anything from pain and irritation to rotting flesh, organ damage, anaphylactic shock, and even death. Plants and fungi can be irritating and painful to the touch, like poison ivy, poison oak, and stinging nettle, or even more harmful and even deadly if swallowed, like hemlock, nightshade, oleander, blackcap mushrooms, and poinsettia. Chemicals like arsenic, chlorine, strychnine, and many others created by man as well as naturally existing have a variety of effects from nausea to death, often based on how much is breathed or consumed. And then, of course, humans have weaponized any and all of these types of poisons to coat their weapons or contaminate the ventilation systems or water supplies of rival companies, factions, or cities. On Earth there are many different types of poisons. Animal poisons are usually injected and can cause anything from pain and irritation to rotting flesh, organ damage, anaphylactic shock, and even death. Plants and fungi can be irritating and painful to the touch, like poison ivy, poison oak, and stinging nettle, or even more harmful and even deadly if swallowed, like hemlock, nightshade, oleander, blackcap mushrooms, and poinsettia. Chemicals like arsenic, chlorine, strychnine, and many others created by man as well as naturally existing have a variety of effects from nausea to death, often based on how much is breathed or consumed. And then, of course, humans have weaponized any and all of these types of poisons to coat their weapons or contaminate the ventilation systems or water supplies of rival companies, factions, or cities.
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 In the unlikely event that multiple types of poison are used with varied multipliers, the GM averages the multipliers to come up with a new multiplier and multiplies using that, round the dice upward to the nearest integer. In the unlikely event that multiple types of poison are used with varied multipliers, the GM averages the multipliers to come up with a new multiplier and multiplies using that, round the dice upward to the nearest integer.
  
-| Example: John the Barbarian is hit with a poison bolt. His poison defense is three. The attacker has five dice. The rolls are 5, 3, 6, 1, 1 vs 6, 6, 2, which is 6 vs 6, 5 vs 6, 3 vs 2, and two 1’s that aren’t defended. John takes 3 points of damage. The next round John has to defend against three dice, the ones he couldn’t defend against the first round, times the multiplicative effect of the poison. |+<blockquote>Example: John the Barbarian is hit with a poison bolt. His poison defense is three. The attacker has five dice. The rolls are 5, 3, 6, 1, 1 vs 6, 6, 2, which is 6 vs 6, 5 vs 6, 3 vs 2, and two 1’s that aren’t defended. John takes 3 points of damage. The next round John has to defend against three dice, the ones he couldn’t defend against the first round, times the multiplicative effect of the poison. 
  
 Let's say this isn't a very virulent poison and has a x1 multiplier on it. 3x1 is still just three dice. So he would roll against just 3 dice the next round.  Let's say this isn't a very virulent poison and has a x1 multiplier on it. 3x1 is still just three dice. So he would roll against just 3 dice the next round. 
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 And hopefully for John, the assassin has now run out of poison! And hopefully for John, the assassin has now run out of poison!
-</file>+</blockquote>
poison.1598021744.txt.gz · Last modified: by dungeonmaster