<!-- MHonArc v2.4.4 --> <!--X-Subject: Poison List - Part I --> <!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> --> <!--X-Date: Fri, 31 Oct 1997 05:30:15 +0000 --> <!--X-Message-Id: 199710310532.XAA29896@dfw-ix15.ix.netcom.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Poison List - Part I</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jlsysinc#ix,netcom.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00182.html">Previous</a> | <a href="msg00183.html">Next</a> ] Thread: [ <a href="msg00183.html">Previous</a> | <a href="msg00182.html">Next</a> ] Index: [ <A HREF="author.html#00186">Author</A> | <A HREF="#00186">Date</A> | <A HREF="thread.html#00186">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Poison List - Part I</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Poison List - Part I</LI> <LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI> <LI><em>Date</em>: Fri, 31 Oct 1997 00:32:53 -4</LI> <LI><em>Comments</em>: Authenticated sender is <jlsysinc#popd,ix.netcom.com></LI> <LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Here is something off an old RP listserver. There are 4 parts. -- ==>From LISTSERV#UTARLVM1,UTA.EDU Mon Aug 26 20:47:32 1991 ==>Received: from utarlvm1.uta.edu by hardy.u.washington.edu ==> (5.65/UW-NDC Revision: 2.1 ) id AA20754; Mon, 26 Aug 91 20:47:17 -0700 ==>Message-Id: <9108270347.AA20754#hardy,u.washington.edu> ==>Received: from UTARLVM1.BITNET by UTARLVM1.UTA.EDU (IBM VM SMTP R1.2.2MX) with BSMTP ==> id 2238; Mon, 26 Aug 91 22:47:38 CDT ==>Received: by UTARLVM1 (Mailer R2.08) id 2237; Mon, 26 Aug 91 22:47:30 CDT ==>Date: Mon, 26 Aug 1991 22:47:23 -0500 ==>From: Revised List Processor (1.7a) <LISTSERV#UTARLVM1,UTA.EDU> ==>Subject: ==>File: "POISON DIGEST" being sent to you ==>To: unixserv#HARDY,U.WASHINGTON.EDU ==>Status: RO - Poisons of the Realm - This document reveals most of the poisons, toxins, venoms, and acids that have been discovered in use around the realms. The terms are described below. Note that some of these are real-life poisons and should NOT EVER be considered for anything other than game use. I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!! Definitions: Poison: Some form of harmful substance that exists in naturally with no alterations from PC's (Other than the collecting of said poison) Toxin: A damaging substance that does NOT occur in nature. A toxin must be produced manualy by an alchemist or assassin. Mixture: A substance that is used as a poison, but must be made and produced by magic. Venom, Spit:A sdamaging substance that is produced ONLY within the glands of an animal. Generally thought to be the strongest of the poison types, but also the hardest to collect. Acid: A corrosive substance that either exists in nature, is produced by an animal gland, or is produced by someone. Causes damage upon contact but can usually be washed off upon initial contact to stop damage, unlike a poison. ----------------------------------------------------------------- - Forms of Poisons - Ingestive: This form of poison is the most common. To effect a creature, it must first ingest the poison. This means that the creature must eat the poison one way or another. Getting a poison in this form is of a normal cost. Insinuative: This form of poison will effect a creature just by getting it into it's blood stream. This is the form of poison that is used on weapons. (And in specialized weapons as a Dagger of Venom). This form of poison costs an extra 50% to create (Cost * 1.5) Contact: This form of poison will effect a creature just by coming in contact with the poison. This is one of the most expensive and most dangerous forms. Many a user has slain themselves through carelessness. This form of poison costs 300% normal cost (Cost * 3) NOTE: This form of poison is easily bypassed by thick gloves. However I have heard of an assassin which mixes acid and poison for just that sort of case. Gas: This form of poison is very dangerous. It will effect EVERYTHING within range. You will have to pay a pretty gold piece for any alchemist to add an oxidizing agent to a poison and it's EXPENSIVE to ask someone to risk their life for that. This form costs 1000% normal costs (Cost * 100). The normal effect is a sealed vial which when broken will produce a 20' x 20' x 20' cloud of gas. Antidotes: Antidotes are available if a sample of the poison is made available. The antidote usually cost 120% of the purchace price of the poison. Antidotes take approximately one week to create, and must be administered within 2 rounds of the toxification to be effective. If no sample of the toxin is availible, one cam be distilled from a blood sample, but that will take approximately a month and a 1,000 extra gold (by then it's too late anyway). ----------------------------------------------------------------- - NOTE TO GM'S - These poison (toxins...etc...) have not been assigned any price or dosage for effect (with few exceptions). These things are up to you. This also goes for availability of these and antidotes (Note thought that there are a few that have no known antidote!) The only other note I should make is to keep these in control. To many can really throw a game out of balance. For assassins to study these, I usually allow them on type (Poison, Toxin, venom...etc...) to learn and they may learn how to use, collect, produce.. it from 5th level on. For each level afterwards, they may learn one more from that type of poison. ----------------------------------------------------------------- MANY OF THESE ARE TAKEN FROM OTHER BOOKS AND ARE ACKNOLEDGED HERE. MY THANKS TO THE AUTHORS FOR ALLOWING ME TO MAKE THE GAME MORE INTERESTING. I'M SORRY IF I'VE MISPELLED ANY OF THE NAMES! ================================================================= - Now for the Poisons - ================================================================= A Causes 6 - 10 points of damage (1-6, 1-8, 1-10) AA Causes six or less points of damage (1-3, 1-4, 1-6) Achaierai poison Creates a poison gas cloud which does 2 - 12 (2d6) damage (no save), then save vs. poison or go insane for 3 hours as the druid FEEBLEMIND spell Ajida Odorless, colorless liquid. Does 5 - 60 (5d12) damage, starts in 1 - 6 rounds, runs it's course in 1 - 3 turns. Vision grows dim after victim takes 10 points of damage, continues to dim until 30 points of damage is taken, at which time victim is functionally blind. Only a CURE BLINDNESS spell will neutralize this effect. If blindness does not occur, victim's vision will clear in 2 - 5 turns. Save for half damage at -4 Amber death Appears as a thin amber colored carbonated liquid or amber gel. Starts in 1-4 (1d4) rounds, and runs it's course in 2-20 (2d10) rounds. Damage is equal to the total hit points of the victim divided by the number of active rounds of the poison. (Round *ALL* fractions up!) Antman poison This poison does 4-26(4d6) damage, save for half Archer bush poison Save vs. poison or die. If save is made, victim loses half their remaining hit points Ascomoid spores Save vs. poison or die in 1-4 (1d4) rounds. If save is made, the victim is blinded and stunned for 1-4 (1d4). Victim gains NO shield or dexterity bonus Asp toxin Save vs. poison or take 1-8 (1d8) damage per round for 20 rounds (or until cured). Save each round for half damage Asp venom Does 4d6 points of damage Assassin bug poison Save vs. poison or be paralyzed for 7 - 12 rounds, a save indicates that it effects the recipient as a SLOW spell for 1 turn Assassin snake toxin Created from a mixtre of various types of snake venoms. Due to a constant state of instability, the save and damage results must be rolled for at time of induction: Rolled # Save Result -------- ---- ------------------- 01 - 04 +3 Incapacitated 05 - 08 +2 Death 09 - 11 +1 2-8 (2d4) damage 12 - 14 0 3-12 (3d4) damage 15 - 17 -1 Incapacitated 4 days 18 - 19 -1 Incapacitated 12 days 20 -3 Death Assassin's venom A standard poison for assassins, it does 1d20 per day of brewing time (an average dose does 1d20 to 4d20, but cannot exceed 10d20 in damage). It costs 500 gold per day to make and if a 5,000 gold piece gemstone is powdered and added to the brew, the poison will do an additional 1d12 damage per gemstone per day (one stone per day maximum) Ayala Scarlet fluid. Does 4 - 24 (4d6) damage, starts in 2 rounds, runs it's course in 1 - 3 rounds. Save for half damage at -3 B Causes 10 - 20 points of damage (2d6, 2d8, 3d6, 2d10, 1d20) Bamboo poison Damage done is 1d8 to 4d8, and the creature is -1 to -4 to hit for 1 - 6 days afterward due to skin irritation Banded krait venom 77% chance of death, NO SAVE. If this venom is left out in the open air, it will evaporate in 4-7 (1d4+3) segments Baneberry Save vs. poison or victim now has double chance to catch lycanthropy, decreasing 1% per week until down to normal percentages Barba amarilla Save vs. poison or all voulentary muscles will cease to function for 1-4 (1d4) days. Save at -2 Belpren This is a luminescent blue acidic substance does 1-12 (1d12) damage instantly upon skin and internal tissues (No save). Further applications of Belpren will not cause any more damage to the effected area, but the damage given above is for a roughly hand-sized area of exposure; for each additional area exposed, add an additional 1-12 (1d12) damage. However, no damage will be taken if used internally (As Ingestive poison), it will cause only immediate and invoulentary vomiting. Belpren will not corrode metal, nor will it harm cloth or cured leather. It dries and becomes ineffective in but a single round when exposed to open air, so it cannot be used as a blade venom. Belpren is neutralized by lamp oil. Belpren is effecting on all creatures Birdsnake venom Save or take 2 points of damage per round for 1-10 (1d10) rounds. A save indicates half damage Black hydra This is an acid that bursts into flames upon cotact with the air, annd does 3-36(6d6) damage Black mead Clear liquid or gel, smells like honey. Does 10 - 80 (10d8) damage, starts in 1 round, runs it's course in 15 rounds. Causes disorentation (-2 to hit, damage, 30% chance of spell failure) after 20 points of damage are taken; Disorentation increases in steps of 10 points (Additional -1 to hit, damage, +5% to spell failure). This effect wears off 1 - 3 turns after poison has run it's course. Save for half damage at -4 Black scorpion poison Paralyzes victim and does 9-36(9d4) to 16-64(16d4) damage Black widow toxin Does 1-6(1d6) damage Black widow venom Save vs. poison or take 1d4 damage per round for 10 rounds. Save for half damage each round Black willow acid Causes 1-4 (1d4) damage per round until neutralized. Water will wash this off Bleeding heart This plant toxin causes irratic muscle spasms causing the victim to roll a system shock successfully or die immediately on the spot Blight worm poison Save vs. poison or take 4-24 (4d6) damage Bloodrot Bloodrot toxin causes nausea, vomiting, faintness, vertigo, and insensability. It reduces the bodies physical strength to the point where the victim has to concentrate to keep their heart beating. Save at -1 or die in 3-18 (3d6) rounds Bloodthorn elixir This elixir is derived from the thorns and stalks of the bloodthorn vine. When used, one random limb of the victim will become paralyzed for 3-6 (1d4+2) rounds. Save is made at -1 Blowfish oil poison This poison is a modified Blowfish poison, only it will paralyze the victim. It has no effect if the victim saves vs. poison Blowfish poison Save vs. poison or be paralyzed for 1 - 4 days, else victim effected by a SLOW spell for 2 - 12 turns Blue lotus Topaz colored gel. Does 5-30 (5d6) damage, starts in 1-4 (1d4) rounds, runs it's course in 1-8 (1d8) rounds. Paralisys sets in after 15 points of damage, wears off in 1-3 (1d6/2) turns in victim survives. Save for half damage at -2 Blueback mushroom poison Causes the victim to become dizzy and light-headed, causing a FUMBLE spell and the loss of any sense of direction for 48 hours Bluebog Poison Made from creatures from a different dimension, this poison is very rare. When it comes in contact with the air, it explodes for 8-64 (8d8) damage is a 20 foot radius Boggle oil This oil is alchemical preperation of boggle skin secretions. When used, the victim must save vs. paralyzation EACH time they attempt a movement. If the save is missed, they fall down. It takes one round to stand or sit again. The duration is 25 - constitution rounds Boomslang Save or die (at +2) Bracken poison Destroys red blood cells (See Mistletoe poison), victim takes 1 point of damage per day (Cumulative) and 3d6 damage is taken at introduction of poison into victim Braylock An odorless, surupy amber liquid. Does 5 - 40 (5d8) damage, starts in 1 - 2 rounds, runs it's course in 1 turn. Save for half damage at -1 Breek An odorless colorless liquid. Does 5 - 40 (5d8) damage, starts in 1 - 8 rounds, runs it's course in 1 - 4 turns. Save for no damage Buckeye honey The honey from this rare plant will cause vertigo, confusion, and if a save is not made, the victim will go into a coma for 2-12 (2d6) days Budwhipper mushrooms This mushroom powder causes advanced drunkedness, the victim will pass out and will be out for 23 - constitution rounds. Any alcohol consumed over the next week will cause a relapse into the previous state Buluka Bluish paint-like substance. Contact does 3 - 30 (3d10) damage, starts in 1 - 6 rounds, runs it's course in 1 turn. Save for half damage at -2. Leaves a blue discoloration after being applied Bumblebee toxin There are three types of this toxin: Normal, Warrior, Queen. The toxin does 5d4 damage if no save is made (Half damage if save is made). The save is adjusted according to the type of toxin used: - Normal: +0 save / +0 damage - Warrior: -2 save / +2 damage - Queen: -4 save / +4 damage C Causes 21 - 30 points of damage (3d8, 4d6, 3d10, 5d6) Cascabel venom Save or die else take 2 points of damage per round until the venom is neutralized. The antidote to this venom works only 35% of the time Cashew oil poison Causes 4d6 points of damage Catfish poison Does 2-8 (2d4) damage, half damage if save is made Chak White chalky fluid. Does 2-16 (2d8) damage, starts in one round, runs it's course in 1-3 (1d6/2) rounds. This actually reduces the creatures dexterity by one point per six points of damage taken. THIS LOSS IS PERMENANT. A restoration is required to recover the lost points. Save for no damage at -5 Chayapa A blue liquid, used on arrows, darts, needles, and sometimes in daggers of venom. It must be injected and works only on humaniods (ie: characters), never on monsters, and it sets in immediately. It's effect is to cause a deep sleep for 3 - 7 (1d4+2) rounds. This poison will effect elves. Save for no effect Choke weed poison Causes choking for 1-12(1d12) rounds (Incapacitating the victim), in addition, the victim must save vs. poison or take 1-6(1d6) damage each round. This poison will not effect orcs or half-orcs in any way Chrysanthemums Destroys the central nervous system of the victim, Damage is 8d8. Save indicats one quarter damage Cobra dust Save vs. poison (at -2) or be blinded until a HEAL spell or a CURE BLINDNESS spell Cobra venom Does 6d6 points of damage Conehead poison Save vs. poison or take 4-24 (1d4*6) damage Convultionary Causes invoulntary muscle spasms, placing the character out of action for 3 - 18 rounds Copper centipede (Pincher) Save vs. poison or take 2-12(2d6) damage. A save indicates no damage Copper centipede (Stinger) Save vs. poison or take 6-36(6d6) damage. A save indicates half damage Coral snake venom Save or take 4-24 (4d6) damage Corrabus poison Save vs. poison or take 10-60(10d6) damage. A save indicates half damage. Then save vs paralyzation or be paralyzed until cured Couatl venom Save vs. poison or die Coulmbine This poison causes accute shortness of breath, the victim may fight or move rapidly for only three rounds before having to rest for a round. This lasts for 10-20 (1d10+10) rounds Crocotta poison This poison from this creature is a blend of TWO neurotoxins as only mother nature can do, therefore the victim must save vs. poison twice. Each poison does 7-42(7d6) damage, ans a save indicates half damage Crowfoot Save vs. poison or ths poison will cause accute blistering inside the trachea causing the victim to slowly choke to death in 3 rounds (plus constitution bonus) Crystle elixir Created by Alchemy from crystle ooze, this will paralyze victims for 3-18 (3d6) rounds and will do 2-8 (2d4) damage. Save for half damage Cuph A clear liquid, smells like pineapple. Does 4 - 24 (4d6) damage, starts in 1 - 6 rounds, runs it's course in 1 - 8 turns. Save for no damage at +1 Cyanide Save vs. poison or die else take 4d4 damage D Causes 31 - 40 points of damage (4d8, 6d6, 4d10, 5d8, 2d20) DM-A Causes 20 points of damage, 10 if save is made DM-B Causes 30 points of damage, 15 if save is made DM-C Causes 40 points of damage, 20 if save is made DM-D Causes death, 25 points of damage if save is made DM-E Causes death, 30 points of damage if save is made DM-F Causes 15 points of damage, none if save DM-G Causes 25 points of damage, none if save DM-H Causes 35 points of damage, none if save DM-I Causes death, nothing if save DM-J Turns victim to stone for 5 - 20 rounds (System Shock check is not needed) DM-K Muscle relaxant, Causes all voluntary muscles to relax (-5 to strength, +3 to armor class) Hint: A good cure for convultionary poisons! Darksnake Reddish powder, leaves a pale reddiscoloration on flesh or others surfaces when applied. Does 4 - 24 (4d6) damage, starts in 1 round, runs it's course in 1 - 10 rounds. Save for no damage Death adder venom Save for die else lose half of remaining hit points Death coma Save vs. poison or this toxin causes total loss of muscular coordination and rapid breathing. Victim may not move unassissted while under the influence of this toxin, lasts 5-20 (5d4) rounds </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00182.html">Skill Listing - Part II</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00183.html">Poison List - Part III</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00183.html">Poison List - Part III</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00182.html">Skill Listing - Part II</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00186"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00186"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Re: Less numbers, more roleplaying.</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00340" HREF="msg00340.html">Re: [MUD-Dev] Re: Less numbers, more roleplaying.</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 21 Nov 1997, 19:34 GMT </LI> </ul> </ul> </ul> </ul> </LI> <LI><strong><A NAME="00185" HREF="msg00185.html">Poison List - Part II</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 31 Oct 1997, 05:32 GMT <LI><strong><A NAME="00184" HREF="msg00184.html">Poison List - Part IV</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 31 Oct 1997, 05:32 GMT <LI><strong><A NAME="00183" HREF="msg00183.html">Poison List - Part III</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 31 Oct 1997, 05:31 GMT <LI><strong><A NAME="00186" HREF="msg00186.html">Poison List - Part I</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 31 Oct 1997, 05:30 GMT <LI><strong><A NAME="00182" HREF="msg00182.html">Skill Listing - Part II</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 31 Oct 1997, 04:23 GMT <UL> <LI><strong><A NAME="00190" HREF="msg00190.html">Re: [MUD-Dev] Skill Listing - Part II</A></strong>, Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Fri 31 Oct 1997, 07:23 GMT </LI> </UL> </LI> <LI><strong><A NAME="00181" HREF="msg00181.html">Skill Listing - Part I</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 31 Oct 1997, 04:20 GMT <LI><strong><A NAME="00177" HREF="msg00177.html">Re: [MUD-Dev] string parsing</A></strong>, Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Thu 30 Oct 1997, 18:44 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>