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-   -   Poison Rules (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=40782)

ffilz January 13th, 2020 02:58 PM

Poison Rules
 
Is anyone aware of any poison rules for Classic Traveller? I can look at other editions, though there may need to be more interpretation.

Particularly I'm looking for treatment rules (I already "house ruled" the "save" and impact of the poison in question).

Thanks

Frank

Axe January 13th, 2020 04:25 PM

Disease rules may help structure a poison system. I've found two different disease systems, in the Annic Nova adventure and JTAS #13. Poison is very briefly mentioned in the JTAS article, under antitoxins.

An aspect to consider is how poisoning occurs (Penetration, injection, inhalation, absorption, radiation).

I'll keep looking.

Cheers

mike wightman January 13th, 2020 06:50 PM

Some things that spring to mind:

the synergy rule for drug (mis)use - roll 1d for each drug taken, multiply the results together to get the number of hits

the rules for snub pistol gas and tranq rounds

tranq - roll End or less on 2d or fall unconscious, note that RSG mentions that if the drug is the correct dosage then there is no save, if you are hit you are unconscious. (I have a memory of rules for overdosing and thus causing death)

gas - take 1d hits immediately and for the next two turns

then there is the animal weapon the stinger which does 3d damage - could this be the result of toxins.

kilemall January 13th, 2020 10:40 PM

I posted an alternative medical drama set of rules, which can readily be adapted for poison. It's largely usable by most versions, but was intended for CT.



Since I assign specific systemic functions to each physical stat, that allows for things like nervous system poisons hit Dexterity, muscle paralytics Strength, etc.


Here it is- http://www.travellerrpg.com/CotI/Dis...hlight=medical


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