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Falling Point
Runner Resource Book
ON THE PRECIPICE
Falling Point is a threats sourcebook for Shadowrun, Sixth World.
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Wild Life
Core Critter Rulebook
CRITTERS CALL
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Scotophobia
Plot Sourcebook
THE MEANING OF FEAR
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Shadowrun
Shadowrun Play
Rules and such
toxins/poison duration
NEWS
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toxins/poison duration
1 Replies
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larskrygan
Newb
Posts: 26
toxins/poison duration
«
on:
<11-01-10/2231:43> »
how long do you think a toxin/poison should last once injected into te body ?
in my opinion, it lasts until a succesfull first aid/medecine test is done , the threshold being the power of said toxin/poison.
how do you guys manage it ?
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"stop bugging me or I will bug you"
insect spirits are the GM's friends
voydangel
Omae
Posts: 537
SR GM since 1990. Damn I'm old.
Re: toxins/poison duration
«
Reply #1 on:
<11-01-10/2301:08> »
SR4A pg. 254 under effects states exactly how long the various effects should last.
Edit: More specifically:
Disorientation is 10 minutes.
Nausea is incapacitation for 3 combat turns if the DV of the toxin > Willpower (after resistance test) & double all wound modifiers for 10 minutes.
Paralysis is 1 hour but only if the DV of the toxin > Reaction (after resistance test).
Some toxins have additional/special rules.
«
Last Edit: <11-01-10/2308:55> by voydangel
»
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My tips for new GM's
Unless it is coming from an official source, RAI = "Rules As Imagined."
SR1+SR2+SR3++SR4++SR5+++h+b+++B+D382UBIE-RN---DSF-W+m+(o++)gm+MP
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