Earthdawn 4 Update - Poison

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Earthdawn 4 Update - Poison

Postby Baravakar » Wed Jul 08, 2015 5:39 pm


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Re: Earthdawn 4 Update - Poison

Postby Baravakar » Tue Jul 14, 2015 5:28 pm


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Re: Earthdawn 4 Update - Poison

Postby etherial » Tue Jul 14, 2015 7:06 pm


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Re: Earthdawn 4 Update - Poison

Postby Mataxes » Tue Jul 14, 2015 8:20 pm

I'm going to try and address the questions here, though your formatting is a little bit tough to follow.

Yes, poisons still have a duration. The duration is how long the effect lasts. This time is measured from the last test made to resist the poison. So if a character fails to resist the first instance of a poison but shakes off the second, and the poison has a duration of 6 hours, the negative effects last for 6 hours after the second test. Poisons that cause damage have a duration "until healed".

Characters affected by a poison get a test each interval to try and resist the effects of the poison. Potions, poultices, spells, talents, and the like that affect poisons can provide a bonus to this test. If the poison has a long enough interval, the Physician skill can be used to provide its bonus to the resistance test. The bonus it provides is as described in the rules for the skill (ED4 Player's Guide, p. 198): It provides +Rank bonus to the next recovery or resistance test.

Characters may not make recovery tests while actively being affected by a poison (outside of magic or powers that circumvent the normal limitations of using recovery tests). Once the poison has run its course (either by resistance or all tests for the poison have been made), then the character can make recovery tests.

Venom from a particular creature used on a weapon does not necessarily need to follow the same rules as the venom for the creature itself. Creatures are, in general, adapted to the best way to affect their victim with the venom. The same cannot be said for a weapon. In addition, exposure to air, other contaminants, etc, might affect the potency of the venom for the 'weaponized' version.

Applying venom to a weapon should be at least a standard action, and how long it lasts would depend on the weapon and venom involved. Probably no more than 2 or 3 hits (outside of rare or potent substances specifically designed for the task). I'm not going to nail that down much more, simply because there are so many variables involved.
Josh Harrison --
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Re: Earthdawn 4 Update - Poison

Postby Baravakar » Tue Jul 14, 2015 8:29 pm

Thanks for the reply. It's very helpful.

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Re: Earthdawn 4 Update - Poison

Postby freid78 » Wed Jul 15, 2015 3:32 pm


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Re: Earthdawn 4 Update - Poison

Postby Mataxes » Wed Jul 15, 2015 6:46 pm

Josh Harrison --
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Line Developer: Earthdawn

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Re: Earthdawn 4 Update - Poison

Postby freid78 » Wed Jan 13, 2016 10:03 pm


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Re: Earthdawn 4 Update - Poison

Postby Baravakar » Thu Jan 14, 2016 11:55 am


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Re: Earthdawn 4 Update - Poison

Postby Razan_GM » Thu Jan 14, 2016 7:54 pm

I think its up to GM because only he knows how easy/costly to get/make they will be in his Barsaive.

In already existing Poisons is written if they can be used on weapons. Also 1 dose for use on one "blade", but you can use more doses on the same blade.
Lets say 4 doses on sword, each hit uses one dose. If poison is already nothing happens, if target resisted previous, he needs to make another test.

As for Magic Potions remember that making those potions took years (or maybe much more) to create receptures, after some discoveries that some ingredients combined with others give this effect. Not many would be interested in spending years to discover potions of lesser potency.

So you want a lesser potion, just drink half of it (+4 bonus), but it wont stop bleeding from Wounds (hope it will be in Companion; I will be using it even if it wont), and wont heal Wound either. If you want something less expensive use Salve of Closure.

You want more powerfull potion in your Barsaive, sure. Creating a steady recepture is a great idea for a campaign, and guarding that secret for another.


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