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Liberi Gothica: Plaguebearer
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==Poisonous Vapors== Poisonous Vapors: Your body produces poisons, which you use to lethal effect. In addition, you are immune to poisons of all kinds. The Poisonous Vapors progression comes in two parts: Ways to deliver the poisons, and the poisons you can deliver. If you have a poison, it is useless without a vector, and the vectors are useless without a poison to deliver. When a plaguebearer is killed, anyone still infected with her poisons is suddenly cured. When you take Poisonous Vapors, you get 10 XP worth of Poisonous Vapors progressions. Poisonous Vapors costs 10 XP to learn. Poisonous Vapors Progression: --2 XP: Numbing Poison: This poison causes numbness to spread through the victim, causing a cumulative -1 penalty for each time they fail the check. This penalty goes to Attack, Defense, and all Athleticism rolls. Onset Time: 5 rounds. --6 XP: Painful Poison: This poison causes the victim's body to wrack with pain. At the beginning of each round, they must make an Endure check. If they fail, they lose 1 of their actions for the round. Onset Time: 5 rounds. --6 XP: Necrotic Poison: This poison degenerates the flesh. Instead of every 5 rounds, the target makes a Fortitude check to resist the poison every round. On a failure, they lose 1d4-1 Life. Onset Time: 5 rounds. --3 XP: Necrotic Poison [Stronger]: Your necrotic poison deals an extra 1 damage per round. Each time you take this progression, it costs 1 more XP. Requires Necrotic Poison. --8 XP: Lethal Poison: This poison causes death. Instead of every 5 rounds, the target makes a Fortitude check to resist the poison every round. Each failure deals 1 damage to Toughness. Onset Time: 10 rounds. --6 XP: Crippling Poison: This poison slows the victim. Each time they fail a Fortitude check to resist, their Speed is reduced by 5 feet. If their speed is reduced to 0 feet per round by this poison, they are permanently unable to use their legs. If they successfully shrug off the poison, their speed increases by 5 feet every 10 minutes, until they are once again at their normal speed. Onset Time: 5 rounds. --8 XP: Paralytic Poison: This poison render the target unconscious. After their first failed Fortitude check, they feel weak, and take a -2 penalty to all checks. After the second failed check, they fall unconscious. They wake up after succeeding on two consecutive Fortitude rolls. They awaken feeling weak, and take a -2 penalty to all rolls for 5 rounds. Onset Time: 10 rounds. --2 XP: Poisonous Glob: You can spend 1 Vitality to create a glob of any of the poisons you can work with. You can throw this glob as far as 30 feet. This attack ignores passive bonuses to defense, but not active bonuses. --4 XP: Poisonous Touch: Your touch delivers any of the poisons you can work with. You have to make contact with the target's bare flesh in order to deliver a poison, and you can only deliver one type of poison at a time. It takes 3 actions to switch your poison type for this vector, during which time your touch delivers no poison. You may also choose to spend 3 actions to make your touch non-poisonous. --6 XP: Poisonous Breath: You can create a cloud of poison. As an action that costs 2 Vitality, you can breath out a cloud of any one poison you have. This poison fills a 5 foot radius circle centered on you, and lingers for 3 rounds. Unlike Poisonous Aura [below], this cloud stays in place, and does not go with you if you move out of it. Anyone who enters the cloud makes a Fortitude check. If they fail, they are afflicted with the cloud's poison. --4 XP: Cloud of Poison: The cloud of poison created by Poisonous Breath limits visibility. Anyone can only see 5 feet into the cloud. Requires Poisonous Breath. --4 XP: Line of Poison: You can instead create a 20 foot long line of poison with your Poisonous Breath instead of a circular cloud. This cloud-line lasts as long as your poisonous cloud would normally last. Requires Poisonous Breath. --2 XP: Expanded Cloud: The radius of the cloud created by Poisonous Breath increases by 5 feet. In addition, Line of Poison increases in length by 10 feet. Each time you take this progression, it costs 1 more XP. Requires Poisonous Breath. --2 XP: Lingering Cloud: The Cloud of Poison lingers for 1 round longer. Each time you take this progression, it costs 2 more XP. --8 XP: Poisonous Blood: Your poison flows through what is left of your circulatory system. Whenever you take damage from a melee attack, your blood spurts out in that direction. The one who attacked you must make a Reflexes check or be affected by the poison. If it was a bite attack, the attacker does not get a save, and takes a -4 penalty to the first two Fortitude checks to resist the poison. It takes 3 actions to change the type of poison in your blood, during which time your blood contains no poison. You may also choose to spend 3 actions to make your blood non-poisonous. Once outside of your body, your blood remains poisonous for [spirit] minutes. If stored in an air tight container, it can last as long as [spirit] hours. --10 XP: Poisonous Aura: You can spend an action to cause everyone within 5 feet of you to be effected by one of your poisons. This costs 2 Vitality to activate, and you can spend 2 Vitality per round to keep the aura up, without spending further actions. Everyone in the area at the beginning of your turn is afflicted with the poison. Each time you activate the poisonous aura, you choose which poison to emanate. --4 XP: Poisonous Aura [Extended]: The area affected by your aura improves by 5 feet. Requires Poisonous Aura. Each time you take this progression, it costs 1 more XP. --1 XP: Rapid Venom: 1 of your poisons has its incubation time reduced by 2 rounds [minimum 0 rounds]. Each time you take this progression for a poison, it costs 1 more XP. --6 XP: Tenacious Venom: One of your poisons requires an additional Fortitude check to throw off. Each time you take this progression for a poison, it costs 2 more XP.
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