Hi
It was the first time the explorers encountered an enemy with the toxic quality. We looked it up in the rule book found out that toxic deals an immediate 1d10 points of Impact damage if the Toughness Test is failed.
Since the toxic deals impact damage, that means when you go in to the critical effects list there's going to happen som funky things.
To avoid that, so have I tried to make an separete Critical effects for toxic.
1. Dizziness/nausea. -10 on all tests the following round.
2. Pukes a bit in the mouth. Gain 1 level of fatigue.
3. The targets nerve centre gets disrupted by the poison, prevents him from moving. Stunned for 1 round
4. The throat starts to swell and the target struggles for breath. Stunned for 1 round and gains 2 level of fatigue.
5. The target gets a headsplitting headache. He receives 1d5 levels of fatigue and his ws, bs and per is halfed for the next round.
6. The target starts to projectile vomit his TB in meters. Other characters within range must succeed on an agility test to avoid getting vomit in their eyes. If failed the get -20 on all tests.
7. Hallucinocenic visions with fear 2 starts to haunt the target.
8. The target falls down to the ground with seizures. Anything held in his hands is dropped. If the target held an ranged, non-primitive weapon, it fires on it's highest RoF in random direction.
9. The target is frothing at the mouth, he starts to bleed from his nose and coughing blood. He jerks painfully and hits the floor dead.
10+. As above, but bleeds from all orifices and falls down with agonizing convulsions. He gives up a gurgling sound for hepl and dies after an extended shriek. This was such a gruesome death, that all must roll WP or become stunned.
I hope I didn't butcher to much grammar (I'm swedish). Please comment on improvements and changes