Critical Effects Toxic

By Resvel, in Rogue Trader

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

Resvel said:

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.

quite effective overall, a few minor things:

2-4 and especially 5 should probably be a bit more dagerous.

6 and 8 has a problem, while there is an effect on the target's surroundings there is no danger to the target in question which I guess there is supossed to be. 6 and 7 also does not specify how long the effects last.

I have made my own Toxic Critical Table which you are welcome to take inspiration from (or use as it is) if you find something you like:

Poison/Toxic/Venom Damage Tables

This is used whenever someone takes damage in excess of their wounds because of the toxic quality of a weapon or a Necrotic Poison/Toxic. Note that this table is unique in the way that the damage is not cumulative in the sense that if you suffer 5 points of damage one round and then 2 the next, do not apply a total of 7 instead apply both the damage of 5 and 2 to the character. All the critical hits have a chance of killing the target, because of this the character must pass a Toughness Test with the modifiers listed below, if he succeeds he survives but takes the penalty listed after the modifier as well as 1 level of fatigue. If he fails he dies a painful death. The bonus is multiplied and penalty divided by the modifier in case of Unnatural Toughness

Immunity System

  1. +50. The poison tires the body but does not cause additional damage; the targets suffer 1d5 additional levels of fatigue.
  2. +40. The poison weakens the body’s natural defences. Reduce the targets Toughness by 2d10, to a minimum of 1.
  3. +30. The poison runs its course through the body causing problems everywhere. Reduce the targets Toughness, Strength and Agility each by 2d10, to a minimum of 1.
  4. +20. The Poison damages the sensory centre, imposing a -30 to all Perception tests and a -10 to all Ballistic Skill and Weapon Skill Tests. This lasts for 1d5 minus the TB in days to a minimum of 1.
  5. +10. The Poison acutely damages the optical centre. The target gains the Blind Trait for 1d5 minus the TB in days, to a minimum of 1.
  6. +0. The poison damages the cerebral cortex, all non-physical characteristics (Intelligence, Willpower and Fellowship) are reduced by half for 1d5 days; they then begin to heal at normal rate.
  7. -10. The poison damages the nervous system, all physical characteristics (Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Perception) are reduced by half for 1d5 minus the targets TB in days to a minimum of 1, they then begin to heal at normal rate.
  8. -20. The poison ravages the body, making it weak and frail; in addition it is hard to focus through the pain. Reduce all Characteristics by half for 1d5 days; they then begin to heal at normal rate.
  9. -30. The poison wrecks havoc in the body, severely damaging it, in addition the barely bearable pain makes it near impossible to concentrate. Reduce all characteristics to a third, for 1d10 minus the target's Toughness Bonus in days, to a minimum of 1. They then beings to heal at normal rate.
  10. -40. The Character passes into a coma, count as helpless and cannot be awoken for 1d10 minus the target’s TB in days, when he wakes up his Toughness is reduced to 1 and then heal normally.