new POISON rules Contest

By madpoet, in WFRP House Rules

In a few days I m going to post a few badly needed house rules I started to use several monthes ago.

After a 22 years RPG career I ffinally feel free to improve a game (at least from my point of view).

While I was translating from italian the abovementioned rules I realized that the sole ugly/silly rule I didn t manage to change was the POISON one.

I never tried to modify it because I had no related ideas.

Following the rules a creature with POISON ability every time it inflict a critical wound adds also a number of fatigue point = to the severity level of the critical wound card.

This rule is simply silly because obviously you don t need to have a plucked out eye or a severed hand before feeling the effect of venom.

So I ask every Player or Storyteller to suggest a new rule for managing poisonous encounter.

It's just an abstract way of handling that once a poisoned player is strained further the poison hits harder. It's very easy to unbalance poisons, but if you really want to, you could make different poisons that have specific effects in combat.

  1. No free maneuver in combat
  2. Every wound inflicts fatigue
  3. critical wounds inflict extra wounds
  4. half movement speed
  5. foggy vision (black dice)
  6. dealing less damage
  7. painful, on a chaos star the player misses completely
  8. etc.

If you are going to have the poison take effect with a single hammer success, you should allow the player a Resiliance check to resist it.

Perhaps a generic poison could be the opposite of a healing draught, roll 4 black dice and every bane inflicts fatigue, every fail is a wound.