• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Poison Rules

ffilz

SOC-12
Is anyone aware of any poison rules for Classic Traveller? I can look at other editions, though there may need to be more interpretation.

Particularly I'm looking for treatment rules (I already "house ruled" the "save" and impact of the poison in question).

Thanks

Frank
 
Disease rules may help structure a poison system. I've found two different disease systems, in the Annic Nova adventure and JTAS #13. Poison is very briefly mentioned in the JTAS article, under antitoxins.

An aspect to consider is how poisoning occurs (Penetration, injection, inhalation, absorption, radiation).

I'll keep looking.

Cheers
 
Some things that spring to mind:

the synergy rule for drug (mis)use - roll 1d for each drug taken, multiply the results together to get the number of hits

the rules for snub pistol gas and tranq rounds

tranq - roll End or less on 2d or fall unconscious, note that RSG mentions that if the drug is the correct dosage then there is no save, if you are hit you are unconscious. (I have a memory of rules for overdosing and thus causing death)

gas - take 1d hits immediately and for the next two turns

then there is the animal weapon the stinger which does 3d damage - could this be the result of toxins.
 
Back
Top