• 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.

Poisons in CT

Golan2072

SOC-14 1K
Admin Award
Marquis
How do you handle poisons and poisoning under CT rules?

What I'm thinking about is giving each poison a vector (ingested, inhaled, injected and contact). If the character has been exposed to a poison, he'll be able to avoid the effects on a roll of END or less on 2D, with various poisons giving DMs to that roll (the stronger the poison, the higher the DM - and thus the higher the chance of being effected). If the roll fails, the poison comes into effect after a given time (dependent on poison). Effects would range from paralyzis, through attribute damage (the rate of which depending on the poison), to death (death would be avoidable on a second roll of END or less on 2D, with DMs as before).

Some poisons will only effect the victim once (for example, a tranquilizer might induce a sleep for 1D6 hours and that's it) and then clean out of the victim's body; others will continually effect the victim (each time allowing a roll of END or less to avoid effects). A doctor (with appropriate equipment/supplies) would be able to treat a poison on a UGM roll of Medic/EDU with the difficulty DM being half the poison's "saving throw" DM (round down).
 
How do you handle poisons and poisoning under CT rules?

What I'm thinking about is giving each poison a vector (ingested, inhaled, injected and contact). If the character has been exposed to a poison, he'll be able to avoid the effects on a roll of END or less on 2D, with various poisons giving DMs to that roll (the stronger the poison, the higher the DM - and thus the higher the chance of being effected). If the roll fails, the poison comes into effect after a given time (dependent on poison). Effects would range from paralyzis, through attribute damage (the rate of which depending on the poison), to death (death would be avoidable on a second roll of END or less on 2D, with DMs as before).

Some poisons will only effect the victim once (for example, a tranquilizer might induce a sleep for 1D6 hours and that's it) and then clean out of the victim's body; others will continually effect the victim (each time allowing a roll of END or less to avoid effects). A doctor (with appropriate equipment/supplies) would be able to treat a poison on a UGM roll of Medic/EDU with the difficulty DM being half the poison's "saving throw" DM (round down).
 
Sounds like a very good way of handling it. At the risk of adding complexity (which I prefer to avoid where possible), it might be worth including a rating for each poison/toxin's "detectability". Some toxins are easier to identify, thus making diagnosis easier - treatment may still be hard, although knowing what you're dealing with makes a huge difference.

Also, perhaps note how long a toxin will remain in the victim's system for - thus allowing for small doses to be administered, building up to a dangerous level, rather than delivering a large dose in a single go.

(And there was me trying to keep things simple!)
 
Sounds like a very good way of handling it. At the risk of adding complexity (which I prefer to avoid where possible), it might be worth including a rating for each poison/toxin's "detectability". Some toxins are easier to identify, thus making diagnosis easier - treatment may still be hard, although knowing what you're dealing with makes a huge difference.

Also, perhaps note how long a toxin will remain in the victim's system for - thus allowing for small doses to be administered, building up to a dangerous level, rather than delivering a large dose in a single go.

(And there was me trying to keep things simple!)
 
On a second thought, I'll use a modified (simpified) version of the rules presented by Andy Slack in Expanding Universe. While I'll be using his core concept (initial, secondary and tretiary effects, each with its own saving throw), I'll change many of the rule specifics. For example, I'll ignore his dosage and body-mass rules for the sake of a simpler system, and assume that the characters have been exposed to an "average dose". The main exception for this would be radiation (which would become a new "poison" for every given amount of rads you accumulate - a few rads will be a very mild poison, but when you accumulate quite alot of rads, you'll have very nasty radiation sickness and/or cancer).

Every poison has three effects: Initial, Secondary and Tretiary. When the character is exposed to the poison, the Referee rolls three saving throws in secret. Each saving throw is made by a roll of END or less on 3D, with a DM based on the poison's strength (the stronger the poison, the higher the DM). A natural roll of 18 is always a failure; a natural roll of 3 is always a success. If the character succeeds all three rolls, he's uneffected by the poison. If the character fails one roll, he suffers only the Initial effect. If he fails two rolls, he suffers both the Initial and the Secundary Effects. If he fails all three rolls, he suffers the all of the effects. Death effects are always Tretiary.

Each effect has a Time parameter - the time it takes for it to take effect. For example, if a poison has a Time of 1 combat turn for its Initial effect, of 1 hour for its Secondary effect and of 10 minutes for its Tretiary effect, a character who fails all three saving throws for that poison, he'll suffer the Initial effect one combat term after the exposure, the Secundary effect an hour later (an hour and one combat term after the exposure) and the Tretiary effect 10 minutes after that (one hour, 10 minutes and a combat turn after the initial exposure).

Treating a poison require an antidote or medical attention. Treatment must start to be administered before the Tretiary effect takes place in order to be effective.

An efficient antidote negates the poison, though the character will usually take time to recover from all effects - usualy 4d6 hours. If the poison has caused attribute damage, the character recovers only when all damage is healed.

Alternatively, if an antidote is not readily available, it may be synthesized. At TLs 0-4 this could only be done in very rare cases (referee discretion) and requires a Medic/EDU/-4 task and time to collect herbs, minerals and so on. At TLs 5-8, antidotes could be synthesized at ospitals by a doctor (Medic-3 or better) for most poisons within 1d6 hours, with a successful Medic/EDU/-2 task throw (DM +2 if the doctor also has a skill of Chemistry-2 or better or if she's being helped by someone with such a skill). At TLs 9-12, antiotes may be synthesized by an automatic laboratory in clinics as well (the autolab has Medic-3, Chemistry-2 and EDU-7 for the sake of this roll); at TL13+, a medkit is capable of synthesizing most antidotes in a similar manner. However, the poison must be identified in order for an antidote to be synthesized for it (see below).

On TL16+, a nanotec-based Pantidote drug is available which is capable of negating most poisons; however, even at that TL it is quite expensive.

A medic (Medic-1 or better) with a Medkit may delay the onset of any further symptoms by 1d6 hours with a successful Medic/INT task with the difficulty DM equal to the saving-throw DM of that poison. At the Referee's discretion, the Medic might also alleviate certain effects.

All kinds of clinical medical attention for poisons requires the nurse or doctor to identify the poison; this is a UGM task of Medic/EDU with the difficulty DM determined by the poison. Failure to identify the poison precludes medical attention, though retries are possible until the Tretiary effect takes place. Each attempt takes 2d6x10 minutes (or how long should that be?) unless the referee states otherwise (for example, in the case of a snakebite, if the snake itself is brought to the doctor and its species is identified, the poison is identified as well).

A nurse or medtech (Medic-2 skill or better) in a clinic could help combat the poison's effects rather than remove the poison itself; re-roll the three saving throws, but this time add the medtech's Medic skill to the character's Endurance. If the character succeeds all three rolls, he starts to recover as above. If the character fails one roll, he suffers only the Initial effect while allevating the Secundary effect. If he fails two rolls, he suffers both the Initial and the Secundary Effects but avoids the Tretiary effect. If he fails all three rolls, he still suffers the all of the effects.

A doctor (Medic-3 or better) in a hospital may successfully combat all of the effects of the poison with a successful Medic/INT task with the difficulty DM equal to HALF the saving-throw DM of that poison (round down). This means using intensive care to deal with severe respiratory effects, using pain relievers to deal with pain, and even replacing damaged organs if nescery.
 
On a second thought, I'll use a modified (simpified) version of the rules presented by Andy Slack in Expanding Universe. While I'll be using his core concept (initial, secondary and tretiary effects, each with its own saving throw), I'll change many of the rule specifics. For example, I'll ignore his dosage and body-mass rules for the sake of a simpler system, and assume that the characters have been exposed to an "average dose". The main exception for this would be radiation (which would become a new "poison" for every given amount of rads you accumulate - a few rads will be a very mild poison, but when you accumulate quite alot of rads, you'll have very nasty radiation sickness and/or cancer).

Every poison has three effects: Initial, Secondary and Tretiary. When the character is exposed to the poison, the Referee rolls three saving throws in secret. Each saving throw is made by a roll of END or less on 3D, with a DM based on the poison's strength (the stronger the poison, the higher the DM). A natural roll of 18 is always a failure; a natural roll of 3 is always a success. If the character succeeds all three rolls, he's uneffected by the poison. If the character fails one roll, he suffers only the Initial effect. If he fails two rolls, he suffers both the Initial and the Secundary Effects. If he fails all three rolls, he suffers the all of the effects. Death effects are always Tretiary.

Each effect has a Time parameter - the time it takes for it to take effect. For example, if a poison has a Time of 1 combat turn for its Initial effect, of 1 hour for its Secondary effect and of 10 minutes for its Tretiary effect, a character who fails all three saving throws for that poison, he'll suffer the Initial effect one combat term after the exposure, the Secundary effect an hour later (an hour and one combat term after the exposure) and the Tretiary effect 10 minutes after that (one hour, 10 minutes and a combat turn after the initial exposure).

Treating a poison require an antidote or medical attention. Treatment must start to be administered before the Tretiary effect takes place in order to be effective.

An efficient antidote negates the poison, though the character will usually take time to recover from all effects - usualy 4d6 hours. If the poison has caused attribute damage, the character recovers only when all damage is healed.

Alternatively, if an antidote is not readily available, it may be synthesized. At TLs 0-4 this could only be done in very rare cases (referee discretion) and requires a Medic/EDU/-4 task and time to collect herbs, minerals and so on. At TLs 5-8, antidotes could be synthesized at ospitals by a doctor (Medic-3 or better) for most poisons within 1d6 hours, with a successful Medic/EDU/-2 task throw (DM +2 if the doctor also has a skill of Chemistry-2 or better or if she's being helped by someone with such a skill). At TLs 9-12, antiotes may be synthesized by an automatic laboratory in clinics as well (the autolab has Medic-3, Chemistry-2 and EDU-7 for the sake of this roll); at TL13+, a medkit is capable of synthesizing most antidotes in a similar manner. However, the poison must be identified in order for an antidote to be synthesized for it (see below).

On TL16+, a nanotec-based Pantidote drug is available which is capable of negating most poisons; however, even at that TL it is quite expensive.

A medic (Medic-1 or better) with a Medkit may delay the onset of any further symptoms by 1d6 hours with a successful Medic/INT task with the difficulty DM equal to the saving-throw DM of that poison. At the Referee's discretion, the Medic might also alleviate certain effects.

All kinds of clinical medical attention for poisons requires the nurse or doctor to identify the poison; this is a UGM task of Medic/EDU with the difficulty DM determined by the poison. Failure to identify the poison precludes medical attention, though retries are possible until the Tretiary effect takes place. Each attempt takes 2d6x10 minutes (or how long should that be?) unless the referee states otherwise (for example, in the case of a snakebite, if the snake itself is brought to the doctor and its species is identified, the poison is identified as well).

A nurse or medtech (Medic-2 skill or better) in a clinic could help combat the poison's effects rather than remove the poison itself; re-roll the three saving throws, but this time add the medtech's Medic skill to the character's Endurance. If the character succeeds all three rolls, he starts to recover as above. If the character fails one roll, he suffers only the Initial effect while allevating the Secundary effect. If he fails two rolls, he suffers both the Initial and the Secundary Effects but avoids the Tretiary effect. If he fails all three rolls, he still suffers the all of the effects.

A doctor (Medic-3 or better) in a hospital may successfully combat all of the effects of the poison with a successful Medic/INT task with the difficulty DM equal to HALF the saving-throw DM of that poison (round down). This means using intensive care to deal with severe respiratory effects, using pain relievers to deal with pain, and even replacing damaged organs if nescery.
 
Omer,

Don't forget that Snapshot has a section on handling gas (gas rounds/gas grenades) in CT. Those rules are simple and can be easily interpreted as disease rules in Traveller.

Also, there's an article (maybe two) in JTAS that discusses diseases.

-S4
 
Omer,

Don't forget that Snapshot has a section on handling gas (gas rounds/gas grenades) in CT. Those rules are simple and can be easily interpreted as disease rules in Traveller.

Also, there's an article (maybe two) in JTAS that discusses diseases.

-S4
 
10 Event-Poison Pouncer. This animal causes unconsciousness within 30 seconds of his bite, and death within 24 hours unless treated. Treatment requires an antidote, available in medikits bought on this world.
That's from Supplement 02 Animal Encounters.

I did a search using the CT and JTAS pdfs and came back with lots of hits for the word "poison" so you may need to rummage around a bit.
 
10 Event-Poison Pouncer. This animal causes unconsciousness within 30 seconds of his bite, and death within 24 hours unless treated. Treatment requires an antidote, available in medikits bought on this world.
That's from Supplement 02 Animal Encounters.

I did a search using the CT and JTAS pdfs and came back with lots of hits for the word "poison" so you may need to rummage around a bit.
 
References I could find within CT books to poison:

1) LBB3 p.31 mentions poisoned weapons for critters as part of the discussion of edibility, but no description of the weapons themseves is given.

2) LBB4 p.37 mentions Tranq rounds and Gas Grenades but, again, gives no concerete rules on their use.

3) Striker Book 2 pp.33-34 (Rule 65) deals with chemical warfare. Gasses are either persistent (and contaminate their area of effect for the rest of the Striker battle) or non-persistent (and drift until they leave the play area); and either lethal (killing any unprotected troops) or non-lethal (seriously wounding any unprotected troops). Troops wearing combat environment suits, combat armor or battledreses, or inside protected vehicles, are immune to chemical warfare; other troops effected by a chemical attack must make a successful morale check to put on their chemical-protection gear in time. Not the most detailed rules, to say the least.

4) S2: Animal Encounters mentions poisons a few times, but doesn't seem to have any coherent rules in this regard - each poison-realted encounter has different rules. P.6 lists both a tree with poison nets (dealing 2D+2 damage on contact), a poison pouncer (dealing double bite damage), and a contaminated water-source (causing illenss - with no definite game-rule effects - for 1D6 days if an END "saving throw" is not made). P.7 lists both marsh gas (causing unconsciousness if a roll of END or less is not successfully made) and a possibly poisoned oasis (no game effects listed). P.10 lists a poison pouncer (the one listed above by Gadrin). P.14 lists venom arthropods (doing 3D damage, saving throw DEX or less on 2D). P.15 lists an irradiated zone (contaminated characters lose 1 point of END per day, regaining it ony if treated by a Medic-3 or better). P.16 lists hallucinogenic spores (causing hallucinations for 20-END minutes; I can easily see the spores as an opportunity for a merchant to make some extra money
file_23.gif
). P.18 lists poison plants (reducing each affected person's endurance by 1 for 2 days). P.23 lists noxious gases (just foul-smelling, not poisoneous). P.34 lists poisoneous tree-sap (2 points of damage on contact). P.39 lists another radiation zone (this time causing 1 point of damage per hour of exposure). P.40 lists a poisoned animal (any wound inflicted by it will take atleast 90 days to heal).

---

In short, the rules are quite varied and occaionally contradictory; a unified system would probably do a better job.
 
References I could find within CT books to poison:

1) LBB3 p.31 mentions poisoned weapons for critters as part of the discussion of edibility, but no description of the weapons themseves is given.

2) LBB4 p.37 mentions Tranq rounds and Gas Grenades but, again, gives no concerete rules on their use.

3) Striker Book 2 pp.33-34 (Rule 65) deals with chemical warfare. Gasses are either persistent (and contaminate their area of effect for the rest of the Striker battle) or non-persistent (and drift until they leave the play area); and either lethal (killing any unprotected troops) or non-lethal (seriously wounding any unprotected troops). Troops wearing combat environment suits, combat armor or battledreses, or inside protected vehicles, are immune to chemical warfare; other troops effected by a chemical attack must make a successful morale check to put on their chemical-protection gear in time. Not the most detailed rules, to say the least.

4) S2: Animal Encounters mentions poisons a few times, but doesn't seem to have any coherent rules in this regard - each poison-realted encounter has different rules. P.6 lists both a tree with poison nets (dealing 2D+2 damage on contact), a poison pouncer (dealing double bite damage), and a contaminated water-source (causing illenss - with no definite game-rule effects - for 1D6 days if an END "saving throw" is not made). P.7 lists both marsh gas (causing unconsciousness if a roll of END or less is not successfully made) and a possibly poisoned oasis (no game effects listed). P.10 lists a poison pouncer (the one listed above by Gadrin). P.14 lists venom arthropods (doing 3D damage, saving throw DEX or less on 2D). P.15 lists an irradiated zone (contaminated characters lose 1 point of END per day, regaining it ony if treated by a Medic-3 or better). P.16 lists hallucinogenic spores (causing hallucinations for 20-END minutes; I can easily see the spores as an opportunity for a merchant to make some extra money
file_23.gif
). P.18 lists poison plants (reducing each affected person's endurance by 1 for 2 days). P.23 lists noxious gases (just foul-smelling, not poisoneous). P.34 lists poisoneous tree-sap (2 points of damage on contact). P.39 lists another radiation zone (this time causing 1 point of damage per hour of exposure). P.40 lists a poisoned animal (any wound inflicted by it will take atleast 90 days to heal).

---

In short, the rules are quite varied and occaionally contradictory; a unified system would probably do a better job.
 
Another type of poison is called a "Bipolar" or "Two-Part" poison. There are two substances involved, either of which, when taken alone, has little or no adverse effect on the victim. Here's an example I've used twice so far:

A substance called "Indolicine," when ingested, will raise the victim's sensitivity to Slow Drug for 24 hours. During this time, if the victim receives a dose of Slow Drug, the effects are greatly magnified. Roll 1D:

1 - The victim's heart literally bursts. Death is instananeous.

2 - The victim experiences such an intense seizure that the muscles rip themselves from his bones. STR = STR - 2D

3 - The vicitim's limbs and organs undergo rapid and radical regeneration, resulting in monstrous deformities. 3D damage is permanent.

4 - Every cell in the victim's body multiplies at an extreme rate, thus turning the vicitm into one large cancerous lump. 3D damage is permanent.

5 - Every cell in the victim's body burns fuel at an extreme rate, thus literally cooking the victim in his own bodily fluids. Death ensues.

6 - Roll twice more, ignoring all results of 6.

If a double dose of "Slow Drug Antidote" is administered within 1D minutes of the first onset of symptoms, then the victim will recover with a permanent loss of 1D points from the total of STR, DEX, and END (assigned randomly). If the antidote is not administered in time, then the victim is dead within 2D excruciatingly painfull hours -- painkillers and anesthetics will provide no relief.


file_23.gif
 
Another type of poison is called a "Bipolar" or "Two-Part" poison. There are two substances involved, either of which, when taken alone, has little or no adverse effect on the victim. Here's an example I've used twice so far:

A substance called "Indolicine," when ingested, will raise the victim's sensitivity to Slow Drug for 24 hours. During this time, if the victim receives a dose of Slow Drug, the effects are greatly magnified. Roll 1D:

1 - The victim's heart literally bursts. Death is instananeous.

2 - The victim experiences such an intense seizure that the muscles rip themselves from his bones. STR = STR - 2D

3 - The vicitim's limbs and organs undergo rapid and radical regeneration, resulting in monstrous deformities. 3D damage is permanent.

4 - Every cell in the victim's body multiplies at an extreme rate, thus turning the vicitm into one large cancerous lump. 3D damage is permanent.

5 - Every cell in the victim's body burns fuel at an extreme rate, thus literally cooking the victim in his own bodily fluids. Death ensues.

6 - Roll twice more, ignoring all results of 6.

If a double dose of "Slow Drug Antidote" is administered within 1D minutes of the first onset of symptoms, then the victim will recover with a permanent loss of 1D points from the total of STR, DEX, and END (assigned randomly). If the antidote is not administered in time, then the victim is dead within 2D excruciatingly painfull hours -- painkillers and anesthetics will provide no relief.


file_23.gif
 
Originally posted by Supplement Four:
Check out TA1 - Personal Weapons of Charted Space as well. I think I remember some poison or tranq round info/rules in there.
TA1 - not that's a CT product I don't have


Originally posted by Supplement Four:
And...I know I've seen a JTAS article featuring poisons and disease.
JTAS #13 pp.33-36 has disease rules; I don't recall seeing poison rules in JTAS, however.
 
Originally posted by Supplement Four:
Check out TA1 - Personal Weapons of Charted Space as well. I think I remember some poison or tranq round info/rules in there.
TA1 - not that's a CT product I don't have


Originally posted by Supplement Four:
And...I know I've seen a JTAS article featuring poisons and disease.
JTAS #13 pp.33-36 has disease rules; I don't recall seeing poison rules in JTAS, however.
 
Back
Top