Showing posts with label crunchy bits. Show all posts
Showing posts with label crunchy bits. Show all posts

Sunday, October 20, 2013


HEROic Rules

The HERO system can do a lot of things , but it still needs some powers to allow the simulation of certain things. So being me I started creating new powers and skills to fill in the gaps.


New Power Matter Creation
    This power enables the hero to make lasting solid objects of a semi-permanent or permanent nature.  These objects have several characteristics that have to be determined when purchasing the power. Value , Size , and Utility.

Value 10 points lets you make inexpensive objects such as flowers , ice , playing cards , sandwiches or the like
         15 points lets you make items of value such as clay statues, non-precious metals
         25 points lets you create expensive items like computers , cars , diamonds etc
Size   1-100 points (at GM's discretion ) usually 1 oz or cubic foot per point til 20 points then 1 pound or cubic
         yard til 50 1 ton or 10 cubic yards after that.
Utility -8 for items of no in game worth (roses, water, ice)
         +10 pts for items of non combat worth (computers, cars)
         +50 pts for items with combat worth (guns , explosives)
         -5 points if the items can only be of primitive complexity or must have no moving parts
         +10 points if the item is of 20th century complexity or above

The base time to create is a full segment for every 5 points of size, this time can be reduced by a segment for every +1/4 advantage purchased.

The base END cost of this power is 1 point per 10 active points.

The base power is not ranged.
    
So Masked Tuxedo can always make a rose to give to the ladies costs 10(Value)-8(no worth)+1(size)= 3 points
Icelad can make basic objects of pure ice up to 50 tons worth 10(no value)+50(size)+10(non-combat worth)-5(no moving parts) = 65 pts
Technomancer can whip up small advanced electronics on a few moments notice 25(value) +10(size)+ 50(utility)+ 10(complexity) =95 pts
Moleculord can make anything he can concieve of 25(value)+100(size)+10(non combat)+50(combat ) +10(complex) =195 pts

Monday, October 7, 2013

A Warriors Lifepath

A warriors lifepath , roll 1d100 and add your level minus 1 . If playing AD&D, D&D or Palladium roll once per level. If playing other games such as Mechwarrior, Call of Cthulhu (in the WWI or WWII time period) , Top Secret just roll once for each year in your term of service.


1 You participated in a Secret Operation
2 You Avoided Capture by enemy forces despite the fact your unit was totally cut off
3 While on leave you were attacked by an enemy covert ops team and nearly killed.
4 You participated in an Advanced Training courses and picked up a new skill.
5 You participated in skirmishes with enemy recon forces
6 Life is either hurry up or wait, this year it was wait, wait, wait
7 If boredom was an ore you hit the mother lode that year, on the bright side you are much better at cards than most people think at first sight.
8 A series of run and gun fire-fights marked the year , you know how to run away like a champ!
9 You participated in overseas or offworld combat Training
10 Your unit was covered by a media personality or bard. Surprise you are a star !
11 You participated in a Planetary or City Pacification Excercise causing you to see attrocities you know you will never forget.
12 You were pressed into service in a job you were not trained for, and still performed admirably and got commendations.
13 You were Captured by enemy forces and ransomed back home.
14 You were Captured by enemy forces and freed by another unit.
15 You were Captured by enemy forces and escaped in a daring way, and someone wants you back !
16 You were Captured by enemy forces and tortured, then left for dead.
17 You were Captured by enemy forces and freed by an agent from your side who had infiltrated under cover.  You owe them a big favor , and they are going to collect.
18 As per command's orders you allowed yourself to be Captured by enemy forces to deliver a message to agents on the inside of the enemy camp . While there you were nearly killed.  You were exfiltrated by a covert Ops team.
19 You were Captured by enemy forces after your unit's surrender, you escaped during a natural disaster at the POW Camp.
20 You were Captured by enemy forces but were freed by an old friend who is now in the service of the enemy
21 Valor under fire got you a medal and the notice of the brass
22 During an Overrun by traitorous forces you were nearly killed,you know some of the people who betrayed you.
23 During an Overrun by traitorous forces you single handedly saved your entire unit.
24 Heavy fighting devastated your unit, and you were re-assigned
25 For a few months you were "missing in action", in a hotel , with an amazing person.
26 By hard work you scored a particularly spectacular coup on your rival in the unit, got them demoted and earned yourself an enemy for life.
27 Heroic Action during the year brought you the attention of your peers
28 A traitor sabotaged you unit's supplies, leaving you all stranded for 1d20 months
29 A fellow warrior wrongly accused you of sabotage, and it took you the whole year to clear your name
30 You participated in an Urban Pacificaction, sometimes you still hear the screams in your sleep
31 War is hell, but this tour didn't even qualify as heck. You made friends , money and caught up on your reading.
32 A series of beaurocratic snafus, transfers, and beaurocratic screw ups characterised this year
33 You participated in a deadly and dangerous covert ops mission and escaped unscathed.
34 You participated in a deadly and dangerous covert ops mission and were seriously injured
35 You participated in a deadly and dangerous covert ops mission and were the sole survivor, you were betrayed.
36 You participated in a deadly and dangerous covert ops mission which turned into a nightmare bloodbath of assassinations, espionage, and explosions
37 Intense fighting left you with a collection of new scars
38 Unexpected stiff resistance by the enemy makes you work hard for victory this year
39 Surprise enemy offensive strikes at your home base
40 A treacherous attack by mercenaries handed your unit a defeat and forced a full retreat.  You lost a lot of face.
41 Your position was overrun and your unit decimated
42 Heavy fighting devastated your unit
43 Fierce battling in a viscous freak storm forces you to survive by your wits when you get seperated from your forces.
44 Heroic action on your part saves a small convoy of fleeing refugees from the enemy
45 Heroic action on your part saves a small convoy of vital supplies from the enemy
46 Heroic action on your part saves a small convoy of escaped POWs from the enemy
47 Heroic action on your part steals a large convoy of desperately needed supplies from the enemy. You heard stories about cannibalism that winter over second breakfast.
48 Heroic action on your part saves a small convoy of fleeing third party warriors from the enemy, you now have some allies you can call on.
49 Heroic action on your part saves a small group of fleeing religious people  from the enemy
50 You were given special training for a secret mission, that never happened and that's OFFICIAL.
51 You went on a secret mission which went perfectly
52 You went on a secret mission which went horribly awry
53 You went on a secret mission which was intended to be a suicide run, but managed to survive only because you were too dumb to know it was impossible to succeed.
54 You went on a secret mission which was a mole hunt
55 You went on a secret mission which was a total and abject failure
56 Fighting to keep your rations down was your main mission this year
57 A solar eclipse was this year's most exciting event while posted in an idylic paradise
58 Betrayal by your own high command leaves you and your team trapped behind enemy lines, leading to your capture by enemy forces. A few of you escaped and swore vengeance .
59 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your super-heroic actions destroyed a major enemy force and led to a miraculous victory for your side, for which your traitorous leaders took credit
60 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your unit was decimated, you escaped by seducing an enemy.
61 Inter-unit rivalry leads to your force being left high and dry when support is needed most, you suffered the loss of several great friends.
62 Frequent shuffling and relocation disrupts your life too severely to allow any good to come of the year
63 A brutal enemy offensive put your unit under extreme pressure, your unit performed with distinction winning honor and you personally got the highest possible commendation.
64 A brutal enemy offensive put your unit under extreme pressure, your unit was crippled and you were seriously injured
65 Swift enemy forces leave your unit outflanked and outmaneuvered, but you personally break the back of the enemy offensive in a suicidal last stand. Oddly enough you survived .
66 You are ordered against a heavily fortified enemy position through unmittigated gall and brilliance your unit destroys the enemy without a single fatality
67 You are ordered against a heavily fortified enemy position through raw courage and after many casualties you take it
68 You are ordered against a heavily fortified enemy position and are torn to pieces
69 You are captured by enemy forces, but lead a massive jailbreak that gets you out of enemy hands, along with a dozen stolen enemy war machines
70 Your unit spearheads a massive assault against the enemies CP where you gain massive accolades for your brutal efficiency.
71 An enemy assassin almost kills you .
72 Friendly fire nearly kills you and your unit.
73 A failed artillery barrage and an enemy charge combine to leave your unit with undeserved glory
74 You and your unit crush an enemy strongpoint breaking the enemy line and giving your forces victory in a major campaign. Legends of the battle color your interactions with people.
75 A hard fought defensive campain gives you many life experiences
76 A serious injury leaves you in the hands of medics and doctors for the year
77 A saboteur destroyed your unit's fighting effectiveness during a major offensive and nearly leading to your death
78 Your unit participates in the capture of an enemy district capital
79 The looting of an ancient teasury discovered during a pitched battle becomes the year's highlight , as both side desert loaded with loot.
80 A decisive offencive led by your unit leads to glory and fame
81 When the chips were down you were there this year to collect the fallen and bring them safe to friendly hands
82 Your unit stuns the enemy with a savage assault and you are sighted for particularly valorious action
83 An enemy commander challenges you to single combat, you show him you fear nothing and no one.  His familiy is very impressed with the corpse you sent back.
84 Despite being ambushed your lead your unit in a brutal counter-offensive that breaks the back of the enemy command force
85 You discover that an ex-lover is now an enemy agent
86 A friendly agent warns you of an enemy assassin
87 In scouting an enemy position you recognise and exploit an enemy weakness that breaks the back of the enemy line
88 In a series of covert attacks you discover an enemy base
89 You lead a counter attack that kills a major enemy commander
90 You and your unit get a reputation as a "Can Do" group after a series of near impossible missions
91 Your reputation for having a sixth sense about the enemy gives you a reputation on your side as a good luck charm
92 Hundreds of enemy fall in battle against you as you make a heroic last stand at a narrow pass, something happened to you at the end, and you found yourself alive amongst the mountains of dead.
93 Dozens of your fellows make you thier battle chief in disregard of command's choice in the matter.
94 You subverted an enemy spy getting them to provide you with crucial info about enemy plans.
95 A serious accident while on patrol left you a scar for life
96 You trained for weeks for an operation that was cancelled
97 A friend introduced you to an addictive drug
98 Police work and civilian pacification was the mission for the year
99 You accidentally flash fried a large group of noncoms during a firefight and are still paying the price
100 Urban Pacification for a year,
101 Garrison Duty
102 Garrison Duty for half a year followed by a full retreat as enemy forces over-ran the area
103 Garrison Duty that led to a promotion
104 You participated in a brilliantly led campaign that gave you much glory and honor.
105 You were assigned to a recon team for 1d12 months as an adminstrative punishment
106 You offended a major official and were sent elsewhere for Garrison Duty.
107 A sniper nearly killed you while you were on leave from your unit.
108+ You were assigned to training duty , and spent the year teaching the new recruits how to soldier.

Thursday, September 26, 2013

Mech MacGuffin - Extra Crunchy Order


Mech Problems
When I run Mechwarrior and other SciFi games , I like to have some good technobabble to explain what's broken or what the party needs in the way of a macguffin. Items in red tend to destroy the mech if not replaced or repaired quickly.


Fusion Plant
    MD Flux Stabilizer
    MD Snare Field Generator
    Hydrogen Infuser
    Bottle Coolant Pump (without this the engine cannot dump more than 1 point of heat per turn)
    Plasma Relay Conduits (Main, Secondary, Tertiary) (runs the myomers, actuators , everything else)
    Helium Recovery Switch (mech looses 1 heat sink permanently every turn it is overheated)
    Proton Switch (engine generates +5 heat per turn)
    Positron Stabilizer (all pilot and gunnery rolls are penalized)
    Plasma Stabilizer
    Primary Coolant System
(mech generates +10 heat a round)
    Emergency Coolant Relay
    Emergency Coolant Dump
    Core Control Computer (if the engine overheats the mech automatically shuts down)
    Flush Pump
    Vacume Pump
    Spark Generator
    Phased Energizer Relays (1-X) X is Engine Rating / 25 (let mech use energy weapons)
    Core Heat Sink Interfaces (1-X) X is Engine Rating / 50  (let mech use more than 3 heat sinks)
    Emergency Shutdown Relay
Gyroscope
    Magnetic Balance
    Neuro-Relay
    High Speed Collision Interface Stabilzer               
    Micro-Algorythmic Data Analyzer (MIADA) (required to navigate ruins or water)
    Number One-Three Axis Stabilizer (required to jump or crawl)
    Power Servos 1-X (X is weight of Gyro)
Actuators
    Myomer Bundle Charge Indicator
    Myomer Charger (random failures of limb if not replaced)
    Rapid Charge Relay (lets you run)
    EM Six Relay (Control Pull Actions)
    EM Four Relay (Controls Push Actions)
    Macro-Algorythmic Data Analyzer (MAADA) (Measures stress and force expression)
    RP-I Gears ( physically move myomers in case of damage)
    Noble Gas Fire Extinguisher Ports
    Sub-Relay Pump (Removes water and other liquids from system)
Weapons Control
    Fire Control Computer (without this all shots only hit on a 12 on 2d6)
    Laser Targeting Grid
    Infra-Red Relay
    Radar Array (allows long range fire period)
    ECCM Module  (allows long range fire vs mechs)
    Emergency Fire Override Switch (weapon may fire at friendly opponents)

Tuesday, September 24, 2013

HERO-ic questions 

This idea is not original to me , but the web is a convienient place to post this. In most of my games I offer a chance for free Experience in exchange for some leverage questions . In D&D I offer (level x 25 exp ) each. In HERO system ,I offer 0-3 points each (usually 1) to a max of 50 points because they give me great hooks for the character and story. In other Marvel they are worth 10 karma a pop. Or in some games I just require the player answer any 10 questions to play their character. They give the GM some direction and ideas and more importantly force the player to think about thier character at some length.

   

What is this character's greatest love ?
What is the worst thing the character ever did to get what they wanted ?
What is this character's worst fear and why ?
What is this character's most intense belief ?
What was the character's worst injury and how does it show itself ?
What is this character's favorite food and where do they always go to get it?
What is the character's favorite beverage and where do they always go to get it?
What is this character's darkest desire , and what wouldn't they do to get it?
Who does your character most admire and why?
Who does your character most fear and why?
Who is your character's greatest rival , when did it begin?
Who is your character's hero/idol , what have they done to be like them or meet them?
Who are your character's dearest non-pc friends , name and describe 3 of them ?
Who does your character most hate and why?
What are your character's political beliefs ?
Who most strongly influenced your character's development ?
Where and how was you character schooled ?
If your character was a weapon what kind would he/she be , explain?
If your character was a color which one would he/she be , explain?
If your character was an animal what kind would he/she be , explain?
If your character was a season which one would he/she be , explain?
If your character was a type of weather what kind would he/she be explain ?
If your character was a substance what kind would he/she be ,explain?
What is your character's family home like ?
Family, who are they and how does your character feel about his/her family ?
How does your character feel about his/her friends ?
How does your character feel about his/her enemies ?
How does your character feel about his/her employer ?
What jobs has your character had and who are the memorable people they worked with?
Who has your character loved and why are they not with them ?
Who has your character killed , just list the important ones if they have a big list?
Who has your character seriously wronged ?
Who has your character worked for ?
Who has your character fought ?
What God or Gods does your character believe in assuming they aren't a priest type?
What religious background does your character come from ?
Does your character believe in an afterlife assuming they aren't a mage or priest type?
Does your character believe in aliens ?
Does your character believe in magic assuming they aren't a mage type?
Does your character believe in conspiracy theories ?
Does your character gamble , what is their game , and what is the most they have lost and won and who was involved?
What are your character's vices?
What kind of entertainment does your character prefer and where do they seek it?
What is your character's favorite hobby or pastime ?
How does your character make a living ?
Where does your character live , describe it and tell me about their neighbors?
What kind of music does your character listen to ?
What kind of mate is your character looking for ?
What is the one thing your character holds to be sacred above all else ?
What combat raining has your character had ?
What is your character's motto , how do they live up to it?
What was their Funniest experience  ?
What was their Saddest experience  ?
What was their most frightening experience  ?
What was their most embarrassing experience ?
What is your character's master goal ?
Does your character keep a journal or diary , where do they keep it?
What is your character's most prized possession and how did they get it ?
What kind of pets does your character keep ?
What place does your character go when out of combat/adventure ?
What kind of vehicle does your character use and what would they rather have?
How often does your character date and what kind of person do they tend to date?

Monday, September 23, 2013

Egg MacGuffin with Cheese

A plot hook device to explain anything in your world ...


The Horn of Legends
The Horn is an ancient device , although it may be older (horn of the cosmic bull of norse myth maybe) it appears to be a ram's horn trumpet with a mouthpiece of gold.

When blown at a sight , which is the origin point of a legendary thing with a hint of truth to it (which certainly includes belief or tradition), the Horn will produce the physical living embodiment of that legend. 

Could be used to create Godzilla, the Slasher, Dracula, Superman, or any number of others .  If the Horn is sounded again with the Legend within 12 feet the legend returns to nothingness - but now has the ability to re-emerge on certain times of the year...

Saturday, September 21, 2013

Why wear a costume / have a secret Identity? 

A Champions/HERO game discussion applicable to most superhero games

Why wear a costume / have a secret Identity?

1. The costume and the persona it creates have real existence in  the jungian subconscious, making it possible to evade mystical and psionic attack an detection dues to the "Seperate" existance of the super and normal self.
In Champions game terms if you wear a costume you have a +5 EGDCV against mind scans and similar means of detection while in your secret ID.

2.All people in costume have extra natural presence in the world owing to the super celebrity status of superhumans.  This extra presence can be lost by humiliation or defeat, but all people in a comic universe have , since their infancy , been raised to believe that the costume signifies something powerful and dangerous.
In Champions terms an extra +10 presence is automatic for a person in costume .

3.The obvious protection in a court of law it provides for both heroes and villains alike, preventing positive identification and thus providing at least some measure of defense against prosecutors. Many superhumans on both sides of the law

4.Protection of family and friends as well as the innocent bystanders that happen to live in the same building. Even if a person doesn't fear for themselves they might not want to bring the wrath of Professor Nutcrusher down on their neighbors and their Aunt Jenny will be far likelier to live to 80 if she isn't being tortured for information on where Captian Obvious keeps his Secret Power Source.
An un-costumed super human seen in the act has an 8 or less chance of being tracked down by the various powers that be (on 3d6).  The opposite holds true for most costumed folks, as the urban legends about people "accidentally" discovering the secret identities of villains and to a lesser extent heroes who then suffer grisley fates abound.


Effects of having a public ID (no costume)

1.Well it's not all bad, having a public ID automatically entitles you to one level (5pts) of wealth between the basic effects of merchandising and free promotions/gifts and other offers.

2.You automatically get an 9 or less hunted by random persons interested in your life.  This can include stalkers . charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

3.Everytime you publicly defeat a major menace and get good press your wealth is effectively raised one level for 1d6 days while you remain the Flavor of the Minute.

4.Vulnerability of family and friends,who all now have an 8 or less chance of being tracked down by the various powers that be, stalkers, charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

5. You get 2 extra presence attack dice as long as you are getting good press.

6. You get a +4 to all Seduction rolls , being a super has it perks.

7. The time it takes to get anything done is at least doubled do to the number of people , be they process servers, papparazzi, starfuckers, detectives, FBI Agents or other hangers on seeking "a few minutes of thier time". 

The Blacks Hands Guild Laws

The Black Hand are the Thieve's and Assassin's Guild in my world, a criminal empire run by rutheless magic proof Irontooth Gnomes , and shamelessly based on real world criminal organizations. There are other criminal groups in my world, the Black Hand is the strongest and best organized of them.

There are 12 rules for the Black Hands Guild in the 7 Kingdoms, any violation of these rules calls for removal of the appendage on first infraction. The amount of removal based on the degree of violation. Limbs are removed by a blade if the Guildmaster feels the error was made with good reason, with fire or starving rats if the offense caused the guild danger or difficulty.

The Black Hands 2 Hands of Law:

Right Hand :No killing another member of equal or higher rank without permission , maiming requires a weregild be paid to the guild. Weregild to be set by the Grandfather. Lesser thieves may be slain with reason and a weregild must be paid to the grandfathers. Any who defy this law lose the Right Hand.

Left Hand :The Grandfathers word is law on his city. No tradework beyond basic pick pocketing or confidence schemes may be performed in a new place until you have made contact with the local grandfather and received permission. Any who defy this law lose the Left Hand.

The Lesser Laws of the Black Hand are known as "The Fingers of the Law" and to break them is to forfeit the involved finger.

The Black Hands 10 fingers are:

Right thumb. No one can present himself directly to another of our agents. There must be a third person to do it.

Left Thumb. No one may steal from a Wizard, High Priest, Member of High Nobility ,King or High Official without the word of the grandfathers.

Right Ringfinger. No consorting with the Watch or the Slayers Brotherhood

Left Ringfinger. Don't go to outsiders with Hand business

Right Pointer. Always be available for the Hand, even if your wife's about to give birth.

Left Pointer. Appointments must be respected but the secrecy of the Hand comes first.

Right Middlefinger. Senior guildsmen must be treated with respect.

Left Pinky. When asked for any information by any senior member of the Guild, the answer must be the truth.

Right Pinky. The Guild always gets it's cut off the top , You will use no non-guild fences.

Left Middlefinger. Non-guildsmen are never to hear of guild business, Rival guilds and freelance thieves are shunned and reported.

Friday, September 20, 2013

24 Poisons of the Realms


1: Thieves Lament
An inhaled poison made of Komori root powder.It is pale blue grey and is a dust. It causes immediate intense bleeding and swelling causing 4 hp of damage around, leading to death within 3 hours. The initial save is made at plus 4.

2: Glasswrack 
This inhaled poison of alchemical origin looks like fine ground glass and is made from the distilled essence of dragon, snake, drake and lizard scales. It causes stomach cramping and nausea followed by digestive track failure taking effect within 4 hours, accompanied by causes uncontrollable dance like muscle contractions that render the vicitm paraylzed.The initial save is made at no penalty

3: Tuni
This injected poison of fungus origin .It causes massive fever causing 2 con loss an hour taking effect within 1
minute of insinustion. The initial save is made at minus 1

4: Scar Beetle Oil
This contact poison is made from the liquified shells of the Scar Beetle. The oil is bright viridian and smells of acid.
It causes blindness taking effect within 1 minute, accompanied by coma like sleep and intense nightmares within 20 minutes, and leaves survivors with weakness and stiffness for up to 1 hour after awakening. The initial save is made at no penalty.

5: Eriki Lizard venom
This contact poison of reptile origin.Clear liquid, lemony smell. It causes intense bleeding and swelling causing 6 hp of damage a round taking effect within 1 minute, with a new saving throw each round. Once a save is made the toxin has run it's course. The initial save is made at minus 4

6: Ocavia 
This ingested poison of alchemical origin is made from boiled a base of wormwood and oil beetle extracts. Purple liquid with a bitter oak scent . It causes intense all over body pain like being set on fire , Con check to take any action, taking effect within 10 hours, and leaves survivors with an intense sense of euphoria and an inability to feel pain for up to 2 hours after the initial effect has run it's course . The initial save is made at minus 3

7: Deathgrip
This injected poison is made from boiling the larvae of Yste flies.Brown goop with horrible meat smell.
It causes immediate liver death , fatal in 72 hours or less.The initial save is made at no penalty

8: Snailbite
This blue contact poison of is a sticky tar like resin of fungus origin.It causes immediate massive fever causing 1 con loss an hour, leading to painfull death within 8 minutes.The initial save is made at minus 4

9: Gung Root 
This injected poison is made from Gungin bush root , boiled in oil ,it is a  dark yellow in color and smells of chlorophyl.It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 65 minutes, accompanied by agonizing cramps -3 to all actions. If the save is made it serves as a potent stimulant and sexual aid. If not the corpse may be able to hold the lid up of his own casket. Sleep will be impossible for 24-36 hours after it enters the body. The initial save is made at plus 3

10: Greentooth
This ingested poison of is made from pulped bark of Red Jarwalla trees. It is brown-black in color, and smells sweet. It causes immediate true sight and fever leaving the victim unable to act unless a saving throw vs poison is made, this fever forces a loss of 1 CON point and hour until the CON reaches 3 , whereupon it breaks, after the fever breaks the true sight wears off, this change in perspective requires another save or death within 3 minutes occurs, seemingly of a heart attack. When Greentooth is consumed it stains any bone surface green, thus the name. The initial save is made at no penalty

11: Hasim also known as Bloodfire Venom
This contact poison of monsterous alchemical origin , made of the boiled organs of several breeds of magical snake and demon blood. It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 3 minutes, after 7 minutes the victims skin begins to smoke, and the Hasim sets the victims blood on fire for 5 points of damage and a loss of 2 Constitution and Perception a round. A save vs poison is required vs both effects.  The initial save is made at plus 5. If the saves are not made Holy Water will stop the effects on consumption as will entering a circle of protection.

12: Aruk
This injected poison of monster origin is made from boiled down Gelatinous Cube. It causes intense bleeding and swelling causing 1 hp of damage a round taking effect within 95 minutes during which time the victim feels no pain at all those making the save still feel no pain, those that fail thier save but live find themselves paralyzed for up to 1 hour afterward unless the make a 2d10 CON check. The initial save is made at minus 1

13: Kakomi Vapor
This inhaled poison of vegetable origin is an oily red liquid that boils at exposure to air unless the temperature is 50 or less. It causes immediate stomach cramping and nausea followed by digestive track failure, leading to death within 1 minute or less after being breathed. The initial save is made at plus 2

14: Crowkiller
This ingested poison of vegetable origin, looking like golden nuggets the size of corn kernels. It causes brain fever causing 2 Int, Wis, Chr loss an hour taking effect within 8 hours, leaving the victim incapacitated for a day or more. The initial save is made at plus 4. It is commonly used by Halfling farmers.

15: Naga Blood
This injected poison of monster origin. It causes astral perception and brain fever leaving the victim unable to act
taking effect within 10-22 hours, and leaves survivors with hallucinations for up to 40 hours .The initial save is made at plus 4.


16: Banga Nag
This contact poison of shellfish origin. It is a black oily resin. It causes immediate massive cramping and bleeding causing 9 hp of damage immediately, leading to death within 25 minutes. The initial save is made at minus 2.

17: Hwan Nag
This contact poison made from sea urchin's spines. It causes convulsions save vs poison at -3 each round to act, taking effect within 6 hours, and leaves survivors with synesthesia for up to 1 hour afterwards . The initial save is made at plus 3

18: Jester's Curse
This contact poison of vegetable origin, made from Mandrake harvested from beneath a hanged gypsy.
This Brownish green resin causes causes the uncontrollable laughter ,until death by a heart attack , save each turn vs death taking effect within 9 minutes,accompanied by massive bleeding at the areas of contact 1d4-1 pts of damage per round, and leaves survivors with synesthesia for up to 1 hour .The initial save is made at minus 4

19: Drake's Bile
This contact poison of monster origin, it takes the form of a Reddish orange sticky goo.It causes hallucinations taking effect within 10 hours, accompanied by pancreas failure , fatal in 72 hours, and leaves survivors blind for up to 6 months .The initial save is made at minus 3

20: Hellbroth
This contact poison of alchemical origin it is a yellowish sticky mess smelling and looking like honey.
It causes intense bleeding and swelling causing 2 hp of damage a round taking effect within 4 minutes, and leaves survivors with painful joints for up to 10 days . The initial save is made at minus 4

21: Crypt Wine
This injected poison of fungus origin , taken from various underground dwelling fungi particular to graveyards. It causes massive fever causing 2 con loss an hour taking effect within 80 minutes, at runs it's course in 2-20 hours. The initial save is made at plus 5

22: Redskin
This injected poison of vegetable origin It causes intense pain and burning causing 4 hp of damage a minute taking effect within 8 hours, accompanied by respiratory failure save or die, and leaves survivors with a massive skin discoloration .The initial save is made at plus 3


23: Miser's Lament
This injected poison of shellfish origin It causes sleepiness taking effect within 10 minutes, accompanied by
massive cramping and bleeding causing 1 hp of damage immediately.The initial save is made at minus 4


24: Popskull
This ingested poison of vegetable origin. This reddish black liquid smells of turnips . It causes weakness -6 Strength and Constitution taking effect within 11 hours, and leaves survivors bleeding from the nose, gums and eyes for up to 1 hour .The initial save is made at plus 1