Poison!

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Briony
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Poison!

Post by Briony » Sat Oct 08, 2016 8:57 pm

A coup different suggestions here relating to poison...

1. Poison spell
Is there any way that a noticeable affect could be added for this spell? For example if you look at someone who has been poisoned they look ill or a little green? It would be nice if people could notice that handiwork! If Briony were to say....go poison all of the animals in Ardeep, no one would ever know unless they saw her in the act. All that happens is that the animals would get a magic flag. Well....I'm assuming, she would never do anything so horrible of course.

2. Spike
[*]viewtopic.php?f=77&t=20404&p=132099&hilit=spike#p132099

Is there any way we could get this working with some poisoning powder? Briony has a very large stash of the poison, and no way to really utilize it. And maybe if not using the spike command, maybe some way to MIX the powder with various food/drink objects?

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Oengus
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Re: Poison!

Post by Oengus » Sun Oct 09, 2016 12:36 am

SMAUG has always had ItemVariable 3 for food and drink, which checks for poison. It might not be a stretch to have a 'lace' command that would poison the food or drink, consuming the poison powder from inventory, though these poisons really are quite weak. It would be interesting to see new poisons mixed with plants and the existing powder, that have effects closer to the sourcebooks - otherwise ye old poison spell would likely not be worth the time.
Lay your sword unto its sheath, set down your shield, tis time to eat. Butter thy bread and slice thy wurst, rest thy boots upon the hearth! For never was a meal as fine! Bless the mead and mutton, bread and wine.

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Oengus
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Re: Poison!

Post by Oengus » Sun Oct 09, 2016 1:42 am

With just a SMAUG spell it's possible to create effects that last the duration of a poison spell, but specific types beyond that will require a lot of work (i.e. a table for poisons/medicines.)
This can be done by factoring the negative amounts into the positive, and making the wear-off for the negative exceed the positive.
For instance, creating an effect that adds 5 strength for (strength of the poison)*2d6 rounds, and subtracting 3 strength for (strength of the poison)*3d6 rounds, making the debuff of -3 last beyond the cumulative +2.
It would however take a lot of work to create all-new affects other than just showing poison, but the effects would work just fine as a smaug spell.

This is just my two copper, of course, and a wild hair perhaps. Previously (in other worlds) I have done a lot with just smaug spells and tables for poisons, medicines, spice drugs, explosives... You name it.
I originally had this idea years ago when I contemplated expanding on the drink table. Hopefully this inspires someone else.
Lay your sword unto its sheath, set down your shield, tis time to eat. Butter thy bread and slice thy wurst, rest thy boots upon the hearth! For never was a meal as fine! Bless the mead and mutton, bread and wine.

Briony
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Re: Poison!

Post by Briony » Sun Oct 09, 2016 2:19 am

All different kinds of poisons and poison effects would be nice, but I was mainly just talking about when you cast the poison spell, if it is successful, when you LOOK at the victim you would see 'sonso looks a little pale'. Just something so that people would be able to see the victim had in fact been poisoned and be able to react to it.

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Bellayana
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Re: Poison!

Post by Bellayana » Sun Oct 09, 2016 6:16 pm

I love the idea of different poisons and plants that can mix with food items that once ate would force a CON check and then the person would be poison, and as for the desc. assigning a tag: looks a little out of it or is mumbling incoherently. I know that if a character is poisoned they get echoes themselves and not sure if there are any echos that give indication that something might be up.
The belief in a supernatural evil is not necessary;
Men alone are quite capable of every wickedness.
-Joseph Conrad, Under Western Eyes

-Tofuergus Greenroot, Gnomish Ranger

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Ithrael
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Re: Poison!

Post by Ithrael » Mon Oct 24, 2016 1:43 am

There used to be a flag, "XX shivers and suffers" when someone would get poisoned, that was visible to others. I'm not sure if it's exactly that now, but I'd love the spike or lace commands be put in game. Especially if it could be used for things larger, like fountains and ponds and the like.

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Bellayana
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Re: Poison!

Post by Bellayana » Mon Oct 24, 2016 2:44 pm

Mayhaps it could be tied into the herbalist, and there can be a salve and a balm, depending on the container trying to be spiked, like it would take 3 salves to make a balm and a fountain takes a balm, where as a well would take 3 balms. Just tossing out ideas, but yes. There should be some amount of black poison powder it takes to poison each size of container of water. This also allows evils to really subtly apply that vicious action.

As far as echoes, to be honest some poisons do not show signs, until you are unable to do anything about it. Say perhaps, since there are different poisons, there could be different herbs. Ex: A blueish-mauve petaled flower when crushed up and applied to a food item, and ate, the next refresh tick, there is a forced CON roll and if failed the person is unable to move, next tick, if failed again they fall unconscious, death could be in there as well. I like the idea of a series of checks, where mayhaps the second step there could be an echo. Great ideas guys.

Peace!
The belief in a supernatural evil is not necessary;
Men alone are quite capable of every wickedness.
-Joseph Conrad, Under Western Eyes

-Tofuergus Greenroot, Gnomish Ranger

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