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> Poison Based Characters, Are they a pain in the ass?
Hound
post Jul 10 2011, 09:20 PM
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So I've been thinking about making a character who's main fighting style is gonna involve some kind of poisoned cyberware blades. Or something. However, as cool as that sounds, the poison rules seem like a pain in the ass, and honestly it seems like combat's gonna be over before the poison has a significant effect. Am I wrong? Are there some ways to make it more effective? Creative uses I am unaware of? Just curious what kind of devious monstrosities Dumpshockers have thought of involving poison.
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Udoshi
post Jul 10 2011, 09:28 PM
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Some poison is more effective than others. Where it IS nice is when you can catch people without the ability to defend against it.

If you're interested in using it, you're going to want both Arsenal(drug section, slap patches, DMSO, splash grenades) and Augmentation.(cyber glands, and bioware chemical glands to make toxins and breath them at people, nanites to counteract toxins).

I played on a nonlethal team, and slap patches were a staple of ours for downing people.

Poison in general is more effective against low-pass opposition. As written, taking effect at the end of a combat turn kind of sucks. If you're interested in using poison, the best way is to ask your GM about it. And be like 'look, if i stab a bunch of poison into someone, can we roll for effect immediately?). Our gm took a bit more of a hollywoodish approach to things, and, basically, if we got surprise on someone and managed to drug them unconscious, they'd just kind of slump over, instead of taking a bunch of passes and THEN abruptly stopping at the end of the turn.

If you were going to do this, I'd actually strongly suggest doing this with a Mystic Adept or Magician. Someone who can cast Decrease Reflexes(street magic 169) on people, while punching or slapping them. (you can deliver Touch spells as unarmed attacks). Landing this combo would make a target unable to do anything before the poison kicked in, if they've gone already. Or able to do very little with only 1 action left.


A concept that i've always considered was to make someone with all the toxin/poison/vector resistant ware. ALL of it, and just use neurostun gas grenades instead of smoke grenades out of habit. Force other people to fight in them while I'm fairly immune.
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Hound
post Jul 10 2011, 09:32 PM
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QUOTE (Udoshi @ Jul 10 2011, 04:28 PM) *
Some poison is more effective than others. Where it IS nice is when you can catch people without the ability to defend against it.

If you're interested in using it, you're going to want both Arsenal(drug section, slap patches, DMSO, splash grenades) and Augmentation.(cyber glands, and bioware chemical glands to make toxins and breath them at people).

I played on a nonlethal team, and slap patches were a staple of ours for downing people.

Poison in general is more effective against low-pass opposition. As written, taking effect at the end of a combat turn kind of sucks. If you're interested in using poison, the best way is to ask your GM about it. And be like 'look, if i stab a bunch of poison into someone, can we roll for effect immediately?)

If you were going to do this, I'd actually strongly suggest doing this with a Mystic Adept or Magician. Someone who can cast Decrease Reflexes(street magic 169) on people, while punching or slapping them. (you can deliver Touch spells as unarmed attacks). Landing this combo would make a target unable to do anything before the poison kicked in, if they've gone already. Or able to do very little with only 1 action left.


hm the magician thing is a good idea, but the problem is that I have a strong tendency towards adepts/magicians, and I was hoping to get away from that with this guy. My GM probably would be open to that sort of negotiation though, especially cause it's unlikely I'll get that overpowered as a melee guy delivering poison. I mean, compared to the gun bunnies in my group that is. Thanks for the response!
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ggodo
post Jul 10 2011, 09:33 PM
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judging from the ones in SRA most toxins and 1 combat turn, leading me to believe that they're pretty useful. Seven -7 sounds like death in a box. The arsenal ones are mostly immediate, and all of them will take their effect in addition to any damage your spurs do. I think poison-man could do serious harm, but he'd have to pay moneys for more poison.
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Udoshi
post Jul 10 2011, 09:39 PM
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Poison and drugs are fantastic, and actually pretty complex when you get to looking at the rules for them.

there's a lot of ways to change the vector of toxins(dmso, splash grenades), or even manufacture them easily. I like pairing chemical and drug glands together - chem glands make the toxin, drug glands store extra doses for it. Second hand chemglands are also great price/essence deals.

The problem is that there's a lot of crossbook referencing to get it done. I think even street magic has some extra magical compounds, even before qualities like natural immunity or natural venom.
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Yerameyahu
post Jul 10 2011, 09:43 PM
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They are kind of dickish, though, and (when set up properly) pretty cheesy. (IMG:style_emoticons/default/smile.gif) *shrug*
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Hound
post Jul 10 2011, 10:12 PM
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QUOTE (ggodo @ Jul 10 2011, 04:33 PM) *
judging from the ones in SRA most toxins and 1 combat turn, leading me to believe that they're pretty useful. Seven -7 sounds like death in a box. The arsenal ones are mostly immediate, and all of them will take their effect in addition to any damage your spurs do. I think poison-man could do serious harm, but he'd have to pay moneys for more poison.

Yeah it does seem pretty dangerous, though if I remember correctly it's like 20F+ or something... I didn't realize the Arsenal ones have a lot of immediates though, that'll be useful as I prefer to avoid bending the rules when I can. I'm okay with paying moneys for poison, especially cause he might end up being the group's hacker as well, which would put him in a good position for brewing his own stuff (cause I give my hackers high logic, even though it doesn't actually help them...) Thanks!


QUOTE (Udoshi @ Jul 10 2011, 04:39 PM) *
Poison and drugs are fantastic, and actually pretty complex when you get to looking at the rules for them.

there's a lot of ways to change the vector of toxins(dmso, splash grenades), or even manufacture them easily. I like pairing chemical and drug glands together - chem glands make the toxin, drug glands store extra doses for it. Second hand chemglands are also great price/essence deals.

The problem is that there's a lot of crossbook referencing to get it done. I think even street magic has some extra magical compounds, even before qualities like natural immunity or natural venom.

this is actually the part I'm not into. I like having lots of options, but it seems like poison is kinda complicated, I dunno I guess I'll just have to read it some more and work with it. I'll look into that combo though (IMG:style_emoticons/default/smile.gif) Thanks.


QUOTE (Yerameyahu @ Jul 10 2011, 04:43 PM) *
They are kind of dickish, though, and (when set up properly) pretty cheesy. (IMG:style_emoticons/default/smile.gif) *shrug*


Dickish and cheesy? Sounds awesome to me, just sayin.
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Neko Asakami
post Jul 10 2011, 10:46 PM
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Be sure to check out Running Wild for more natural poisons. I know from experience that the Enyelebenye Venom (pg 131, also in Arsenal) is a lot more useful than you'd think.
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Hound
post Jul 10 2011, 10:52 PM
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QUOTE (Neko Asakami @ Jul 10 2011, 05:46 PM) *
Be sure to check out Running Wild for more natural poisons. I know from experience that the Enyelebenye Venom (pg 131, also in Arsenal) is a lot more useful than you'd think.


it's funny cause I was just considering the possibility of having him own some kind of venomous animal that he regularly harvests... thanks (IMG:style_emoticons/default/nyahnyah.gif)
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UmaroVI
post Jul 11 2011, 12:17 AM
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Gamma-Scopalamine is a pretty good "go-to" drug for combat. Mix it with DMSO and put it in capsule rounds, and at the end of the combat turn, most people get paralyzed unless they are outright immune.

It's not a good idea to rely on this as your only combat option because there are a variety of ways to be out-and-out immune to all toxins, and because sometimes "end of the combat turn" is "about a second after we all die."

The way I would suggest making a poison user is to use Automatics (SMGs), using a Ares Executive Protector (for when you need subtlety) and an Ingram SuperMach (for when you don't), and carry around Gamma-Scopalamine/DMSO Capsule Rounds, Stick-and-Shock, and APDS (for drones and vehicles) in both. With capsule rounds, one net hit is good enough, so wide bursting is the way to go.

Gamma-Scopalamine/DMSO Chem Grenades are also quite good for similar reasons, although in order to be effective you need to be using a grenade launcher so you can airburst link (or the hilarious strategy of wearing chemically sealed armor and carrying grenades that have been modified to have no delay and to not check how far they've gone).
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Squinky
post Jul 11 2011, 01:12 AM
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I had a character concept I cheesily called "Agent Orange". He wore chemical sealed gear as above, and was all about tagging people with messed up chemicals.

I was really into the concept, then I worried that once I introduced chemical warfare to the gaming table, my gm would reciprocate (IMG:style_emoticons/default/smile.gif) .
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Ascalaphus
post Jul 11 2011, 06:30 AM
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What about getting the genetech to be immunized against your poisons of choice?


I just have this thing for ground-zero fireball* mages. And I guess it translates to poison splash grenades (IMG:style_emoticons/default/smile.gif)



* In SR: Elf Black Mage with Slaughter Humans
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The Jopp
post Jul 17 2011, 04:07 PM
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A small...odd question...

Is it medically possible to have the following.

Chemical Gland: Internal Release - DMSO
Chemical Gland: Internal Release - natural Venom
Changeling Ability: Natural Venom (same as Chemical Gland) - This include natural immunity.

What would be the effect of having DMSO inside your body? Would it make natural non-contact vector venoms into contact vector venoms?
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Yerameyahu
post Jul 17 2011, 05:06 PM
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Well, no.

Starters, DMSO isn't a valid Chem Gland substance.

Even so, I'm honestly not sure what having DMSO in your bloodstream would do, either to you or to targets. How are you getting either chemical out of your blood and into your targets anyway? I can see ruling that DMSO+Venom blood would be a contact venom, but… what are you going to do, bleed on me? (IMG:style_emoticons/default/wink.gif)

Maybe SURGE: Horned Lizard Eyes? (IMG:style_emoticons/default/biggrin.gif) I think that counts as the 'spit' option, more or less, not Internal Release; the Natural Venom quality gives you Spit, after all.
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Irion
post Jul 17 2011, 08:20 PM
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If you use venom you need to play a bit different.
There is no need to shoot someone three times if the first poisoned shot is killing him anyway.

Take to shots at two different guys and than go to full defance and drop behind cover. (This is more of a team tactic option anyway)

Now the only effectiv thing they might do is throw a granade. And after one combat turn two of them go down.
Now you just repeat shooting two of them....

This should work pritty nice with an adept with combat reflexes and increased ability gymnastic dodge...
Having a pool for doding bullets around 20 dices will help a lot. (Considering the other factors like cover, target(you) not visible(behind cover) and all the other vision modifiers..)
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The Jopp
post Jul 17 2011, 09:23 PM
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QUOTE (Yerameyahu @ Jul 17 2011, 05:06 PM) *
… what are you going to do, bleed on me? (IMG:style_emoticons/default/wink.gif)


Actually, yes.

With the combination above (DMSO excluded) the characters blood is poisonous, in fact, all the characters bodily fluids contain the poison.

Retractable claws
Spit
Sweat
A kiss
Spurs
other bodily fluids...

All of the above would be a vector for the poison which comes with the drawback that an accidental touch could (with naga poison) blind someone apart from almost killing them - so be careful.
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Yerameyahu
post Jul 17 2011, 10:17 PM
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That's kind of my point. Blood is a bad vector, and I don't buy 'sweat'. Probably not spit, either, because spit is a separate option. Why would there be a spit option if Internal Release already did it? Cheating. Same for spurs/claws: there's a separate option for that. By RAW, after all, Internal Release just doses you (pretty uselessly, to be honest; there aren't many valid Chem Gland drugs for that).

So, you're left with *bleeding* on people. Enjoy that.
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Sir_Psycho
post Jul 17 2011, 11:07 PM
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Some sealed gloves and dmso washed throwing knives, you can take cover and take other actions (eg. AR) while you wait for the chem to take effect. It makes a lot of low power weapons deadly instantly or in a turn. Have they removed the ability to call shots past armour since SR3?
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Yerameyahu
post Jul 17 2011, 11:59 PM
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No, but it's pretty hard to succeed at.
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Mardrax
post Jul 18 2011, 01:45 AM
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QUOTE (Yerameyahu @ Jul 18 2011, 12:17 AM) *
That's kind of my point. Blood is a bad vector, and I don't buy 'sweat'. Probably not spit, either, because spit is a separate option. Why would there be a spit option if Internal Release already did it? Cheating. Same for spurs/claws: there's a separate option for that. By RAW, after all, Internal Release just doses you (pretty uselessly, to be honest; there aren't many valid Chem Gland drugs for that).

So, you're left with *bleeding* on people. Enjoy that.

You should see some hepatitic or HIV-positive psychiatric patients in action, some of them use exactly that tactic.
Blood in spit, under fingernails and whatnot is still blood. Getting it there is a matter of hurting yourself: bite your lip, the inside of your cheek, or just cratch that scab from your last gunshot wound open. Or your skin itself. *shrug*

Not too viable a combat tactic, but it's a definite trick for the dirty fighting melee man.
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Yerameyahu
post Jul 18 2011, 01:55 AM
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Yes. Not impossible, but not convenient. Especially in armor, etc.
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Irion
post Jul 18 2011, 07:30 AM
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You still need the blood in the other persons bloodstream or at least at the skin. Thats not that easy.
And the dose might just be not enough.

A normal human arm got itself hairs and the acid barrier of the skin, followed by the actual skin to protect itself from beeing poisoned.
If you get hit by a splash of a gel bullet, it won't do much good.
But try to spit on your arm move it around a bit a watch how much is on your skin and how much is somewhere else.

The usefullness is limited, but yes it is a "dirty option" under special circumstances.
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The Jopp
post Jul 18 2011, 01:48 PM
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The problem also arise from the fact that there is no clear description on how much is a "dose" - Especially when we come to the very very very poisonous animals.

See this link: The Worlds 10 Most Poisonous Animals

Now, look at number 9 - Poison Dart Frog. 2 micrograms is enought to kill an adult human.

So we have a person with a naturally occuring poison within his/her body and since the character has complete immunity against it they could also have it circulating within their own bloodstream. For lulz we could also add Greasy Skin and Defensive Secretion for the character.

What would ideed constitute a dose in those circumstances.

Perhaps one should do some rough calculation dependant on BOD?

Target BOD / Toxin Strength (Round Up)= Needed Dose.

Example: BOD 3 Human VS Toxin Strength 8: 3/8= 38% of normal dose

or:

Target BOD = Toxin: Normal Toxin Strength
Target BOD > Toxin: Double Toxin Strength
Target BOD < Toxin: Halved Toxin Strength
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Tymeaus Jalynsfe...
post Jul 18 2011, 02:03 PM
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Hey, that's easy. A Dose is... exactly one Dose. It is an abstraction, nothing more. (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post Jul 18 2011, 02:05 PM
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Except, again, it requires a house rule to form a connection between Internal Release and Defensive Secretion/anything else. RAW, no. Which is why you could just use the built-in 'spit' option… the one you're getting for free from the Natural Venom quality anyway. Internal Release is just a nonfunctional, bad choice.
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