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> The effects of Forkroot
Mantyluoto
Posted: Jan 21 2004, 11:13 PM
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Can anyone tell me the game effects of Forkroot tea on those who can touch the true source? the initiate in my party is about to have an encounter with it.

thanx

Manty


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MagusRogue
Posted: Jan 22 2004, 01:42 AM
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basically, it's pretty potent (I would set the poison Fort save DC at 16 at least). When ingested, it knocks you out (i would say Primary: Unconscious). Then when you do wake up, it leaves you with a massive headache, which not only dissorients you but keeps you from reaching the One Power (Secondary Effect: Special: -2 on all actions for 1d4 hours. Channelers during this duration cannot Embrace the One Power.)


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KSBsnowowl
Posted: Jan 22 2004, 01:54 AM
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Ah, but in the books it took a little while after drinking it for it to take effect. I'd say primary effects some type of temp Dex damage (1d6?) and maybe strength dmg too. The unconciousness I'd make the secondary effect. The block to channeling could either be part of the primary effect or maybe make it take effect 5 rounds (30 sec) after the primary effect.


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Quillion
Posted: Jan 22 2004, 02:51 AM
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Forkroot (by CdtData and Free-Moiraine)
Forkroot numbs the afflicted, making it difficult to act or embrace the One Power. It is especially useful against channelers due to this power. It has a cool, minty taste that is easily disguised in tea or other beverages. It is an herb that is at least fairly plentiful in the Tarabon region, if not in other places. Poison Type: Ingestion, Fort save (DC 17) against being poisoned Damage: Temporary 1d6 Dex loss, unconscious/slowed, special* *Special Rare Knowledge: Forkroot temporarily prevents channelers from channeling for 1d4 hours. If the channeler is unconscious, this starts once the victim has regained consciousness

Taraboner herbalists have a 50% chance of knowing about forkroot, but not its channeling effects
Professional herbalists have a 25% chance, but not the channeling effects
Aes Sedai have a 5% chance, but not the channeling effects
Yellow Aes Sedai have a 3% chance of knowing about forkroot and its channeling effects
All others have no chance of knowing.
After a character is poisoned, the GM rolls 1d6 for unconsciousness/slowed results:
Roll Result
1 25% slowed 1d4 hours
2 50% slowed 1d4 hours
3 75% slowed 1d4 hours
4 Incapacitated but conscious 1d4 hours
5 Unconscious 1d4 hours, 50% slowed for ¼ the unconscious roll
6 Unconscious 1d6 hours, 50% slowed for ½ the unconscious roll

This post has been edited by Quillion on Jan 22 2004, 02:51 AM


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MagusRogue
Posted: Jan 22 2004, 03:07 AM
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dunno, from the way it says in the books, it causes a numbness of the mind, and a massive headache. The headache makes it hard to think, and impossible to channel, as you can't concentrate long enough to Embrace.


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Blaeric Fen
Posted: Jan 31 2004, 03:42 AM
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QUOTE (MagusRogue @ Jan 22 2004, 03:07 AM)
dunno, from the way it says in the books, it causes a numbness of the mind, and a massive headache. The headache makes it hard to think, and impossible to channel, as you can't concentrate long enough to Embrace.

So, it would basically give a negative bonus to concentration checks, & the channeler would have to roll a concentration check to embrace the source?


BTW, how exactly do poisons work, how do you work the primary and secondary damage? & when would you roll it?


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Mantyluoto
Posted: Jan 31 2004, 09:37 AM
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good question, its one ive always wanted to ask but have been to scared (ah)!

i generally use damage for my poisons to make it easier but every now and then i dabble with ability damage.


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MagusRogue
Posted: Jan 31 2004, 03:27 PM
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QUOTE (Blaeric Fen @ Jan 30 2004, 10:42 PM)
QUOTE (MagusRogue @ Jan 22 2004, 03:07 AM)
dunno, from the way it says in the books, it causes a numbness of the mind, and a massive headache. The headache makes it hard to think, and impossible to channel, as you can't concentrate long enough to Embrace.

So, it would basically give a negative bonus to concentration checks, & the channeler would have to roll a concentration check to embrace the source?


BTW, how exactly do poisons work, how do you work the primary and secondary damage? & when would you roll it?

for the first question, basically, though the DC should be insanely high (35+). Forkroot is effective.

For the second, Poisons work thusly: When you first suffer the poison (injury, ingestion, whatnot), you immediately make a Fort save. IF you succeed, you suffer no effects. Fail, and you suffer Primary Damage. Furthermore, if you fail you must make another Fort save 1 minute (10 rounds) later, or suffer the secondary damage. After that (if you're still alive) the poison doesn't affect you any longer.


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Dortamur
Posted: Feb 1 2004, 03:13 AM
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Hey! You're right! I was going to say that, even if they pass the first save, they still take the second save, but re-reading the WoT RPG Book, it pretty clearly states that you only do the second save if you fail the first save - unlike D&D where if you pass the first save, you still have to attempt the second save.

And now that's come up, I'm not sure which one I agree with. It certainly makes Poisons a lot less effective in WoT - or, if you counter by giving them higher DCs and stronger effects, it makes them potentially, but less likely, worse.

This post has been edited by Dortamur on Feb 1 2004, 03:14 AM
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MagusRogue
Posted: Feb 1 2004, 05:12 AM
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ummm, as far as I know, the DMG 3.5 says the same thing. Succeed on your first fort save, don't need to make a second one.


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Dortamur
Posted: Feb 2 2004, 02:52 AM
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Aaah! I haven't upgraded to 3.5 yet. Still on 3.0...
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MagusRogue
Posted: Feb 2 2004, 04:13 AM
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You should. I'll prolly be one of the few who says 3.5 was a good idea, though i agree it should have waited a year or two.


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KSBsnowowl
Posted: Feb 2 2004, 01:53 PM
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3.0 D&D DMG, p. 79:
....or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he suffers the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw.


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This Ogier left on a Grove-tour with his Greatfather, and he hopes to replenish the decimated Groves.

The greatest trick the Devil ever pulled was convincing the world he didn't exist.

Duty is as heavy as a mountain, death as light as a feather.
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MagusRogue
Posted: Feb 2 2004, 03:19 PM
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wait, i was wrong. it's the same in 3.5. If you succeed on the first, you still need to make a second saving throw 1 minute later. Though i use Assassin's Handbook for non-magical poison timing, as 1 minute later for everything is a bit off (some poisons won't affect you for days)


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