Author
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Topic:
Forkroot |
CdtData
Member Member # 69022
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posted August 09, 2002 11:29 AM
I'm
thinking of using Forkroot in my campaign. I couldn't find
rules for it, so I decided to try to make some up myself. Tell
me what you think.
Forkroot - Poison type: Ingestion DC
17
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.
Initial Damage: 1d6 Dex, cannot
channel Secondary Damage: Unconscious Unconsciousness
lasts for 1d3 hours. The person can channel again after being
conscious for 1d4 hours.
Please tell me what you
think.
Dustin
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Jak Shadow
Member Member # 39941
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posted August 09, 2002 12:09 PM
I like it,
although I would need to re-read the relevent section of the
book for confirming duration times. One point to note is that
you should specify 1d6 temporary Dex otherwise it could
mean permanant ability damage which is a total nightmare to
deal with in WoT (go go dave's homebrew Healing weaves!) and
not what forkroot actually
does.
-------------------- "I'm not feeling very
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Green, GenCon UK
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JosephKell
Member Member # 99447
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posted August 09, 2002 03:30 PM
I thought
fork root made it hard to stay away really, like -10 to a will
or fortitude (character's choice) save to stay conscience,
adds +10 (or more) to concentration check DCs to channel and
trying to embrace the one power or channel requires a
concentration check.
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From:
California | Registered: Aug 2002 |
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Dark Ashaman
Member Member # 78577
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posted August 09, 2002 05:22 PM
My
characters knew about Forkroot from the books but that was out
of character knowledge. A situation came where they had to
question a Darkfriend channeler and they wanted to know what
was the odds of them knowing about Forkroot. I only gave the
Woodsman the chance to know about it (didn't think an armsman,
wilder, or wanderer would possible know about it). Anyways he
had to make a Knowledge check DC 20.
But the stats you
got for it are good. If the situation ever comes that they
will use Forkroot, I will use your stats.
BTW, anyone know any good rules about
characters getting drunk? Is it in the DnD DM's
Guide?
-------------------- Suravye Ninto Manshima
Taishite
From:
Kentucky | Registered: Apr 2002 |
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Tmagic77
Member Member # 53140
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posted August 09, 2002 07:09 PM
What do you
guys think about coating arrows in forkroot? That could be a
very powerful weapon. For game balance I might rule that it
has to be ingested. A Forsaken battle would be pretty lame if
they got shot with one arrow and were rendered useless (Be'lal
is an exception.)
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CdtData
Member Member # 69022
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posted August 10, 2002 08:01 AM
Thanks for
all the comments, everyone! Yeah, the dex loss is temporary.
It will heal 1 point per day or can be Healed using Restore,
as per the book.
I looked on the table in the book, and
all the poisons that knock people unconscious had the "1d6
dex, unconscious" damage. I decided I'd use them as a base to
make this. I really don't think you could channel after
drinking forkroot and succumbing to its effects, and it would
only get harder the closer you came to
unconsciousness.
It's also nasty to channelers as they
have fairly weak Fortitude saves. They have Will SVs in
spades, but Fort is something they usually lack.
I
believe the "no channeling" power of forkroot should be
unknown to only a handful of people. Someone with Profession:
Herbalist should be able to do a check to recognize its
effects as a tranquilizer, but that's it. Even Nynaeve didn't
know about it, so maybe they should have some knowledge of
Tarabon or other areas as well. GM discretion.
Dustin
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Mar 2002 | IP: Logged
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free-moiraine
Member Member # 85773
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posted August 11, 2002 11:18 AM
I like the
rules you've created, but I've fleshed it out a bit for my own
campaign. What do you think?
Poison Type: Ingestion
(DC17) Damage: Temporary 1d6 Dex damage,
unconscious/slowed, special* Fort save against being
poisoned.
Special* Rare Knowledge: temporarily
prevents channelor from channeling for 1d4 hours (If
unconscious this starts once victim has regained
consciousness) - Taraboner herbalist has 75% chance of
knowing about forkroot - Professional herbalist has 50%
chance - Aes Sedai has 10% chance - All others have no
chance of knowing
GM rolls a 1d6 for
unconsciousness/slowed 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 6 = unconscious 1d6 hours
What do you think?
Make sense? Should any of my percents be adjusted?? Your
comments are welcome. Thanks!
[ August 11, 2002,
11:36 AM: Message edited by: free-moiraine
]
-------------------- free-moiraine The
Wheel of Time Gaming Geeks! http://www.artpoststudios.com/WoT
From:
Wisconsin | Registered: May 2002 |
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CdtData
Member Member # 69022
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posted August 11, 2002 04:11 PM
It's an
interesting alteration. I like the percentage chance of a
person knowing about forkroot. It must be stated, though, that
the Aes Sedai didn't know about forkroot until Ronde Macura's
attempt to capture Elayne and Nynaeve. After that, knowledge
of it spread quickly until almost everyone in the Tower knew
about it. Nynaeve and Elayne might have told the Salidar Aes
Sedai as well. And certainly almost no one that knows about it
knows about its channeling side effect.
Also, how about
making the slowing side effect be in proportion to the
unconsciousness. Like, the character is slowed for 1/4 the
time they are unconscious. Characters that are not as effected
can shirk off the slowness faster than those that are put out
for the full four hours.
Thanks for your
suggestions! Dustin
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free-moiraine
Member Member # 85773
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posted August 12, 2002 05:43 PM
Hmm... you
have a point about the Aes Sedai. I had origninally thought
that the percent should be only 5% because the woman that gave
the forkroot to Elayne and Nynaeve was Aes Sedai (or at least
I thought she was). So they may not have been the only ones to
know about it. It may have just been knowledge that they were
hoarding for themselves like so many things Aes Sedai
discover. But you're right. The percentages are still too
high. So, it might be better if changed to:
-
Taraboner herbalist has 50% chance of knowing about forkroot
but not channeling effects - Professional herbalist has 25%
chance, but not channeling effects - Aes Sedai have 5%
chance, but not channeling effects - YELLLOW Aes Sedai have
3% chance of knowing about forkroot and its channeling
effects - All others have no chance of knowing.
What do you think??
As far as the
slowed/unconsiousness goes. Forkroot didn't always knock them
out so I kept it apart. Elayne managed to stay conscious the
last time, even though she was just useless. However, I agree
that there should still be some slowed effect for those
rendered unconscious. How about on the 1d6 roll: 5 =
unconscious 1d4 hours, 50% slowed for 1/4 the unconscious
roll 6 = unconscious 1d6 hours, 50% slowed for 1/2 the
unconscious roll
Better?
Thanks for the
feedback!!
[ August 12, 2002, 05:56 PM: Message
edited by: free-moiraine
]
-------------------- free-moiraine The
Wheel of Time Gaming Geeks! http://www.artpoststudios.com/WoT
From:
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CdtData
Member Member # 69022
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posted August 14, 2002 12:46 PM
I looked up
Slowing in my D&D PHB and its effects are really close to
forkroot's. It's a great addition to the poison's
effects.
I believe I'll just make one roll to determine
both how long they cannot channel and how long they are
slowed. Thus, when the slowing wears off, they can channel.
It's a simpler mechanic to use.
And the person that
poisoned Elayne and Nynaeve was Ronde Macura. She was a Yellow
Ajah agent, but not an Aes Sedai herself. Elaida gave her
orders to send anyone matching Elayne's description back to
the Tower, but never told Ronde how to do this, considering
Elayne's abilities. However, Ronde knew about forkroot and
used it. While some Aes Sedai keep secrets like this, I have
my doubts about anyone knowing about forkroot's channeling
effects in the Yellow Ajah. It's slowing effects, however, are
different. But Yellows tend to not care about herbs and
natural remedies, seeing them as inferior to healing with the
Power.
Thanks for the great suggestions! I am really
pleased with the "slowed" mechanic. Fits perfectly.
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Vazkor
Javhovor Member Member
# 73274
|
posted August 16, 2002 03:44 AM
I just had
a thought : maybe one could consider Wisdom temporary damage,
and rule that if the Wisdom's poisoned character goes under
10, she temporarily loses her ability to channel. What do you
think ?
From:
Paris, FRA | Registered: Mar 2002 |
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CdtData
Member Member # 69022
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posted August 16, 2002 02:58 PM
I thought
about that, but the primary channeling stat is different for
Initiates and Wilders. And since it affected Elayne and
Nynaeve equally, I can't pick Intelligence or Wisdom. I just
used the rules for knockout poisons in the WoT book, but
modified it. The dex damage is there to simulate the loss of
balance and wobbliness someone experiences from ingesting
forkroot. I believe Elayne was pretty wobbly after she drank
the forkroot tea in Caemlyn.
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