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Author Topic: Forkroot
CdtData
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posted August 09, 2002 11:29 AM      Profile for CdtData   Email CdtData    Edit/Delete Post
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
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posted August 09, 2002 12:09 PM      Profile for Jak Shadow   Email Jak Shadow    Edit/Delete Post
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.

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From: London, UK | Registered: Aug 2001  |  IP: Logged
JosephKell
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posted August 09, 2002 03:30 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
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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Dark Ashaman
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posted August 09, 2002 05:22 PM      Profile for Dark Ashaman      Edit/Delete Post
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. [Smile]

BTW, anyone know any good rules about characters getting drunk? Is it in the DnD DM's Guide?

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Tmagic77
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posted August 09, 2002 07:09 PM      Profile for Tmagic77   Email Tmagic77    Edit/Delete Post
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
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posted August 10, 2002 08:01 AM      Profile for CdtData   Email CdtData    Edit/Delete Post
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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free-moiraine
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posted August 11, 2002 11:18 AM      Profile for free-moiraine   Email free-moiraine    Edit/Delete Post
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 ]

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free-moiraine
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From: Wisconsin | Registered: May 2002  |  IP: Logged
CdtData
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posted August 11, 2002 04:11 PM      Profile for CdtData   Email CdtData    Edit/Delete Post
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
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posted August 12, 2002 05:43 PM      Profile for free-moiraine   Email free-moiraine    Edit/Delete Post
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 ]

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free-moiraine
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From: Wisconsin | Registered: May 2002  |  IP: Logged
CdtData
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posted August 14, 2002 12:46 PM      Profile for CdtData   Email CdtData    Edit/Delete Post
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
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posted August 16, 2002 03:44 AM      Profile for Vazkor Javhovor      Edit/Delete Post
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  |  IP: Logged
CdtData
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posted August 16, 2002 02:58 PM      Profile for CdtData   Email CdtData    Edit/Delete Post
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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