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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: loki on January 26, 2010, 05:56:14 PM

Title: Poison Question
Post by: loki on January 26, 2010, 05:56:14 PM
Hello,

What does it mean, that the poison effect is not permanent?

Does it mean that the mini after it is removed from the scenario can start the next one "brand new" ?
Title: Re: Poison Question
Post by: Uncle Mike on January 26, 2010, 07:37:21 PM
Hey Loki,

Being non-permanent means that although it has effects in the game the model may be used as normal in the next game.
Title: Re: Poison Question
Post by: jnr on January 28, 2010, 05:01:36 PM
Would the Serpentman venomous bite be classed a poison now there are rules in the game for poison.
I have some Pigmy figures to use as Tcho-Tcho lurkers and some come with blow pipes.
So am thinking of using these stats for them.
Blow Pipe
Range 6’’
Rate 1D
Damage 1D+1
Special -
BP + 0.5
And if they want poison dart then they buy them as stated in rule book.
Title: Re: Poison Question
Post by: Uncle Mike on January 28, 2010, 05:46:16 PM
Never concidered the Serpentman...I'd say 'no' for now, until a few test games have been played..but it is a pretty good idea...will think on it as an addition for 2nd edition...(whenever that is...)

Never thought of 'Blowpipes' either  :? ...again. another great idea that I (and you...) should playtest a bit...see no real issues with the stats and I would also allow them to but 'arrows' as 'darts'...

Some great ideas, keep it up!  :D
Title: Re: Poison Question
Post by: Uncle Mike on February 02, 2010, 04:00:00 PM
Seems fair enough for me that Serpentmen should have Poison added into their profile. Hisssssss! Makes them a little more dangerous.  >:D

Also tooling up some stats for Blowpipe...seems to me it should just come with Poison...all anyone will want one for is to use poison darts anyway!  ::) Well? It's true.  ;)

Should have them hammered out in a few days...
Title: Re: Poison Question
Post by: Malebolgia on February 02, 2010, 04:14:43 PM
Ooooh, would be great for jungle-based scenarios.
Poison blowpipes, killer bee grenades (earthen lumps filled with killer bees!), throwing spears, traps (pit traps, rolling boulders, etc.), slings...the whole setting brings up so many new ideas!
Title: Re: Poison Question
Post by: Uncle Mike on February 02, 2010, 05:10:28 PM
I love you Mal...but...killer bee grenades? I'm not sure... lol
Title: Re: Poison Question
Post by: Breten on February 02, 2010, 06:18:09 PM
Well, you do get Hive Throwers with your Alkemy Toad guys.  Due out in June or so.

So you will eventually have models to use with Hives.
Title: Re: Poison Question
Post by: LidlessEye on February 02, 2010, 06:49:15 PM
Hey, this talk of hives gives me an idea.  Will have to fling it at Mike next time I see him  ;)
Title: Re: Poison Question
Post by: Malebolgia on February 02, 2010, 09:54:10 PM
I like the idea of flingable hornet/killer bee nests. Gives me crazy ideas about a killer bee template that moves around on the table, inflicting 1D3 1D-1 Damage rolls lol
Title: Re: Poison Question
Post by: sigma957 on February 15, 2011, 04:08:20 PM
If you are wounded multiple times by poison does the lethality increase ?

i.e. if a model is wounded twice by a poison weapon will it suffer a cumulative -2 CON penalty every turn ?
Title: Re: Poison Question
Post by: Uncle Mike on February 15, 2011, 04:18:55 PM
I have never seen it happen...but I would say 'NO'...Poison should remove the toughest models after 5 or 6 turns anyway, without getting worse...although I could see it the other way as well...up to you really.  :)
Title: Re: Poison Question
Post by: sigma957 on February 15, 2011, 04:32:04 PM
Thanks for the quick reply, especially as 'NO' was the answer I was hoping for.

As a house rule, we are going to allow Lurkers to put poison onto CC weapons at +1BP per weapon.
(e.g. Poisoned daggers, venomous bites, infected claws... etc.)

Having proposed the idea, I was just concerned it might be too powerful.
I'll let you know how it works out.  :)