Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: Eliazar on April 25, 2009, 03:59:54 PM
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Devil's Den Challenge #4: Drugs and Poisons
Topic author: Zontarion
Subject: Devil's Den Challenge #4: Drugs and Poisons
Posted on: 20/02/2008 12:22:29
Message:
Devil's Den Challenge #4
From the many exotic plants and animals in the dense jungles of Lustria, from the twisted Skaven warpstone experiments and in the alchemist labs in all of the Empire, Drugs and Poisons are extracted and created in an abundance. Some of it was bound to reach the black markets in Mordheim. It's common knowledge that even though there are few people here important enough to merit an assassination attempt, the demand for poisonous substances is still great! Drugs are most often used to expand different aspects of the user's abilities, be it physically or mentally, but they often risk dire consequences by doing so.
Rules:
Create a Drug or a Poison. Remember to add price, rarity and availability.
Reply author: Ethlorien
Replied on: 20/02/2008 13:05:46
Message:
Official Entry
Wildwort
A rare fungus, these mushrooms are found only in the low foothills around the mountains of mourn. Growing beneath the rocks, this fungus requires little to no light and thrives in the cooler temperatures of this harsh land. Favoured by gnoblars for their temporary boost in abilities (they need all the help they can get), Wildwort is difficult to find and when it is discovered, there's always a dozen or so of the little gnoblars you have to pry it from.
Cost: 35+2d6gc, Rare 10 (one use only, lasts for one game)
Wild Results: A warrior who eats a Wildwort rolls for each benefit listed below (much the same way as one rolls for treasure).
+1 Movement, 5+
+1 Strength, 4+
+1 Toughness, 4+
+1 Leadership, 5+
Gain Frenzy, 5+
These bonuses last for the duration of the battle.
Hallucinogen: Anytime a warrior eats a Wildwort mushroom, there is a chance they will suffer from the fungi's hallucinogenic properties as well as its benefits. On a 4+, the warrior will suffer for the duration of the game.
Any warrior suffering from this fungus, will see triple the enemies. Anytime an attack roll is made (either in Close Combat or Shooting), roll a die. On a 1-4, they attack a hallucination, on a 5-6 they attack the acutal warrior. Please note, that as they are seeing triple the enemies, they will more easily suffer from All Alone tests while in Close Combat.
Don't know if the drug is any good, but I got an image in my head of a horde of drug-frenzied gnoblars running amok whilst explorers and drug-runners try to pry these mushrooms out of their little hands and I had to go with it. Also, the thought of some poor ******* who rolls none of the benfits, but incurs the penalties made me laugh.
Reply author: StyrofoamKing
Replied on: 20/02/2008 13:35:55
Message:
VISION FRUIT
35+2D6gc – Rarity 9
A small, bitter fruit from the harsh deserts of the Dark Lands. When boiled, the ‘buttons’ of this plant allow the taker to see into the Spirit Realm, and taste the Winds of Magic.
Upon taking a dose of Vision Fruit, the hero temporarily learns a random spell from one of the spell lists below. Roll 1D6:
Roll 1D6
1 Dark Visions – On his vision quest, your hero has strayed off the path and into the darkness beyond! Gains 1 spell from the Chaos Ritual list.
2 – Primal Visions – Your hero witnesses a primeval time of raw magic and survival of the fittest. Gain 1 spell from the Orc Waaagh Magic.
3 – Bitter Visions – Your hero sees how all life is a snake eating its own tail, in a cycle of endless hate. Learn 1 spell from the Hexes and Charms List (from the Witch Hired Sword)
4 – Falconer’s Vision – Your hero sees magic itself as a beast under his control, to cast away and call back! Learn 1 spell from the Lesser Magic List
5 - Weaver’s Vision – You see the thread that ties the Earth and Skies together, and how it can be stretched without breaking. Learn 1 Spell from one of the four Elemental Lores of the Sorcerous Society. Randomly determine which Element.
6 – Divine Vision - The drug did more than make your hero hallucinate; his soul is further along the path of righteousness. Learn 1 spell from the Prayers of Sigmar list.
If, when casting, you roll a natural 2 on the Difficulty Roll, the model is no longer able to cast for the rest of the game. He treats all opposing models as causing ‘fear’, even if the Vision Questing model is normally immune to psychology or fear.
After the game, roll 2D6: on a 2-3, he permanently treats all enemy models as causing fear as described above; he is temporarily immune to this penalty in any game that he has taken dose of vision fruit (he needs his fix, ‘e does!). On a roll of 12, the spell has become permanently logged into the hero’s brain. He may not cast it without the Vision Fruit, but when taking Vision Fruit, he may cast that spell or the new random Spell each turn.
Vision Fruit may not be taken by Demons, Unliving Models, Sisters of Sigmar, or Witch Hunters. Any model that hates spellcasters will hate any model that has taken a dose of Vision Fruit this game, even if he rolls a 2 and is no longer able to cast. They will even hate fruit-taking models that cast Prayers, as they are outraged by the blasphemy of it all!
Reply author: Ans-Mod Brahm Tazoul
Replied on: 20/02/2008 14:09:27
Message:
Extreminis Feminis, commonly refered to as Sissy Juice.
Rarity: 10
Price: 25 + 2D6 gc
Sissy Juice has long been employed by Marienburgers against their foes. Legend has it that it is due to this long history that Marienburgers dress as they do; some of the Sissy Juice inadvertantly touches bare skin, and the changes begin...
A weapon coated in Sissy Juice will cause a warrior who is hit by it to begin to succumb to his feminine urges; to whimper, cry and ask why the trash has not yet been taken out. Should a warrior be hit by a weapon coated in Sissy Juice, put a Sissy Token upon their base. They must take and pass a Leadership test during each Recovery phase of their turn. For each Sissy Token present, the test is taken at a further -1 modifier. Should an armour save stop a blow, no Sissy Token is placed, however should Step Aside or Dodge save the warrior from being wounded, it is assumed that the weapon has still touched bare skin and a Sissy Token is earned.
Should a warrior succumb to the effects of the Sissy Juice, roll on the table below:
D6 Result
1 - Whimpering mound of Goo: The model is reduced to a
sobbing pile of estrogen. Treat the model as Knocked Down
until a new test is taken.
2-3 - Wailing Whiner: Despairing at the completely unkept
manner of the city about him, the model suffers a -1 modifier
to all attributes until the next recovery phase.
4-5 - Do I look fat in this armour?: Obsessed with his appearance,
the model emplores those about him to "tell him the truth".
The models Initiative effectively becomes 0, and he
will automatically strike last, even if charging or facing
off against a foe with a great weapon, etc.
6 - Angry Mama!: Disgusted with the sloppy appearance of
both his comrades and his foes, and the absolutely abhorent
state of the city, the model gains Hatred and is at
+2 Strength and Initiative until the next test is taken.
The effects of Sissy Juice are not cumulative, so remove all Sissy Tokens at the end of battle; the most potent Sissy Juice is still kept in Marienburg and its recipe is safely guarded by a lot of "angry mamas"!
Reply author: Master
Replied on: 20/02/2008 18:20:59
Message:
It seems i will just repost the same old drug, I haven't got enough time, though I was thinking about a couple of cool poisons...
Green Greed:
Since the first wyrdstones where found they have been used for weird potentials, some wizards, grind them and eat them, just like the skaven. The recipe for the green greed is unknown to many, however the darker alchemists delve in it's uses, it has the power to give a man the strength of seven men, and it has the power to kill that same man the next day, some suggestions tell that this is the same as the dreaded skaven brew.
Cost: 35+2d6gc
Rarity: 11, 8 for skaven and possessed.
Effect:
Whenever a warrior takes green greed roll 2d6 and consult the table below:
2: A heart Strike! The warrior has suffered from one of the most terrible side effects of the Green greed, he must roll d6 times on the serious injury chart, if the warrior survives roll again on this chart.
3: Severe degeneration. Roll an advancement, but instead of adding the stat to this warriors stats, deduct one, if you should gain a skill, roll again.
4: Mutation: This warrior attains one random mutation from the power in the stones chart.
5: Aeeer'd this stuff makes my head hurt. The warrior suffers from -1 ws, bs, s and t in his next battle.
6: I feel Dizzy. The warriors suffers -1 weaponskill and initative, in his next battle.
7: Normal Effect: The warrior is immune to psychology for the next battle.
8: Uncontrollable rage: The warrior is frenzied, for the next battle only.
9: You make me SOOO mad!: The warrior is frenzied, AND hates all enemies warriors, even though being immune to psychology, for the next battle only,
10: Mutation: The warrior attains one random mutation from the possessed chart.
11: Powerful Wyrd effect: The warrior permanently gains the power of one of the empowered wyrdstones in the power in the stones (chose at random).
12: This makes me strong! Immediately roll an advancement for the drug user, re-roll any skills. Then roll again on this chart.
In addition Green Greed is highly addictive, whenever a warrior takes green greed he must pass a toughness test or become addicted, an addicted warrior that goes without green greed for a game deducts one from his toughness (permanently), if all his toughness is lost, he dies.
Skaven may chose to re-roll one of the 2d6 when determining the effect, however the second result stand!
Reply author: Chad
Replied on: 21/02/2008 05:42:59
Message:
Madness elixir.
Commonly known as “Friend Killer†Madness Elixir is one of the harshest most addicting drugs on the market; Madness Elixir can cause anyone even vaguely frightening to be perceived as a deadly threat. More than one unfortunate “User†has murdered their best friends while out drinking and perusing other less wholesome activities…
Cost GCs 30+2D6. Availability 10+.
Effect: for one game Madness Elixir modifies the taker’s stats by the following: I+1 S+2 M+1 WS+1 LD+2
Other effects: the model is immune to all psychology except frenzy (see below), the model is affected by frenzy, the model must charge any models (friend or foe) within range, the model may not use missile weapons and the model’s leadership may never be used by other models, or for rout tests.
If the model comes into combat with a friendly model treat as if it was a normal combat. However if the model (the one who has taken Madness Elixir) is taken Out-of-Action then do not roll for serious injuries, they will always be back since their friends try not to hurt them too badly.
Since they find everyone frightening they want to be alone, the model is immune to all alone tests.
Side effects: Madness Elixir will always cause one side effect, use the below table.
2D6
2-5: Permanently dazed, May never use missile weapons or any miscellaneous equipment and counts as suffering stupidity.
6-9: Addict, the model is addicted, you must buy them one dose before every battle or they leave the warband (taking all equipment with them). Note: addicts are immune to any further side effects tests, you don’t need to roll for them.
10: Old user, after causing or losing a wound in Hand-to-Hand combat the model has +1 strength for the remainder of that game.
11-12: Nothing’s as good, may never use any drug other than Madness Elixir.
Reply author: saltbush
Replied on: 21/02/2008 06:17:56
Message:
Vale Folium
A strange pale soft plant that grows along the river stir, the size of the plant is quite small and to make a usable dose requires serval plants however given the distance from the river to the ruined city and the wonderful effects of the plant it is no surprise that it can be bought for the right amount of coin.
Cost 5+3D6 Rare 6 (note: it would be rare 8 in area's not near the stir river)
Effect: For one battle the warrior gains a 6+ regeneration save this works the same as a trolls regeneration except that a warrior only gains a 6+ save vrs injury after a battle.
Side Effects: Although no long term effects have been documented with use of Vale Folium there is a very real drawback, the plant is highly flamable and hence a warrior coated in it suffers 2 wounds from any fire attack that wounds and may not cast fire spells or use any fire base weapon/item (such as a torch).
Reply author: StyrofoamKing
Replied on: 21/02/2008 06:31:30
Message:
Dragon's Spit - Poison (unofficial entry)
40+3D6gc - Rare 9
Originally name 'Dragon's Spite', over the centuries, the name has been corrupted into it's current form. First developed by the Blood Vampires, all wounds made with Dragon's Spit burn tremendously, and the blood never seems to clot...
Any model taken out with a weapon coated in Dragon's Spit has a modified roll on their injury table. Henchmen and Hired Swords will be removed from the enemy roster on a roll of 1-3 instead of the normal 1-2. Any hero that rolls a 31-66 on the injury table will subtract -10 from their roll.
Dragon's Spit does not coat well, and only affects the first model taken out of action by it's user.
Reply author: Master
Replied on: 24/02/2008 06:59:38
Message:
Unofficial Entry:
Manticores sting: Rare 12, Cost 30+d6x10gc.
Among the poison users of the old world, the dark elves are the masters, every poison they make is made with such an expertise that no man can redo. The dark elves have developed several poisons, for different purposes, among the most potent are the Manticores sting, a poison known for it's ability to knock out enemy warriors, so the dark elves can capture them afterwards.
A weapon coated in manticores sting receives +1 on critical rolls, in addition, a warrior taken out of action by the manticores sting much make a toughness test, if he suceeds he is taken out as normal, if he fails he is automatically captured, and suffers a nervous condition.
Reply author: Chad
Replied on: 24/02/2008 15:50:07
Message:
quote:
Originally posted by Zontarion
Marmite - I hate it.
Anyone who writes up rules for a working Marmite-poison will automatically win! ;)
So would this win?:
Marmite-Paste
Made by the Dwarves from a by-product of ale this black, salty gunge can either kill or invigorate its victims...
Cost-35 GCs Availability-11 plus
Every time a weapon coated in Marmite-Paste scores a wound roll a D6: 1-2: the victim is at 1 plus S, T and LD for D6 turns, 3-6: the model suffers from -1 S, T and LD for D3 games. If any stat is reduced to 0 the model automatically goes OOA.
(marmite really is a by-product of beer)
Reply author: Baiken
Replied on: 24/02/2008 19:18:16
Message:
Raptor's Nosebomb
It is rumored that this sticky brown powder is made of the beaks of many birds of prey, and was discovered by accident while searching for a cheap aphrodisiac for war elephants.
Cost: 25+2d6
Rarity: 10
Dose: Enough for one battle.
Effects: Imbiber has hallucinations of being infused with the spirit of a giant bird of prey, and will prefer to swoop down on his enemies from an elevated position.
When an enemy model is sighted within 12 inches, a model will always climb the nearest building within so that it may perform a diving charge at the nearest available enemy. Normal climbing rules apply. Such is the need to attack his foe, a model may jump 4 inches, instead of the normal 2, and the Initiative check has a +2 bonus to succeed.
Side Effects: Roll 1d6 after the battle. 1: Bad Batch! Miss next game. 2-6: No ill effects.
Reply author: eikaeros
Replied on: 25/02/2008 08:22:18
Message:
Ulric’s Crown
Cost: 15+D6 gold crowns
Availability: Rare 8 (Rare 7 for Middenheim bands)
Ulric’s Crown is an unremarkable shrub that can be found on the fringes of the Drakwald Forest. It’s so-named for the distinctive tri-fold pattern of its yellow flowers, which loosely resemble (to Middenlanders, at least) the tines of the crown of the Teutogen kings. The leaves of Ulric’s Crown have a mild numbing and tranquilizing effect, and have been in use for centuries by healers and midwives. Some alchemists have been known to distill the leaves of the shrub with certain chemicals, producing a stronger pain-killer without the sedative qualities. This concoction is derisively called "wolfnip" by Reiklanders.
A model may ingest Ulric’s Crown during his movement phase. For the next D3 turns, the model may negate the effects of a Knock Down result or change the effects of a Stunned result to a Knock Down on a roll of 3+ on D6. When the effects of Ulric’s Crown wear off, the model suffers a -1 penalty to his initiative score for the rest of the battle as the tranquilizing effects of the drug kick in.
Once used, Ulric's Crown is completely consumed.
Reply author: MyLittlePwny
Replied on: 25/02/2008 11:01:08
Message:
Official Entry:
Placebo
Cost: 10+1d6 gc
Rarity: Common
Availability: All warbands who may use drugs.
Some warband leaders in mordheim is pretty cheap when it comes to equipping anyone besides themselves and their closest. These guys buy fake drugs and give them to the lower part of the foodchain (henchmen ) in the hope that they believe in the drug strongly enough for it to happen, and often it actually does!
Only henchmen may use the placebo since the heroes who shop for the various mixtures and pills actually know that it's fake.
When giving the drug to a henchman or a henchman group (remember, all guys in a group must have same drug), decide which drug the leader will try to convince them it is, and roll a leadership test with -1 for each member of a group besides the 1st.
If the roll is succesfull (only one roll per henchmen group) the drug works on a roll of 4+. After the game, the sideeffects of the drug will happen on a roll of 3+.
You buy the drug as "Placebo" and wont have to choose what drug you will use it as before you actually use it, all drugs looks the same to henchmen
-
Reply author: Beardling
Replied on: 26/02/2008 18:37:12
Message:
Very nice Pwny, I love it!
Mootland Hot Sauce 5gc, rare 6 (roll once for the entire henchman group, but pay 5gc for each warrior)
In the Moot, halfling chefs have mastered the making their famous fiery hot sauce. Some unscrupulous warband commanders will trick their henchmen into drinking the sauce straight, telling them it is a powerful potion, just to put a little extra jump into their step.
You must buy it for the entire henchmen group, and use it as the same time. When used, the surprised henchmen will each run 1d6''+their base movement in a random direction due to the surprise. The effect of the hot sauce will last for d3+1 turns. During that time, each henchman will be at +1 Initiative, but must pass a ld test or continue to run in a random direction.
This may only used on a henchman group once during a campaign. After the first time they will no longer trust the commander enough to drink the sauce, and will warn any new members of the henchmen group against such a trick. The sauce may not be used on daemons or the undead.
Reply author: MyLittlePwny
Replied on: 27/02/2008 05:34:27
Message:
Unofficial Entry:
Idiotoad Poison
Cost: 20+2d6 gc
Rarity: 10 (8 for Lizardmen)
Availability: This poison comes in darts for blowpipes and cannot be used on other weapons.
Dose: One bag of darts is big enough for 1d3+1 games.
A rare breed of frog in the deep jungles of Lustria create a very special poison in their poison glands. This poison temporarily confuses whatever animal tried to eat them and set their brain on pause.
Some brave (and careful) men sets into the jungle for these frogs and sells them to weaponcrafters of the finest sort. These crafters imbues the poison in tiny blowpipe darts only, because the poison is so strong that on any other weapon it would be deadly just to touch and that would be too great a risk for the bearer.
Effect: Enemies hit by the normal blowpipe effect (a natural 6 to hit) will be affected by the Idiotoad Poison and must take an unmodified toughness save (no drug bonuses). If the model fails this save, he/she suffers from stupidity for the duration of the battle.
Reply author: Zontarion
Replied on: 01/03/2008 09:38:40
Message:
Okay... Judgement day!
First of all - I said I'd get this done last night, but I got summoned to a game of Mordheim... which I lost :S
Thoughts and comments:
Wildwort - by Ethlorien:
Average gain: +1 ST or T and +1 M or L or Frenzy.
The negatives are quite great though. I think it's a bit pricey for what it does. I like the thought of randomness in potions benefits, it seems 'real' to me, that you don't really know what the hell you're buying/drinking.
Vision Fruit - by StyrofoamKing:
I really like this one! Mostly because it's a 'mental' potion and doesn't just alter the stats of the imbiber.
Sissy Juice - by Brahm Tazoul:
I know this was a very popular one, but I feel it'd be a pain to play with. It simply adds too many things to keep in mind, like the cumulative tokens etc. The idea is funny, and I laughed when I read the entry, but I don't think it's really suited as a functioning poison.
Green Greed - by Master:
I like this one too, even though I wouldn't dare use it with anyone but skaven (or T5 possessed, since mutations wouldn't get them thrown out)! ;)
The addiction penalty is a bit harsh, and the risk of failing a toughness test is usually 33% (at least for skaven models) - I wouldn't dare on a T3 model.
Madness Elixir - by Chad:
Turns any model into a Troll Slayer! ;)
It adds huge benefits to the user, and the drawbacks can be countered by setting up the model away from the rest of the warband. I like the side effects. None of them are too severe to make the drug unuseable, the risk of becomming addicted is a bit high though.
Vale Folium - by saltbush:
A cheap simple potion, I like it.
Dragon's Spit - by StyrofoamKing (unofficial):
I don't really like this as it gives the user no benefit, it only punishes your opponent. In a small campaign this is of course good, but in a large campaign were you very rarely face off against the same warband it's not really useful.
Manticore's Sting - by Master (unofficial):
This one's cool as well, simple but 'effective'. Forcing a captured injury is cool! It'd work great in my campaign where we have ~15 warbands, so you rarely play against the same band twice - meaning captured models are most often sold back.
Raptor's Nosebomb - by Baiken:
I like the fluff of this, but I would've probably changed the effect to forcing the user to make a diving charge attempt (at +1 maybe) whenever possible. And some sort of climbing bonus as well as you did.
Ulric's Crown - by eikaeros:
I love this one! It's a seddative plant, making a seddative resembling the No Pain rule of the undead. The price is so the drug is affordable, and the drawbacks are manageable (and all non-permanent).
Placebo - by MyLittlePwny:
This is another one of my favourites. I'd probably make it so the leader is the one buying it, and the others heroes could use it. The Leadership test would then be the leader rolling it, symbolizing him trying to get the other Hero to take the placebo potion or pill.
You said that the effects apply on a roll of 4+ and the side effects apply on a 3+ - does that mean that drugs with low chance of side effects get a higher chance of side effects while being placebo'ed? Or is it that you roll for potential side effects on a 3+?
Mootland Hot Sauce - by Beardling:
Funny :p
Not very useful, but quite funny!
Idiotoad poison - by MyLittlePwny:
A poison that makes your target temporarily stupid! This is incredibly cool too!
Phew, that's all (there were more than I remembered). I hope no one feels I've been too harsh in my comments - that wasn't my intention.
And now! To declare the winner!
And the winner is:
eikaeros with Ulric's Crown!
Congratulations!
Reply author: Ethlorien
Replied on: 08/09/2008 11:20:04
Message:
Hmm, forgot about this one. A drug or a posion, eh?
Liquid Madcap Mushroom Extract
Rare 12, 40+3d6gc (one use only)
While the goblins may have invented the stuff, it took the determination and brilliance of man to refine it. While a lone mad cap mushroom has great properties, the essence of a hundred drained into a single vial is phenomenal! Warning: even a single taste of this potent potion is hazardous to one's health.
A warrior who drinks this potion at the start of the game benefits from the following: Frenzy (which cannot be lost), +1M, +1S, +1T, +1W, and +1I for the duration of the game. At the end of the game the Hero is automatically placed OOA. Before rolling on the injury chart, roll a D6. On the roll of a 1 the Character dies. In the event the hero is put OOA during the game, he must still roll the D6 before rolling on the injury chart.
A good buff and a great way to get rid of that useless Hero you don't feel like keeping on anymore.
Reply author: Master
Replied on: 08/09/2008 13:58:07
Message:
Tzeentch's gift: Cost 20gc Rare 10
Dipping a lord of changes feather in water makes the water very powerful. This liquid constantly changes it's flavour, colour and potency, having any amount of this liquid is punishable by death, but it is very hard to track, as it seems that it is intelligent and doesn't want to be discovered, it assumes being water when people try to investigate it. Thankfully it is very rare, but is easily produced in large quantities.
Any warrior taking the gift of tzeentch rolls a D6, if the result is 1-3 then deduct that number from the strength and toughness of the warrior, but add the same number to the movement, weapon skill, initative & attack characteristics. If the roll is 4-6 then add that number minus 3 to your strength & toughness, but decrease your weapon skill, initative & Attacks by the same number. No stats can be reduced below 1 or above 10 by this drug.
NOTE: You never REDUCE your movement due to this drug, as stated, it can only increase movement.
Reply author: StyrofoamKing
Replied on: 15/09/2008 17:32:50
Message:
Frostbile - Poison
10+2D6gc
Anytime you successful injure a model with this poison, the victim loses -1 Initiative for the rest of the battle. This bonus stacks multiple times, but cannot reduce a warrior less than 1. This effect still applies is the armor save is successful, but not if the blow is successfully dodged.