One of the PCs in my Flood campaign, Quark, has gained a level (even though they don’t exist in Cyberpunk rules), so he has access to a new set of abilities – the ability to make and deploy poison. He has two types of poison: poison darts and gas canisters, which he can deploy from his drone or throw. This post describes some Cyberpunk house rules for poisons.

Quark takes the shot

Quark takes the shot

Poison darts Quark can deliver two types of debilitating poison through poison darts. He needs to make an attack roll using athletics against a target number of 15 or the armour value of his target, whichever   is higher (for targets with multiple armour values use the torso value unless Quark declares a called shot). If he hits this target number he does no damage but the poison is delivered, with either of the following effects. Debilitating pain: The target suffers from debilitating pain and weakness, which makes existing injuries worse. As soon as the target is injured in any way, he or she suffers the full effects of the next highest level of injury. This means that the affected person needs to make death checks at the critically wounded level rather than at Mortal 1, and will start suffering additional penalties as soon as they suffer any wound of any kind. The effects last for the remainder of the battle, and for several hours afterwards. Paralysis: The target does not suffer any pain or distress, but is at risk of paralysis. Every time the target acts he or she needs to make a successful BODY check (with current penalties) in order to act; otherwise he or she is forced to remain still. The effect lasts 1d6 rounds. The target is able to perform basic movements and other similar actions (e.g. drinking an antidote) but nothing more severe, so only walking movement and no combat actions, controlling vehicles, etc. Targets still think clearly and are allowed to drag themselves into cover. They can attempt to evade attacks but this counts as an action, requiring a BODY check. LUCK can be used to reroll BODY checks forced due to this poison. Poison gas Poison gas is delivered by a canister that Quark can throw or drop from his drone. The canister affects an area of 5m radius, but people can attempt to get out of the area before inhaling the gas if  Quark’s timing is off, or if he throws/drops the canister wide and it needs to bounce and spray. To reflect this, delivering the canister requires Quark to roll an athletics attack against the Dodge/Evade skill of everyone in the area of effect. Anyone who fails this check takes the full effect of the gas for 1 round per point of failure. Note that getting out of the area of effect uses up one of the target’s next actions. Note also that they need to make a Combat Sense check against Quark’s same athletics roll in order to be able to choose the direction of escape. If they fail this check, they are required to leave by the quickest, most direct method forward from where they are (or sideways if forward is blocked by someone else faster than them). This means that they may emerge from the gas into an area with no cover, and will need to use the second action in their round to take cover. This may also mean that people who can act before them (but after Quark) will have an opportunity to change actions and take shots at these people. The effects of the gas are described below. CS Gas: The target must immediately make a BODY check and suffer 1 point of (stun) damage per point of failure. Regardless of the result of this check, they suffer a -2 penalty on all actions for one round per point of failure of the original attack roll.

Quark rolls a 1 (again)

Quark rolls a 1 (again)

Crafting poisons Quark can also use his Tech attribute and Chemistry skills to craft these poisons. For the poison darts he needs access to certain reagents, and a laboratory. Making a single dose takes 3-6 hours and requires a target number of 15. A fumble means he poisons himself. For the poison gas he needs access to certain reagents, a laboratory and certain mechanical materials to make the canister. A single canister takes about 12 hours to make and requires a target number of 20. Again, a fumble means he poisons himself. If he rolls below 20 and above 15 he can choose to make a successful canister with a bad action, which has effectively an accuracy penalty = (20-roll). Any failed check means that the reagents are destroyed. The canister materials are only destroyed on a fumble. The necessary reagents are listed below. Debilitating pain: A certain type of deep water shark, which is caught in most areas of the Gyre and preserved for food. By draining the blood, fermenting it and mixing it with certain chemical reagents  the poison can be stabilized. Paralysis: Any stinging jellyfish, which needs to be carefully milked for its poison, which is then mixed with certain chemical reagents and formed into a kind of unguent using whale oil. CS Gas: A large quantity of chilli powder or, alternatively, a lot of fresh chillies. Some chemical ingredients, a flask and a certain type of stopper which requires precision crafting that Quark cannot do.