Snake Bite

The Hero will grow fangs and venom ducts filled with a snake poison of their choice. The Power Rank number must be split between Venom Strength and Armour Penetration, with a minimum of (Poor 3) points to be assigned to Armour Penetration.

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On a Red Bite (Edged attack) roll, the venom is administered into their opponent. The speed the poison acts at is determined by the column used. A Typical snake venom will act as it will normally do in nature. A Remarkable snake venom will bring on the most serious symptoms very quickly. A Monstrous venom may bring on very rapid death!

E.G. A Hero administers Incredible venom to their opponent. The opponent makes a Fail roll on Good Endurance. There is a +3CS difference so the opponent experiences an accelerated effect to the Hero’s venom.

When bitten, the opponent will immediately suffer from pain and swelling in the bite area. Then the opponent must make an Endurance roll against the venom. The success of the Endurance roll will apply a negative column shift to the strength of the venom. If the strength of the venom drops below the Endurance rank of the opponent, the serious symptoms are entirely negated.

E.G. A Hero administers Incredible venom to their opponent. The opponent makes a Yellow roll on Remarkable Endurance. The opponent experiences the initial pain and swelling of the bite, but has no other lasting symptoms.

When the Hero learns this Power, they must choose a type of snake venom. They can’t change the venom based on the situation later. The Hero will learn (for example) Viper’s Bite, Copper Snake’s Bite, Cobra’s Bite etc.

There are four types of venom:

  • cytotoxic (cell-destroying)
  • haemotoxic (blood-destroying)
  • myotoxic (muscle-destroying)
  • neurotoxic (nerve-destroying)

The Puff Adder can administer Cytotoxic Venom. This causes a local area of Necrosis on the victim exhibited by rapid swelling, lose membrane integrity, shut down metabolism and release their contents into the environment. If the Venom enters the blood stream, the necrosis could spread.

The Viper can administer Haemotoxic Venom. The bite is immediately followed by local pain of a burning character; the limb soon swells and becomes discoloured, and within one to three hours great physical weakness, accompanied by vomiting, and often diarrhoea, sets in.
Cold, clammy perspiration is usual. The pulse becomes extremely feeble, and slight laboured breathing and restlessness may be seen. In severe cases, which occur mostly in children, the pulse may become imperceptible and the extremities cold; the patient may pass into coma.
In from twelve to twenty-four hours these severe constitutional symptoms usually pass off; but in the meantime the swelling and discolouration have spread enormously. The connective tissue of the limb enflames, and may form pus.
Within a few days, recovery usually occurs somewhat suddenly, but death may result from the severe symptoms or from the secondary effects of the pus.

The Rattlesnake Venom can administer Myotoxic Venom. This venom causes destruction of striated muscle cells with muscle pain, tenderness and weakness.

The Death Adder Venom can administer Neurotoxic Venom. Neurotoxic envenoming causes a progressive descending flaccid paralysis. The eyelids’ drooping are usually the first sign, then facial and skull muscles progressing to paralysis of the respiratory muscles and peripheral weakness in severe cases.

The Yamakagashi snake is unique to other snakes. It rarely uses its own venom. It will instead drain the venom of other creatures into its glands for later use. The Hero will develop the teeth, glands, and delivery system like other Snake Bites, however instead of having a set toxin, the Hero will be able to load their glands with any liquid for later injection. Loading takes 1d10 rounds, so best done in advance. The Power of the injected Toxin is determined by what is loaded, and the remaining Power Rank points default to Armour Penetration.

E.G. The Hero has Power Rank of 63. They load a Remarkable Tranquilliser into the Yamakagashi glands. This results in the bite having Armour Penetration of 37.

Rules For Injected Toxins

The toxin has a Rank strength effect that impacts how quickly it acts and other factors.

Typical

Necrosis (Cytotoxic) venom

  • Effect: Damages health points
  • Duration: Health points lost at Toxin Rank damage over 1d10 hours
  • Endurance Roll vs Toxin Rank to resist

Blood Poisoning (Haemotoxic) Venom

  • Effect: Physical pain and weakness. –1 CS to all actions and FASERIP stats. If Endurance goes below Shift-Zero the opponent will die.
  • Duration: 1d10 minutes
  • Endurance Roll vs Toxin Rank to resist
  • Muscle attacking (Myotoxic ) venom
  • Effect: Damages health points
  • Duration: Health points lost at Toxin Rank damage over 1d10 hours
  • Endurance Roll vs Toxin Rank to resist

Nerve attacking (Neurotoxic) Venom

  • Effect: Paralysis
  • Duration: 1d10 rounds
  • Endurance Roll vs Toxin Rank to resist

Amazing

Necrosis (Cytotoxic) venom

  • Effect: Damages health points
  • Duration: Health points lost at Toxin Rank damage over 1d10 minutes
  • Endurance Roll vs Toxin Rank to resist

Blood Poisoning (Haemotoxic) Venom

  • Effect: Physical pain and weakness. –2 CS to all actions and FASERIP stats. If endurance goes below Shift-Zero the opponent dies.
  • Duration: 1d10 hours
  • Endurance Roll vs Toxin Rank to resist

Muscle attacking (Myotoxic) venom

  • Effect: Damages health points
  • Duration: Health points lost at Toxin Rank damage over 1d10 minutes
  • Endurance Roll vs Toxin Rank to resist

Nerve attacking (Neurotoxic) Venom

  • Effect – Paralysis
  • Duration 1d10 minutes
  • Endurance Roll vs Toxin Rank to resist

Unearthly

Necrosis (Cytotoxic) venom

  • Effect: Damages health points
  • Duration: Health points lost at Toxin Rank damage over 1d10 rounds
  • Endurance Roll vs Toxin Rank to resist

Blood Poisoning (Haemotoxic) Venom

  • Effect: Physical pain and weakness. –3 CS to all actions and FASERIP stats. If endurance goes below Shift-Zero the opponent dies.
  • Duration: 1d10 days
  • Endurance Roll vs Toxin Rank to resist

Muscle attacking (Myotoxic) venom

  • Effect: Damages health points
  • Duration: Health points lost at Toxin Rank damage over 1d10 rounds
  • Endurance Roll vs Toxin Rank to resist

Nerve attacking (Neurotoxic) Venom

  • Effect: Paralysis
  • Duration: 1d10 hours
  • Endurance Roll vs Toxin Rank to resist


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Snake Bite

Knights of Albion stealthH Kerrima