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Alcohol is treated as a Bashing poison in 2e. I believe 3e also has room for non-lethal poisons.
Alcohol is treated as a Bashing poison in 2e. I believe 3e also has room for non-lethal poisons.
Yeah, that's exactly what I tried to do (well, one of the things, anyway), but 99% of them don't go to taverns outside the territory that they're protecting, their discipline is near-perfect, and their company leader (the one that leads the group relevant for our mission, anyway) has an MDV of at least 6 (so shut down my TID attempts because I couldn't buy a Socialize Excellency yet).(Honestly, though, I'd suggest you just get them drunk. Get one party member to go to the bar where all the guards go, and coax them into drinking to excess. The most effective drug is one they willingly take.
I was thinking of stuff that could be applied subtly, such as contact poisons applied by a touch with a projectile that can be mistaken for a stray bug (totally happens in Summer!). Or a needle that is thrown/spitted/blown. That's actually why I thought along the lines of Poison Dart Frogs.Remember that poisons only do 1 damage die per interval, which is rarely as short as a tick - action or hour are more common. That means that even with a non-lethal drug, they're going to be walking around, conscious and capable of screaming and yelling for some time after you dose them. If you're going for stealth with drugs, I'd recommend dosing them surreptitiously in a way they won't notice instead of relying on knocking them out in combat time or by laced weapons - spiking the water supply would probably be better than trying to drug the various guards.
I don't think there are any non-lethal poisons written up, but you could probably stat up something equivalent to chloroform that does bashing damage by looking at the actual traits and dosage of real-life chloroform.
Yeah, that's exactly what I tried to do (well, one of the things, anyway), but 99% of them don't go to taverns outside the territory that they're protecting, their discipline is near-perfect, and their company leader (the one that leads the group relevant for our mission, anyway) has an MDV of at least 6 (so shut down my TID attempts because I couldn't buy a Socialize Excellency yet).
So thanks for the right ideas. But I was forced to ask about suboptimal options because circumstances prevented use of optimal ones; sorry about that.
Then have one of your team's sneaky sorts find where they eat, and contaminate their food with disease (a fairly simple matter if you have a party member who has the Medicine to know how to spread disease). If half their men are pooping out their guts and throwing up on the night you're breaking in, they'll be short-handed, some of the people on-duty will be sick anyway, and everyone will be feeling rotten and ill-tempered and distracted.
Remember to pick the right disease- you don't want to cause a cholera outbreak or anything.
Well, you know. You're an Exalt. The fact that they're opposing you proves that they're on the wrong side. So what if you cause a cholera epidemic?
Shit happens.
Eh, proper quarantine involves secluding the infected anyway, right? Can't get a lot more secluded than dead and buried...
Only if the preying people have all the Charms needed to both see and kill the disease-spirits. Otherwise they won't find their victims.Proper 'treatment' might involve a bunch of people standing around the bed and preying, just perfect targets to be the vectors next hosts
Only if the preying people have all the Charms needed to both see and kill the disease-spirits. Otherwise they won't find their victims.
I would honestly just use the stats for Coral Snake Venom and switch out the lethal for bashing. If you've got someone with Medicine, Survival, and/or Craft: Wood, it shouldn't be too hard to make just about any kind of poison you need or can imagine. Then you just make some special needle-arrows that do minimal damage and apply the poison and you're set.I was thinking of stuff that could be applied subtly, such as contact poisons applied by a touch with a projectile that can be mistaken for a stray bug (totally happens in Summer!). Or a needle that is thrown/spitted/blown. That's actually why I thought along the lines of Poison Dart Frogs.
I thought brewing poisons is Craft:Water (which my character has). But at one dot, actually making a proper poison seems problematic. Buying the right one on the market and avoiding fraudulent/ratty/etc. sellers seems to be within the lines of capabilities, though . . . I think.I would honestly just use the stats for Coral Snake Venom and switch out the lethal for bashing. If you've got someone with Medicine, Survival, and/or Craft: Wood, it shouldn't be too hard to make just about any kind of poison you need or can imagine. Then you just make some special needle-arrows that do minimal damage and apply the poison and you're set.
Coral Snake is one of the deadliest and most powerful venoms in the setting - only arrow frog venom and supernatural poisons are worse. For balance purposes, I'd extend the interval time to actions instead of ticks.I would honestly just use the stats for Coral Snake Venom and switch out the lethal for bashing. If you've got someone with Medicine, Survival, and/or Craft: Wood, it shouldn't be too hard to make just about any kind of poison you need or can imagine. Then you just make some special needle-arrows that do minimal damage and apply the poison and you're set.
These two have intervals of these two (Arrow and Coral) are 1 action each already, so there's no need for houseruling (aside from the bit turning Lethal to Bashing, that is).Coral Snake is one of the deadliest and most powerful venoms in the setting - only arrow frog venom and supernatural poisons are worse. For balance purposes, I'd extend the interval time to actions instead of ticks.
... huh. Was that errata'd in, or am I misremembering core? Because I could swear that they're per-tick in the corebook.These two have intervals of these two (Arrow and Coral) are 1 action each already, so there's no need for houseruling (aside from the bit turning Lethal to Bashing, that is).
The core didn't specify an interval. Errata clarifies that they're meant to have /action intervals.... huh. Was that errata'd in, or am I misremembering core? Because I could swear that they're per-tick in the corebook.
... um. Yes it did. Poisons sidebar, top of pg 131 in 2e core; "Arrow Frog Venom: Damage 8L/1 tick", "Coral Snake Venom: Damage 6L/1 tick". Literally right in front of me.The core didn't specify an interval. Errata clarifies that they're meant to have /action intervals.
Hmm. I see 8L and 6L. Also, it's more of a topbar than sidebar in my book. Either way, Errata set it to /Action.... um. Yes it did. Poisons sidebar, top of pg 131 in 2e core; "Arrow Frog Venom: Damage 8L/1 tick", "Coral Snake Venom: Damage 6L/1 tick". Literally right in front of me.
Hmm. I see 8L and 6L. Also, it's more of a topbar than sidebar in my book. Either way, Errata set it to /Action.
Coral Snake is one of the deadliest and most powerful venoms in the setting - only arrow frog venom and supernatural poisons are worse. For balance purposes, I'd extend the interval time to actions instead of ticks.
Definitely! Realistic 'less-lethal incapacitations' are always only that - less lethal but never 100% nonlethal. Luckily, Exalted is a game line that supports both (a) a cinematic style of campaigns and (b) magic available to low-key thaumaturges. The latter should be able to produce some sort of autoantagonist agent whose lethality hits diminishing returns faster than it kills the target (at least most of the time). I was hoping there's a canonical example, but it seems that the only one is in 1e (doing 10 bashing dice and produced by [al]chemists from the normally-Lethal form of Death Sap).Bluntly, I don't think you're going to have a fast-acting, non-lethal poison without active magic (like Kimbery's 'ha ha ha you won't die from this, you'll just wish you could' one) or non-trivial amounts of work at getting the dose exactly right. Look at the work that goes into anesthesia and how, despite the very controlled situations, people do sometimes die from it.
And that's with a trained medic under supervision providing a dose calculated for their body mass and their fat levels and not applying it via, say, blowdart.
Now, there's probably room for a Night who does have the Medicine to precisely calculate his doses of toxin on the fly so they give paralysis and unconsciousness, but don't kill the person they hit. But that's an active exercise in skill and probably won't work so well on the fly - it's suited for taking out a patrolling guard, but less good for an active battle.
If you want a paralytic poison, get a slow-acting lethal poison with a large penalty. They'll take a few points of lethal damage, maybe, but they'll also be incapacitated by the penalty for a long period. And if the poison is larger than their pertinent pool, they can't take the action - so you just need to get a poison that gives a large penalty and they won't be able to roll to raise the alarm because they're incapacitated by the toxin.
That it is. I haven't looked at the 2e core in a long time. Still, my point of being able to homebrew it up stands.I thought brewing poisons is Craft:Water (which my character has). But at one dot, actually making a proper poison seems problematic. Buying the right one on the market and avoiding fraudulent/ratty/etc. sellers seems to be within the lines of capabilities, though . . . I think.
Point. I was honestly just throwing that one in as a placeholder for "use a canon poison".Coral Snake is one of the deadliest and most powerful venoms in the setting - only arrow frog venom and supernatural poisons are worse. For balance purposes, I'd extend the interval time to actions instead of ticks.
Definitely! Realistic 'less-lethal incapacitations' are always only that - less lethal but never 100% nonlethal. Luckily, Exalted is a game line that supports both (a) a cinematic style of campaigns and (b) magic available to low-key thaumaturges. The latter should be able to produce some sort of autoantagonist agent whose lethality hits diminishing returns faster than it kills the target (at least most of the time).