Venoms (Classic)

The Classic: Bestiary and Classic: Fantasy Bestiary generalized animal venoms which the fanmade Natural Encyclopedia and Fantasy Bestiary Update for GURPS 4th Edition reworked into the following:
===Type A===
*Toxic Attack (Cyclic, 1 day for 4 cycles; Follow-Up; Onset, 15 minutes; Resist HT-4)
*Affliction 1 (HT; Follow-Up; Moderate Pain; Secondary on critical failure, Heart Attack)
The Cyclic enhancement adds three cycles to the attack, but since each one is Resistible, the cost is halved. The Follow-Up cost assumes that the poison is being delivered in a natural attack, such as a snake’s fangs. The conditional modifiers to the HT roll that appear in the original version (physical activity, venom sucked out, antivenin, etc.) can be applied as the GM sees fit
===Type B===
*Toxic Attack (Cyclic, 1 day for 4 cycles; Follow-Up; Resist HT-5; Symptoms: 1/3 HP, Attribute Penalty, -2 DX)
*Affliction 1 (HT; Attribute Penalty, -2 DX; Extended Duration, x1000; Follow-Up; Secondary on critical failure, Heart Attack)
This Toxic Attack has Symptoms: if the victim takes damage equal to or greater than 1/3 of his basic HP, he
takes a -2 DX attribute penalty until the injury is healed.
The Affliction has an Extended Duration that effectively turns each minute of affliction into nearly 17 hours. The Affliction is dispelled if the victim succeeds on any subsequent HT-5 resistance roll for the Cyclic Toxic Attack. The same conditional modifiers that appeared in the original Type A apply here as well
===Type C===
*Toxic Attack (Follow-Up)
*Toxic Attack (Follow-Up; Resist HT-5; Symptoms after 1/3 HP, Attribute Penalty, -4 DX)
*Affliction 1 (HT; Moderate Pain; Secondary on critical failure, Heart Attack)
The original version of this poison does half damage if the victim wins the HT roll. In 4e terms, that means two Toxic Attacks: the first is not Resistible, the second is. The two attacks divide the listed damage between them. So, a 1d Type C attack would automatically do 1d-3, and another 1d-3 on a failed HT roll. For simplicity, the GM may wish to ignore the first Toxic Attack and resolve this as a standard Resistible attack. In that case, the damage listed in the entry applies entirely to the Resistible Toxic Attack
===Type D===
*Affliction 3 (HT-2; Extended Duration, x100; FollowUp; Paralysis; Secondary on critical failure, Coma)
The original poison set the duration at 6 hours; this new Type D is more flexible, possibly more forgiving and occasionally nastier. However, in the original version, a success results in paralysis for 3d minutes. The only way to guarantee at least this result is to use a Resistible Innate Attack with Symptoms, but the cost is too high for the intended effect.
===Type E===
*Toxic Attack (Cyclic, 1 day for 2 cycles total; FollowUp; Resist HT-5; Symptoms at 1/2 HP, Disadvantage: One Arm)
This poison is significantly different from its Classic counterpart. The exact symptoms of Type E poison are complex and quite difficult to model using advantages. The result would be overly complex. The One Arm disadvantage listed here is the most expensive result. If the victim was struck on the hand or leg, apply the appropriate disadvantage instead of One Arm. This represents the onset of gangrene, which disables the limb and can only be healed medically. What started out as a toxic poison attack effectively becomes a toxic disease attack once the Symptom sets in.
===Type F===
*Toxic Attack (Follow-Up; Resist HT-5)
*Affliction 1 (HT; Attribute Penalty, -3 all attributes;
*Extended Duration, x100; Follow-Up; Nauseated; Secondary on critical failure, Heart Attack)
Similar to the Type D poison, the original has a nausea effect even on a success, but the cost is too high for the intended effect
===Type G===
*Fatigue Attack (Follow-Up; Resist HT-2)
*Toxic Attack 1 point (Follow-Up; Resist HT-2)
*Affliction 1 (HT; Follow-Up; Moderate Pain; Secondary on critical failure, Coma)
===Type H===
*Toxic Attack (Follow-Up; Onset, 1 hour; Resist HT-2)
This poison cannot be modeled exactly with 4e advantages. In the case of a critical failure on the HT roll, the GM should apply maximum damage to mimic the original Type H critical failure effects
===Type J===
*Toxic Attack (Follow-Up)
*Toxic Attack (Follow-Up; Resist HT-3; Symptoms at 1/3 HP, Low Pain Threshold)
===Type K===
*Toxic Attack (Follow-Up; Onset, 1 hour; Resist HT-2; Symptoms at 1/3 HP, Unconsciousness)
*Affliction 3 (HT-2; Disadvantages: Berserk or Phobia (any) or Delusions or Phantom Voices; Extended Duration, x10; Follow-Up)
The original version of this poison does half damage if the victim fails the HT roll. Resolve this in the same fashion as with Type C. In the original Type J, the victim can make the HT roll once per day to stop the effects. To do that here would require an expensive Affliction, however. The author's solution keeps the Low Pain Threshold on the victim until the wound is healed.
===Type S===
*Affliction 1 (HT; Blindness; Severe Pain)
Because Type S only applies to spitting attacks, it does not have a Follow-Up enhancement. In addition, it cannot be a Toxic Attack, since it does not do enough damage to warrant the Symptoms a Toxic Attack would require. To model the original, this poison would be an Affliction 5, but according to point costs it would be too powerful. The GM should scale the Affliction to suit her needs
Category:Concepts