ACR Poisons

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ACR Poisons are a series of poisons that allow the arbitrary specification of the strength of the poison on a melee weapon, the launcher of a ranged weapon, some throwing weapons, or monster weapons.

It does not work on ammunition.

Item Properties

Any weapon intending to use ACR Poisons needs to have an item property added to it. This property is used to define the DC of the fortitude save that the poison allows. To use this, set either On Hit or On Monster Hit to poison of the appropriate DC.

Local Variables

A weapon using one of the specified poisons then must set six local variables on the weapon. If these variables are not set, the poison will do 1 point of strength damage as its primary and secondary effects.


The local variables are: ACR_PSN_PRIMARY_ABILITY_TO_DAMAGE -- the ability score which is to be damaged when the poison is applied

  • Strength = 0
  • Dexterity = 1
  • Constitution = 2
  • Intelligence = 3
  • Wisdom = 4
  • Charisma = 5

ACR_PSN_PRIMARY_ABILITY_DICE_TYPE -- the maximum number of the dice to be rolled to calculate ability damage. e.g. if this number is 6, then ability damage will be Xd6 ACR_PSN_PRIMARY_ABILITY_DICE_NUM -- the number of dice to be rolled to calculate ability damage. e.g. if this number is 2, then ability damage will be 2dX

ACR_PSN_SECONDARY_ABILITY_TO_DAMAGE, ACR_PSN_SECONDARY_ABILITY_DICE_TYPE, and ACR_PSN_SECONDARY_ABILITY_DICE_NUM have the same effects, but for when the poison has incubated and the PC has failed a second fortitude save.