Blue Whinnis - Query?


GM Discussion

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Hi guys (not sure this is the right place for it but here goes),

Had a couple of run ins with Blue Whinnis (or similar effect, Sleeping Gas that works as Blue Whinnis for example) and I've come across some situations for which I need help/advice as both GM and Player.

Blue Whinnis
Type poison (injury); Save Fortitude DC 14
Track Constitution (special); Frequency 1/round for 2 rounds
Effect progression track is Healthy—Weakened—Unconscious; no end state.
Cure 1 save

So I want to clear up/query a couple of things in regard to it and I'm hoping the community can help.

1) Everyone who needs to make a save (DC14), receives 4HP damage whether they make it or not?

2) If you fail, you instantly take 4HP and move to Weakened on the progression track? Or do you fail a save, take 4HP damage, then fail another save, take 4HP damage and then move to Weakened?

3) It takes 1 day of bed rest or 2 nights to become weakened, then the same to become healthy?

4) How does this work in a scenario, if I make a player unconscious (have now done this twice) are they just out of the scenario completely? Do they take no further part unless there is a day or more break in the scenario naturally?

SPOILER:
I did this once during #1-99, I just ruled that the whole Starfinder fleet would have at least someone with Remove Affliction and then charged the service as you would normally

5) What does it mean by no end-state? After 2 rounds the effect stops as they are unconscious, do they still need to make a save? What happens if they fail and they are already unconscious?

6) And it says Cure: 1 Save, how does that save work? If they make it are they automatically back at Healthy, or they just stop going down the track?

7) One of my players came up with an interesting solution.
- PC 1 gets knocked unconscious by my Blue Whinnis.
- PC 2 realises that RP is stated as working that once you go unconscious from lethal or non-lethal and are dying, you can use an RP to instantly stabilise, then be woken up with healing above 0HP.

My question is: Can PC 2 attack PC 1 (non-lethally) to get them below 0, they use an RP to stabilise and then wake up?

I feel it's major cheese but is that a possibility?

Sorry for all the questions, I really really really want to fully understand this so it doesn't confuse my players/me/anyone else.

Also, if there is already a thread, can someone please link me to it :)

Thanks!

P.s if I've forgotten anything I'll update it!

The Exchange 4/5 5/5

1 person marked this as a favorite.

1. Yes

2. If you fail you move to Weakened on the progression track (and take 4 points of damage once just like everyone else, pass or fail).

3. Yes

4. Yes (barring magical help)

5. "No end state" is a bit of a weird term. Most poisons have an end state of Dead while a few specify that the end state is less severe. I think the difference is that when you reach the end state you no longer make saving throws (page 414) and so don't take damage if you are exposed to new doses while if you are exposed to multiple doses of Blue Whinnis you have to keep saving and taking damage.

6. If you save vs. a poison you just stop going down the track. Any damage or conditions caused stay until they are healed normally. So bed rest or 2 nights (or magic) to go a step back up the track.

7. That's clearly not the intention. Interesting thought exercise, but that's an attempt to splice in another rule to circumvent the effect. Do not allow.

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Kevin Willis wrote:


5. "No end state" is a bit of a weird term. Most poisons have an end state of Dead while a few specify that the end state is less severe. I think the difference is that when you reach the end state you no longer make saving throws (page 414) and so don't take damage if you are exposed to new doses while if you are exposed to multiple doses of Blue Whinnis you have to keep saving and taking damage.

Firstly thank you! Helped a lot!

In response to this per page 414:

By default, diseases, poisons, and drugs have an end state of dead, but some afflictions have less severe end states, while others might have no end state, allowing victims to continue attempting saves.

So you keep making saves but if you fail you keep taking damage but move no further down the track? Or you are just vulnerable to new Blue Whinnis effects?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

1 person marked this as a favorite.

It really is a very nasty poison and I am not to happy with the frequency it is used and the level range, especially in multi-table scenarios.

The Exchange 4/5 5/5

CptJames wrote:
Kevin Willis wrote:


5. "No end state" is a bit of a weird term. Most poisons have an end state of Dead while a few specify that the end state is less severe. I think the difference is that when you reach the end state you no longer make saving throws (page 414) and so don't take damage if you are exposed to new doses while if you are exposed to multiple doses of Blue Whinnis you have to keep saving and taking damage.

Firstly thank you! Helped a lot!

In response to this per page 414:

By default, diseases, poisons, and drugs have an end state of dead, but some afflictions have less severe end states, while others might have no end state, allowing victims to continue attempting saves.

So you keep making saves but if you fail you keep taking damage but move no further down the track? Or you are just vulnerable to new Blue Whinnis effects?

You would keep taking damage (pass or fail) but not move any further down the track. (I think)

Again, the "no end state" is weird to have on a poison. It makes sense for a disease. For a disease if you reach the end state you can't make any more saves. Since moving back up the track requires meeting the cure condition (1 or more saves per step) if you can't make saves you can't move back up the track without magical help. Poisons are different. Once the duration is over (and you aren't exposed to it again) you will gradually move back up the track just by resting, no saves required.

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Kevin Willis wrote:

You would keep taking damage (pass or fail) but not move any further down the track. (I think)

Again, the "no end state" is weird to have on a poison. It makes sense for a disease. For a disease if you reach the end state you can't make any more saves. Since moving back up the track requires meeting the cure condition (1 or more saves per step) if you can't make saves you can't move back up the track without magical help. Poisons are different. Once the duration is over (and you aren't exposed to it again) you will gradually move back up the track just by resting, no saves required.

I think the first bit doesn't make sense actually, I would believe it stops after 2 rounds, and then doesn't do anymore damage/effects, so no more saves.

However, if you get introduced to a new batch of Blue Whinnis, you still need to make saves for 2 rounds, 1st round always taking 4HP, then if you save you don't take damage in 2nd round.

I think this is how I'm going to run it. Until further clarification (?)

Is that how you guys would run it? Seem fair?

Still doesn't take away from the fact you can seriously ruin someone's day at low level.

Spoiler - Skittershot:
So I knocked out the Engineer and they were forced to wait a whole day to get him to weakened to carry on. So I had to adjust on the fly regarding the combat in the engineering room so the robot was outside the room with a surprise round because M2 would adjust as they spent a whole day on the ship waiting. What if they are in a dungeon or something and they can't adjust, do they fail the scenario because the person who needs to do something specific (like Engineer in this scenario) is unconscious?

Shadow Lodge 4/5 5/55/55/55/5 ****

I went through a lengthy breakdown of the poison on the Skittershot GM thread, here. Hope that helps!

Community / Forums / Organized Play / GM Discussion / Blue Whinnis - Query? All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion