San Cron's Galactic Tranquilizers
Preface
Wretched Hives currently includes some poisons, but only those that do poison damage. PHB also includes a tranquilizer rifle that delivers contact/injury poisons from afar. Tranquilizers play an important role in zoology IRL, so it felt only right to include them. Accordingly, I checked the vanilla DMG for poisons that simply incapacitate, and adapted them. Rarities and names could use a double-check, but the rest seems ok.
Tranquilizers
Tranquilizer, Stasis
Consumable, poison (premium, 2000 cr)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once applied, the poison retains potency for 1 minute before drying.
Tranquilizer, Basic
Consumable, poison (premium, 2000 cr)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or be poisoned for 1 hour. The poisoned creature is paralyzed. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once applied, the poison retains potency for 1 minute before drying.
Tranquilizer, Improved
Consumable, poison (prototype, 3000 cr)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 15 Constitution saving throw or be poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once applied, the poison retains potency for 1 minute before drying.
Tranquilizer, Major
Consumable, poison (prototype, 4000 cr)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 13 Constitution saving throw or be poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once applied, the poison retains potency for 1 minute before drying.
Tranquilizer, Superior
Consumable, poison (prototype, 6000 cr)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 15 Constitution saving throw or be poisoned for 4d6 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once applied, the poison retains potency for 1 minute before drying.
Overview
| Name | DC | Effect | Duration | Rarity | Price |
|---|---|---|---|---|---|
| Tranquilizer, Stasis | 13 | paralyzed | 1 min | premium | 2k cr |
| Tranquilizer, Basic | 13 | paralyzed | 1 h | premium | 2k cr |
| 8 | unconscious | ||||
| Tranquilizer, Improved | 15 | unconscious | 8 h | prototype | 3k cr |
| Tranquilizer, Major | 13 | unconscious | 24 h | prototype | 4k cr |
| Tranquilizer, Superior | 15 | unconscious | 4d6 h | prototype | 6k cr |