Universal Poison: Difference between revisions

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* Toxic is also a (fairly rare) damage type in ''[[City of Heroes]]'' (along with Smashing, Lethal, Fire, Cold, Energy, Negative Energy, and Psionic
* The original ''[[Dragon Quest]]'' had [[Grimy Water|poisonous swamp]] tiles which would cost the hero 1 HP per step. Erdrick's Armor would negate them. Later entries in the series added the status effect.
* ''[[RunescapeRuneScape]]'' has regular poison, stronger poison and a super poison, used on weapons. Also a special type of poison made of a fish called Karambwan. The Karambwam cannot be cured through normal anti-poison, but the first three are just stronger versions of eachother.
* ''[[Resident Evil]]'' has several different types of enemies to poison you, but the same magical Blue Herb cures them all. At least partially justified in that all the monsters were affected by the T-Virus and so the poisons would all presumably be similar.
** However, there are some exceptions to the rule that appear from time to time where the poison is particularly powerful that not even the blue herbs can have any chance to heal them. Examples include poison inflicted from Yawn's bite (as in the [[Attack of the 50-Foot Whatever|giant snake slithering all over the mansion]]) which can only be treated by a serum found in another room (which you either have to use on a survivor or yourself) in the first game, or [[Sealed Evil in a Can|Nosferatu's]] toxic plume of gas in Code Veronica which was specifically designed by Alexia to be immune to the blue herbs and also requires its own special serum (which Chris must give to Claire if she's infected while fighting Nosferatu).
** Yet another poison-like status occurs when Jill is infected by Nemesis in ''[[Resident Evil 3: Nemesis]]''. Carlos must travel to an [[Abandoned Hospital]] to find an antidote.
* ''[[The Elder Scrolls]] II: Daggerfall'' is very bizarre in this respect. There are many types of diseases with different carriers, regions, and effects throughout the game world that anyone who is not entirely immune will come down with at one point or another, but there is only one type of poison throughout the Illiac Bay.
** Somewhat confusingly, this means you could make a poison-based spell that caused paralysis, lost of magic points, or whatever, but this was in addition to the generic Universal Poison.
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== Tabletop Games ==
 
* There were dozens of different poisons throughout the various ''[[Dungeons and& Dragons]]'' sourcebooks from the start, with different effects. In 3rd Edition none of them even do direct [[Hit Point]] damage. The damage is dealt instead to the character's attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma), and the type and amount of damage are different for each poison. However, they generally affected all creatures the same way, the exceptions being creatures that were immune to poison (and who were thus immune to ''all'' poison), and poisons that specifically affected only certain types of creatures. The few exceptions to ''those'' exceptions were gone by 3.5. (3rd Edition druids, for example, could become immune to "natural" poisons—but not mineral poisons. In 3.5, they simply became immune to poison.)
** The trope is now played completely straight, however, in 4th Edition. Poison is now just another damage type, and is usually paired with the system's ongoing damage mechanic. These can get a bit strange: A green dragon's poison lets it control your mind, while a Couatl's poison also does [[Frickin' Laser Beams|radiant]] [[Holy Hand Grenade|damage.]]
** In the Pathfinder rules set, which is essentially a debugging of 3.5 by another company as opposed to 4th editions ground-up rebuild, poisons are still effects that do stat damage over varying amounts of time and require certain delivery methods (contact, injury, and ingestion, though there is some overlap). They do affect most creatures the same way regardless of their type, mostly to avoid making the rulebook into a medical diagnosis sheet. However, the only creatures that are really immune to poison are either things with no anatomy to affect, like elementals and undead, or innately magical creatures that would need these immunities to survive their inimical environments, like Devils. Kind of hard to lord it over the tormented souls when you can't breath the atmosphere.
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[[Category:Acceptable Breaks From Reality]]
[[Category:Toxic Tropes]]
[[Category:Universal Poison]]
[[Category:CRPG Tropes]]
[[Category:Universal Poison{{PAGENAME}}]]