About: Hallucinogenic   Sponge Permalink

An Entity of Type : dbkwik:resource/jrbs4cRaiR0ABiRaJ1CkLA==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a creature takes a hit from a Hallucinogenic (X) weapon, it must pass a Toughness Test with a penalty equal to 10 times the number in parenthesis (X) or suffer a temporary delusion and roll 1d10 on the Hallucinogenic Effects Table. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.

AttributesValues
rdf:type
rdfs:label
  • Hallucinogenic
rdfs:comment
  • Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a creature takes a hit from a Hallucinogenic (X) weapon, it must pass a Toughness Test with a penalty equal to 10 times the number in parenthesis (X) or suffer a temporary delusion and roll 1d10 on the Hallucinogenic Effects Table. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.
dcterms:subject
Intro
  • Generation C
jtrans
  • Hallucinogen
JName
  • げんかくざい
dw
  • 0(xsd:integer)
dbkwik:pokemon--fa...iPageUsesTemplate
dbkwik:pokemon-fan...iPageUsesTemplate
dbkwik:pokemonfano...iPageUsesTemplate
dbkwik:rune-scape/...iPageUsesTemplate
dbkwik:runescape/p...iPageUsesTemplate
Single
  • 2(xsd:integer)
dual
  • 0(xsd:integer)
Name
  • Hallucinogenic
Romaji
  • Genkaku-zai
DESC
  • Causes you to see strange things...
  • Poisons and confuses a Pokémon who uses a biting move.
dnum
  • 2(xsd:integer)
Update
  • New Skill - Invention
Color
  • Poison
Release
  • 2016-01-25(xsd:date)
Max
  • 1(xsd:integer)
gizmo
  • Weapon, Armour, Tool
abstract
  • Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a creature takes a hit from a Hallucinogenic (X) weapon, it must pass a Toughness Test with a penalty equal to 10 times the number in parenthesis (X) or suffer a temporary delusion and roll 1d10 on the Hallucinogenic Effects Table. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.
is Ability of
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