09-01-2013, 07:23 AM
First of, all the percentage based stuff is a no-go, because it makes no sense outside of the context of a videogame =P
The effectiveness of a poison could be seen as how long it lasts, how much it harms the target, how much it debilitates them, and any other effects. Obviously you'll need proficiencies for some of those poisons, and you're right that you'll need either Healing or Regeneration for Leeching Poison, and it will be only heal trivial damage without expending SP. You'll need to define these attributes for each poison, preferably in a way that gives IC flavour. I'd recommend you specify that a deeper cut needs to be acheived for full effectiveness, obviously it's gonna be hard to poison armored characters, and you'll need downsides like each poison can only be used once between foraging (so once per fight, basically). As always, the power of the move will be connected to how difficult it is to successfully pull off, or other downsides.
The effectiveness of a poison could be seen as how long it lasts, how much it harms the target, how much it debilitates them, and any other effects. Obviously you'll need proficiencies for some of those poisons, and you're right that you'll need either Healing or Regeneration for Leeching Poison, and it will be only heal trivial damage without expending SP. You'll need to define these attributes for each poison, preferably in a way that gives IC flavour. I'd recommend you specify that a deeper cut needs to be acheived for full effectiveness, obviously it's gonna be hard to poison armored characters, and you'll need downsides like each poison can only be used once between foraging (so once per fight, basically). As always, the power of the move will be connected to how difficult it is to successfully pull off, or other downsides.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!

