09-02-2013, 02:34 AM
Omni Wrote: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.
Here's a rework of the poisons, and I also am throwing in two other moves that I would like to be reviewed and priced, if possible.
Poisons
All of the poisons require skin or bloodstream contact. Usually a nick the size of a papercut or through the first layer of skin is enough for the poison to take. Sometimes, the target has a higher resistance than some to the poison, so more cuts infected with the poison are required in order to affect the victim. Once in a victim’s system, the poisons last approximately 10-15 seconds, depending on how fast it is metabolized.
All of these poisons will use the Toxin element, and some with the damage-over-time proficiency.
Crippling Poison
Prerequisites: Disable Proficiency
Coats a weapon with a poison that has chance of slowing an enemy's movements. The effect makes the target sluggish with their movements. Good for high movement fights where a few seconds can mean a matter of life and death, or escape from a dangerous situation where putting space between you and your target is important. (Great against melee and casters)
Mind-Numbing Poison
Prerequisites: Disable Proficiency (and/or Impair proficiency)
Coats a weapon with a poison that has a chance of poisoning the target and slowing their casting speeds. This poison works best with targets who work with different varieties of magic. It is very similar to crippling poison, but has little to no effect on melee fighters.
Paralytic Poison
Prerequisites: Disable Proficiency, Impair Proficiency
Coats a weapon with a poison that has a chance to stun the target for a few seconds, incapacitating them from movement or attacks very briefly, and if it hits in the middle of a target's attack, can interrupt their attack. The effect causes the victim to be very sluggish for the more resistant targets, and weaker ones are paralyzed very briefly, and then as the poison is metabolized, they resume movement slowly over the course of a few more seconds until they are back to normal speed.
Leeching Poison
Prerequisites: Healing Proficiency, Damage-over-time Proficiency
Coats a weapon with a poison that has a chance to deal a small amount of damage to the target, and converting that damage into a small amount of healing to the attacker. Small cuts cause pain and bleeding to the victim, very much like paper cuts or cat claw scratches, with minimal blood loss.
Deadly Poison
Prerequisites: Damage-Over-Time Proficiency, Impair Proficiency
Coats the weapon with a poison that has a chance of poisoning the enemy and causing damage over a short period of time (usually about 10-15 seconds before it is metabolized and wears off).The effect can be portrayed as a general weakening of the target and forcing them to concentrate more on their attacks.
Wound Poison
Prerequisites: Damage-Over-Time, ?
Has a chance to apply a debuff to the target that deals a small amount of damage over time and reduces healing effects on them for 15 seconds.
Killing Spree
Prerequisites: Damage-Over-Time, Burst Movement?
Garona launches herself at the target and makes a series of quick slashes that causes several cuts, and can confuse the victim. The number of slashes varies depending on her stamina. When she's tired, she can usually do about three or four. When she's energized, the amount can double. This move also makes her poisons more likely to take effect, as there are more cuts and skin/blood contact. This move is used as part of a "last ditch" effort to finish a target, as it is very draining energy-wise.
Shadowstep
Prerequisites: Stealth Proficiency, Burst movement
Shadowstep is used while stealthed. Wrapping herself in a veil of shadow, Garona capitalizes on the fluidity of the element to briefly multiply her speed so that she can quickly appear behind the target and launch an attack before the victim can normally respond.
Sap
Prerequisites: Stealth Proficiency, Disable Proficiency
Used in stealth, Garona bonks the victim in the head, temporarily disabling them. The length of the stun can vary. Against NPC's, it can last up to a minute, whereas player characters can last up to 15 seconds, depending on how much higher their defense is. When their defense stat is twice as much as Garona's, the stun lasts only about five seconds. She can use the move repeatedly, but subsequent applications greatly reduce the duration, and after three applications, the stun only lasts about one second. After five, the victim is unaffected. While in stealth, Garona runs the risk of being seen out of a victim's peripheral vision, and thus, can break her stealth, and ruin her attempt to stun.
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