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Old 10-30-2014, 01:54 PM   #11
Varyon
 
Join Date: Jun 2013
Default Re: Temporary Wounding Limitation

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Originally Posted by McAllister View Post
I'm honestly tempted to say that Temporary Wounding is very difficult to create in a generic sense, and just build Soul Damage. Make it toxic damage with Armor Negating (+300%), Temporary Wounding (-40ish%) for the timescale of your choice and some version of Melee Weapon; by this I mean that Toxic damage and Armor Negating should be co-requisites of the Temporary Wounding limitation in making Soul Damage, and nothing else really has any reason to take Temporary Wounding so don't worry about it.
The Soul Damage is just this particular instance - illusory damage, supernatural curses, or even superscience weapons could all have justification for using a Temporary Wounding modifier. Also, just as there's no consensus on what a soul has to be, there's no one true way to build an ability that attacks a soul - in some settings the soul regenerates rapidly, in others all damage to the soul is permanent. Additionally, in some settings the soul is a formless mass that takes generalized damage that resembles the effects of poison or disease (as in your suggestion), while in others it's like a carbon-copy of the body it's inhabiting and reacts to damage just like a body would.
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Old 10-31-2014, 09:26 AM   #12
Edges
 
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Join Date: Nov 2009
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Default Re: Temporary Wounding Limitation

We covered this somewhat here.
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Old 10-31-2014, 10:19 AM   #13
Varyon
 
Join Date: Jun 2013
Default Re: Temporary Wounding Limitation

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Originally Posted by Edges View Post
We covered this somewhat here.
So you did, and in a way that may be more usable for other traits, like healing. Your suggested table, when halved and converted to seconds (as you suggested for damage), matches decently well with my assumptions. I think my values may indeed work.
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