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05-30-2012, 09:11 PM | #1 |
Join Date: Mar 2010
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[Build Advice] Innate Attack: Toxic
I call upon the experience and knowledge of the hivemind! (hehe)
Okay, so ... I'm writing up an alien species template for a science-fiction campaign; specifically I'm trying to model a complex poison and its' giving me fits! (I mostly blame this on my brain being stubborn about working properly.) I'm going to do this step-by-step over multiple posts. [Step 1] Teeth (Sharp Teeth) [1] ... they have sharp teeth! Immunity to Mnemi Toxins [1] ... they are immune to their own stuff! ... done! [Step 2] Really popular at parties. "Would you please spit in my cup, good sir? Or maybe nibble on my fingers?" Toxic Attack 1 Modifiers: Cumulative, +400%; Cyclic (1 Second) (2 Cycles), +100%; Follow-Up (Sharp Teeth), +0%; Side Effect (Ecstasy; Secondary), +70%; Side Effect (Euphoria), +80%; Accessibility (Terran Mammals), -...%; Blood Agent, -40%; Damage Limitation (No Wounding), -50%; Partial Dice (Per Level) (+4), +1 What I think this does: Bite! If DR isn't penetrated, nothing happens. If DR is penetrated, victim takes 4 phantom damage every second for two seconds (so the second it is bitten and the second afterwards) that only counts towards determining the penalty for resisting the side effect. 1st second, attempt to resist side effect at -2. 2nd second, attempt to resist side effect at -4. Bite again! Same deal, but 3rd second (bite 2's first second) the penalty is -6 and the 4th second (bite 2's second second) penalty is -8. If victim fails its' resistance, it is incapacitated while having a really good time.
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05-30-2012, 09:50 PM | #2 |
Join Date: Dec 2006
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Re: [Build Advice] Innate Attack: Toxic
don't give it toxic as a damage type; give it small piercing with no wounding and blood agent.
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05-30-2012, 10:00 PM | #3 | |
Join Date: Nov 2009
Location: Oregon
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Re: [Build Advice] Innate Attack: Toxic
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Perhaps you could switch that, so the target only rolls to resist once (when it first takes damage) and then compares its resistance roll to an updated penalty as "damage" builds up. For example, a HT 10 human rolls 8, just enough to resist the base attack (4 damage = -2 HT). The next second, damage increases to 8 (-4 HT), making his initial resistance roll a failure. That feels like a clunky fit though, and I'm not sure what enhancement value is appropriate, so I'd personally just drop the Cumulative Side Effect. Rolling at -2 every second is harsh enough. Using No Wounding as a sort of "Phantom Damage" is something I've considered, and don't have a problem with. However, I've heard other folks suggest making Phantom Damage a -25% limitation instead. After all, No Wounding normally wouldn't accumulate at all, making it fine for Side Effect but useless for Symptom. As Phantom Damage, it builds up in the victim's system for the purpose of the Symptom. Presumably it dissipates at the same rate the body heals, though there should reasonably be other ways to treat it - "First Aid" could suck out some of the toxin, while an Antidote spell or poison could flush it from the system. Another option, if folks don't like the Phantom Damage angle, is to make it a Fatigue attack instead of Toxic. This would be more expensive, but is more obvious in how it interacts with the victim. If the poison is harder to recover from than simply resting for an hour or two, make it a Hazard like Dehydration (the poison must be flushed with lots of water) or Freezing (sweating helps the body purge it). Or make a new one with a similar mundane countermeasure. |
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05-31-2012, 10:41 AM | #4 | ||
Join Date: Mar 2010
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Re: [Build Advice] Innate Attack: Toxic
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Quote:
Switching it to a Fatigue Attack may work ... :considers: |
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05-31-2012, 03:04 PM | #5 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Build Advice] Innate Attack: Toxic
Just a side note, they don't need to be immune to a poison that can't affect them (unless they are a terran mammal).
Why only one cycle? Tack on a couple more, make it last five seconds, and this attack becomes very powerful. |
05-31-2012, 04:38 PM | #6 | ||
Join Date: Mar 2010
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Re: [Build Advice] Innate Attack: Toxic
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A species-wide immunity to the Mnemi's rather nasty toxins are necessary for them to survive being animals first before becoming sapient (and for them to continue surviving being sapient). Quote:
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06-01-2012, 08:36 AM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Build Advice] Innate Attack: Toxic
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Or you could say that being bitten with low doses is a standard experience, and that young who miss out on it grow up tragically not immune. If spitting in the drink causes the effects, by the way, I think it's a digestive agent as well as a blood agent. You might want to check how the two are worded. Bill Stoddard |
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Tags |
build advice, fatigue attack, innate attack, no wounding, phantom damage, toxic attack |
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