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 Post subject: Poison System
Unread postPosted: Tue Jan 25, 2011 2:24 am 
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--> We are using Ombra's Poison System which expands how Poisons can be used. This is described in the 2nd post on this thread.

--> We also changed the OC bevavoir for poison which is described below.


--> The number of poisons IG has been substantially expanded from what comes with the OC campaign.
--> There are scripted poisons that can blind the target, put the target to sleep, kill the target, and various other things.
--> Poisons can be found with higher DC's than what was previously available before Ombra's system was added.



Poison
First the old rules:
Applying poison was a one round action.
The poison lasted for 3 rounds or 1 hit whichever came first.
There was a 5% chance you poisoned yourself unless you had the "apply poison feat". (Yes the description said it was a dex check, the description was wrong).

Now the new rules:
Applying poison is a one round action.
The poison lasts for 4 rounds or 1 hit whichever comes first.
You must make a dex check against the DC of the poison to not poison yourself.

If you have the Use Poison feat:
Applying poison is a one round action.
The poison lasts for 12 rounds or 3 hits whichever comes first.
No dex check needed.


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 Post subject: Re: Poison System
Unread postPosted: Tue Jan 25, 2011 2:29 am 
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Ombra's Poison System

Poison Items are divided into four categories based on application mode, each one has is description with primary and secondary effects and application mode.


Inhalation:
This is the easiest poison, you use a grenade like item with an area of effect, creatures in the area suffer the effect of the poison. The grenade is thrown on area so the projectile effect is not like a “Homing Missile”, the flask impacts where you click.


Injury:
This is the second easiest way to use a poison, coat a weapon. It is based on the standard system with some little differences. You can coat slashing or piercing weapons, or ammunitions/throwing (bows and crossbows can’t use the itemproperty). Use the item “Poison” on a valid weapon or yourself (the script search for weapon in hand), if the weapon is valid poison will be applied. Don’t use different poisons after coating a weapon or the “charges” will be reset (no stack effect allowed).


Contact:
It is like Injury but you can coat only bludgeoning weapons or gloves, you can try to perform a melee touch attack, with higher rate to poison yourself.


Ingestion:
This poison type is used with normal potions or beverages (beer, wine, spirits). The item power must targets one of those items to poison them, when poisoned potions or beverages doesn’t change item description or property. When used the Spell Hook system checks if potion or beverage is poisoned and runs poison script or normal spell script.


Extra:
With the ingestion system Ombra added a new spell, Detect Poison to recognize infected potions. It is a level 0 spell for clerics, druids, wizards, sorcerers and a level 1 spell for rangers and paladins. The caster makes a Wisdom check with DC 20, if he fails and the caster has Alchemy skill points he can retry with an Alchemy check. If one check is passed the poison is detected (the potion or beverage must be poisoned of course) and the poison’s name revealed. Ombra also modified Neutralize Poison to allow infected potions as a target, if poisoned the spell will now remove the poison from potions or beverages.


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