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Post by Neros on Aug 21, 2016 6:58:36 GMT -5
Been toying around with a poisonous character and felt that there wasn't any real poisonous powers in MURPG. So made an attempt to make a modifier that simulates this. The idea was: becomes more efficient the more poison there is. Doesn't deal damage in a "burst" like so many others. I feel pretty sure that the mechanic works. Not to complex and not to strong. Still, input is very welcome since there can easily be things I haven't taken into consideration... Pricing is probably where I am most uncertain PoisonousCost Level = Modifier Number +2 DescriptionOne of your limbs or an attack you are able to perform, is poisonous. When you deal damage with this body part, add MN worth of Poison Stones to the victim. Each Page, these stones drain the victims energy on a 1-for-1 basis. You also remove 1 poison stone as well, along with an additional one per Healing Factor Level. Subsequent attacks that are poisonous, adds additional poison stones up to your MN. OptionsWeakening (+1 CL): Each Poison Stone also lowers the victim's maximum Energy Pool on a 1-for-1 basis. Deadly (+2 CL): As well as draining energy, the Poison Stones are also compared to the targets Durability. If it is higher, the target loses 1 health stone per 3 poison stones. Slow Acting (-2 CL): Instead of taking effect every panel, the poison takes effect every hour. This means it drains energy, and is lowered naturally; once per hour. Rules For Modifier Box• A specific body part or action is poisonous • Each attack adds MN of Poison Stones up to your MN • At the start of each Page, remove Energy on a 1-for-1 basis • At the end of each Page, remove 1 Poison Stone and 1 per level of Healing Factor • This modifier doesn't combined with other Actions or Modifiers A ThoughtI did think about adding a rule where the victim could spend stones into Durability to remove Poison Stones. But would this make the Modifier to useless/inefficient compared to its price? Another Take on the MechanicThe poison acts on an interval determined by looking at the Duration row with the victims Durability (Durability 1 is 1 panel, Durability is every 10 panels, ect..). There would be options to make it act faster, but I kinda like that the victims durability comes into consideration but felt it might make the mechanic to complex and it wouldn't have much effect against allot of characters. With this idea of course, the cost would be lowered.
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Poisonous
Aug 21, 2016 14:07:04 GMT -5
via mobile
Post by RidiculousNinja on Aug 21, 2016 14:07:04 GMT -5
This should probably be a action no? Able to combine with close/ranged combat?
Also most healing factors make or at least accelerate makes poison ineffective at all even Steve Rogers kicks poison out in a few seconds
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Post by kito on Aug 21, 2016 23:52:50 GMT -5
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Post by Neros on Aug 22, 2016 5:50:28 GMT -5
ridiculousninjaWell as I wrote in my post, the vision of the poison was: * Has an effect based on the amount of poison there is * Not bursty/powerful (combining actions and modifiers are definalty bursty) * Its effects are over time But if you have an idea for an Action that can simulate poison (I have been trying myself ), I will be interested in hearing it. To me, having to spend stones into an action for another action to work seemed very wonky. Also, the version I made also takes into consideration that the target has a healing factor, so that has been covered. KitoI tried to see if anybody had already made something, but to no avail... But wow.. It's all the way back from 2011 But I really like it. It closely follows the thoughts I have had myself for possible mechanics, and I will defiantly see if I can use it instead. One of the main strengths that version has in my eyes, is that it is simpler than my version The only thing I fear when it is against Durability though, is that it becomes to pricey compared to how many will be completely unaffected by it. If you have it at 1, nobody will be affected by it, so you have to buy it at MN 2. Many characters have a Durability of 2 and a good deal it at 3.. Durability above this seems to happen less often, but Durability 4 isn't sooooo horribly uncommon.
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Post by Brainstem on Aug 22, 2016 7:46:36 GMT -5
I think stacking is too much for a +2 CL Modifier. Energy is far too valuable for a player to be able to make a MN 5 Poison that will shut down any player with 2 hits (and effectively shut them down after one hit assuming an average Durability/Energy of 4/12). A "long-lasting" poison, like you're saying, should probably skew more towards reducing regeneration rates rather than reducing total energy stones, kind of like you're Weakening Option.
I'd say MN + 4 where you reduce regeneration by 1r/panel for every 3 points of Poison you have. There should be a durational aspect, too, but I'm not 100% sure how that should be implemented.
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Post by kito on Aug 22, 2016 13:40:40 GMT -5
Neros - true on all accounts but i have had not much a better work with poison and in truth no 1 really wants it with who i play with but i sent it just to see if there where any idea u liked and could mix with your own idea.
Brainsteam
I don't see it staking anywhere?
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Post by Neros on Aug 22, 2016 14:53:06 GMT -5
BrainstemWell, to me continuesly draining a stone is in essence the same as lowering the Energy Regeneration since the enemy is that stone less every panel. But I have been uncertain about the stacking as well so the input is appreciated With your suggestion of the "every 3 stones lower energy regen by 1", do you mean it to be stacking? Because if not, then having a Modifier Number of 1 or 2 is very inefficient. But a good suggestion still.. IT adds to the "takes time" aspect of poisons. Maybe the poison stones have to equal Durability to take effect instead? KitoIn my version, Poison Stones could stack, draining more and more energy. So I think that is what he is talking about. But yea, poisons have always been a fine balance between being not to strong and to strong when it comes to RPG's. I mean, some real life poisons and toxins can kill VERY quickly.. Which isn't really fun in a RPG setting. Tried once where my players wanted to simply poison their way of their problems, but when they heard how inefficient it was they just opted to kill them more directly..
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Post by Brainstem on Aug 24, 2016 22:59:27 GMT -5
BrainstemWell, to me continuesly draining a stone is in essence the same as lowering the Energy Regeneration since the enemy is that stone less every panel. But I have been uncertain about the stacking as well so the input is appreciated With your suggestion of the "every 3 stones lower energy regen by 1", do you mean it to be stacking? Because if not, then having a Modifier Number of 1 or 2 is very inefficient. But a good suggestion still.. IT adds to the "takes time" aspect of poisons. Maybe the poison stones have to equal Durability to take effect instead? That's kind of the point, though, at least in my suggestions. It's a very powerful ability, so it comes with a steeper cost inherent in needing to buy it in multiples of 3. It's restricted, but I think it would work out a lot better from a balance standpoint. I suppose you could do something where it's compared to Durability (like you suggested) and every 3 over Durability counts as poison, but I would still caution against allowing stacking.
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Post by Neros on Aug 25, 2016 10:22:59 GMT -5
That is true. So lets remove the stacking aspect from the power and MAYBE make it into an option. I mean there could be VERY powerful poisons in Marvel... It is after all Marvel I have also changed the Deadly option abit to give some more variation in types of deadly poison. I thought of ramping up the cost of the option, but then it became more on level with Modifiers that would be much more useful. PoisonousCost Level = Modifier Number +2 DESCRIPTIONOne of your limbs or an attack you are able to perform, is poisonous. When you deal damage with this body part the victim becomes poisoned. For every 3 that the MN exceeds the victim’s Durability, its Energy Regen is lowered by 1 per panel. The poison will last for a duration equal to the MN minus the victim’s Durability on the Duration Row on the D&R chart. CURING POISONBesides letting the poison run its course, the victim can seek medical attention. The doctor use the Healing Action or similar, and spend 3 energy per MN of poison, lowering by one per 3 stone spent. A Healing Factor will also lower the effectiveness of the Poison as if the victim had one Durability higher per Healing Factor “level”. OPTIONS• Deadly (+1 to +3 CL): As lowering, the victims energy regen, it is also damaged by it. 1 Health per 3 MN (like normal with damage) will be lost dependent on the Option selected; once per day (+1 CL), once per hour (+2 CL) or once per Panel (+3 CL). Rule for Modifier Box: • A specific body part or an Action is poisonous
• When you successful attack and deal harm someone, compare MN to victim’s Durability
• If it exceeds; Energy Regen is lowered by one for every 3 MN above Durability (1-3 is 1, 4-6 is 2, ect..)
• Duration: MN – Durability on D&R Chart
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Poisonous
May 29, 2017 2:28:30 GMT -5
via mobile
Post by Neros on May 29, 2017 2:28:30 GMT -5
Just realized that this basicly does what the Stun option does in 2.0, which was not what was intended.
So I will have to rework it a little for the next version.
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Post by leska on May 29, 2017 2:52:24 GMT -5
Poison as a base should be able to just damage someone over time. The person is already going to be spending energy fighting off the poison as much as they can until they eventually can't anymore. Why not add different options for the poisons where they attack abilities or attack/defense abilities? Its weird to see Poison as a modifier and not as an action because that gives more control over how much poison you want to inject into a target at a given time, dont want to kill them right away.. unless you're into that
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Post by Neros on May 29, 2017 8:16:36 GMT -5
This was basicly the vision I had for the power * Has an effect based on the amount of poison there is * Not bursty/powerful (combining actions and modifiers are definitely bursty) * Its effects are over time * Simple (love simple things) A modifier would be simple since you wouldn't have to put keep track of 2 actions at once. But I think I am just gona add it as an option for Harmful Touch. It also has the functionality to harm a targets Abilities and many more.... I don't really understand why I didn't just use it there... Foolish Neros... But on a note, to me, unless a modifier has Out of Control, the player could still designate how much poison would be used. I have also recently been looking at the Situational Modifier chart, and noticed there was a "Poisoning" part under Health Related Modifiers. So I am thinking of making it work like that where the base version just increases Resistances due to the body fighting the poisoning. not all poisons will kill though... Actually, it is really based on the persons health and the strength of a poison But I'll post the rework of it here once I've gotten a look at it.
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Post by Neros on Jun 6, 2017 8:27:00 GMT -5
Fiddled around with an option for Harmful Touch. Doesn't seem crippling and I think useful. I was thinking of adding a damage over time like the original Venomous idea, but I think it should be much less powerful, splitting it up inton "small damage over time" or "instant death poison? buy lethal touch"
Poisonous (+1 or +3 CL): If your stones exceed the victim’s Durability, all actions they perform will have their Resistance increased by 1. This lasts for an amount of time equal to the attack minus the victim’s Durability on the Duration Row. For +3, the Resistance is increased by the “damage” done.
NOTE: Realized that the base version isn't worth that +1 CL when compared to Drain Energy. So it needs a little more work. But I think it is in the right direction.
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