Slimy, yet satisfying. |
Stench
Causes opponents to flinch, or wards wild animals. Check out repel Animals in Sorcery on p.14.
Sticky Hold
Prevents things from being taken. This is the Wildcard version of Retain (weapon).
Poison Touch
Enemies that touch someone with poison touch may become poisoned. This is cyclic toxic damage in aura form.
Toxic Attack 1 HP(Aura, +80%; Cyclic, 1 second, 9 cycles, +900%)[11]
Poison Gas
May poison an opponent. Cyclic toxic damage.
Poison Gas
Keywords: Missile, Obvious
Full Cost: 11 points.
Casting Roll: None, use innate attack.
Range: 10 yards long, 5 yard wide cone.
Duration: 10 seconds
The "caster" spews a cone of poisonous vapor that may poison anyone caught in the cone. If poisoned, they take 1 HP a second for 10 seconds.
Statistics: Toxic Attack 1HP (Cone, 5 yards, +100%; Contact Agent, +150%; Cyclic, 1 second, 9 cycles, +900%; Increased 1/2d, +15%; Reduced Range, 10 yards, -30%; Sorcery, -15%)[11]
The "caster" spews a cone of poisonous vapor that may poison anyone caught in the cone. If poisoned, they take 1 HP a second for 10 seconds.
Statistics: Toxic Attack 1HP (Cone, 5 yards, +100%; Contact Agent, +150%; Cyclic, 1 second, 9 cycles, +900%; Increased 1/2d, +15%; Reduced Range, 10 yards, -30%; Sorcery, -15%)[11]
Sludge
Throw poisonous slime on an enemy. Might poison.
Sludge
Keywords: Missile, Obvious
Full Cost: 14 points for level 1. 4 points/level thereafter.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 10 seconds
The "caster" throws slime on the enemy, which may be toxic. After throwing the slime on the opponent, they resist with a quick contest of will. Failure means the target is dealt an additional 1 HP of damage a second for 10 seconds.
Statistics: Toxic Attack 1d (Increased 1/2d, +15%; Sorcery, -15%)[4] +
Toxic Attack 1HP (Follow-Up, +0%; Magic, -10%; Requires Will Roll; Quick Contest, -15%)[1] +
Toxic Attack 1 HP (Cyclic, 1 second, 9 cycles, +800%; Delay, 1 second, +0%; Follow-Up, +0%; Magic, -10%)[9]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 3d+1, or 24 points.
The "caster" throws slime on the enemy, which may be toxic. After throwing the slime on the opponent, they resist with a quick contest of will. Failure means the target is dealt an additional 1 HP of damage a second for 10 seconds.
Statistics: Toxic Attack 1d (Increased 1/2d, +15%; Sorcery, -15%)[4] +
Toxic Attack 1HP (Follow-Up, +0%; Magic, -10%; Requires Will Roll; Quick Contest, -15%)[1] +
Toxic Attack 1 HP (Cyclic, 1 second, 9 cycles, +800%; Delay, 1 second, +0%; Follow-Up, +0%; Magic, -10%)[9]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 3d+1, or 24 points.
Fling
Throw held item at an opponent. This might justify a special training perk for the Throwing Art skill.
Sludge Bomb
This is a stronger version of Sludge that is allowed to go to 4d+2. If you feel like putting explosive on it, it might look like:
Sludge Bomb
Keywords: Missile, Obvious
Full Cost: 16 points for level 1. 6 points/level thereafter.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 10 seconds
The "caster" throws a slime bomb on the enemy, which may be toxic. After throwing the slime on the opponent, they resist with a quick contest of will. Failure means the target is dealt an additional 1 HP of damage a second for 10 seconds. This sludge explodes and may hit more enemies in the nearby area, also poisoning them.
Statistics: Toxic Attack 1d (Explosive 1, +50%; Increased 1/2d, +15%; Sorcery, -15%)[6] +
Toxic Attack 1HP (Follow-Up, +0%; Magic, -10%; Requires Will Roll; Quick Contest, -15%)[1] +
Toxic Attack 1 HP (Cyclic, 1 second, 9 cycles, +800%; Delay, 1 second, +0%; Follow-Up, +0%; Magic, -10%)[9]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 4d+2, or 38 points.
The "caster" throws a slime bomb on the enemy, which may be toxic. After throwing the slime on the opponent, they resist with a quick contest of will. Failure means the target is dealt an additional 1 HP of damage a second for 10 seconds. This sludge explodes and may hit more enemies in the nearby area, also poisoning them.
Statistics: Toxic Attack 1d (Explosive 1, +50%; Increased 1/2d, +15%; Sorcery, -15%)[6] +
Toxic Attack 1HP (Follow-Up, +0%; Magic, -10%; Requires Will Roll; Quick Contest, -15%)[1] +
Toxic Attack 1 HP (Cyclic, 1 second, 9 cycles, +800%; Delay, 1 second, +0%; Follow-Up, +0%; Magic, -10%)[9]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 4d+2, or 38 points.
Gunk Shot
This is stronger, inaccurate, and poisons the target.
Gunk Shot
Keywords: Missile, Obvious
Full Cost: 13.4 points for level 1. 3.4 points/level thereafter.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 10 seconds
The "caster" hammers the target hard with a blob of poisonous gunk, which may be toxic, but this is difficult to aim, and so has accuracy 0. After throwing the slime on the opponent, they resist with a quick contest of will. Failure means the target is dealt an additional 1 HP of damage a second for 10 seconds.
Statistics: Toxic Attack 1d (Increased 1/2d, +15%; Inaccurate 3, -15%; Sorcery, -15%)[4] +
Toxic Attack 1HP (Follow-Up, +0%; Magic, -10%; Requires Will Roll; Quick Contest, -15%)[1] +
Toxic Attack 1 HP (Cyclic, 1 second, 9 cycles, +800%; Delay, 1 second, +0%; Follow-Up, +0%; Magic, -10%)[9]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 6d damage.
The "caster" hammers the target hard with a blob of poisonous gunk, which may be toxic, but this is difficult to aim, and so has accuracy 0. After throwing the slime on the opponent, they resist with a quick contest of will. Failure means the target is dealt an additional 1 HP of damage a second for 10 seconds.
Statistics: Toxic Attack 1d (Increased 1/2d, +15%; Inaccurate 3, -15%; Sorcery, -15%)[4] +
Toxic Attack 1HP (Follow-Up, +0%; Magic, -10%; Requires Will Roll; Quick Contest, -15%)[1] +
Toxic Attack 1 HP (Cyclic, 1 second, 9 cycles, +800%; Delay, 1 second, +0%; Follow-Up, +0%; Magic, -10%)[9]
Notes: each level adds 1d of damage to the initial attack. Appropriate max is 6d damage.
Acid Armor
Makes the target more defensive. From the flavor text, it says that it liquefies the target... which to me sounds like giving them the diffuse advantage.
Acid Armor
Keywords: Buff, Obvious
Full Cost: 100 points.
Casting Roll: None, use innate attack.
Range: 100 yards.
Duration: 3 minutes.
The "caster" liquefies the target making attacks pass through them easily, and granting the Injury Tolerance (diffuse) advantage for 3 minutes.
Statistics: Affliction 1(HT; Advantage, Magical Diffuse Injury Tolerance, +900%; Fixed Duration, 3 minutes, +0%; Increased 1/2d, +15%; Sorcery, -15%)[100]
The "caster" liquefies the target making attacks pass through them easily, and granting the Injury Tolerance (diffuse) advantage for 3 minutes.
Statistics: Affliction 1(HT; Advantage, Magical Diffuse Injury Tolerance, +900%; Fixed Duration, 3 minutes, +0%; Increased 1/2d, +15%; Sorcery, -15%)[100]
Belch
A strong attack that requires eating to use, which isn't exactly compatible with Sorcery, so here:
Toxic Attack 6d(Takes Extra Time 2, 2 seconds, -20%; Trigger, Food, -10%)[17]An innate attack that requires eating for at least two seconds (probably longer) and then does 6d damage.
Memento
The user sacrifices himself to cripple an opponent.
Affliction 5(Will; Attribute Penalty, -6ST, +30%; Backlash, Heart Attack, -300%; Disadvantage, Will -6, +30%; Fixed Duration, 3 minutes, +0%; Malediction 2, +150%)[10]
If the opponent fails the quick contest of will versus will-5 against the user, they have -6 ST and -6 will for 3 minutes. The user immediately suffers a heart attack straight after.
Other Thoughts and Conclusion
Really boring list of abilities... except for maybe Acid Armor. Momento is kinda interesting too, but mechanically worthless. Ah well, if I didn't approach these abilities now, I'd have to do them later.
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ReplyDeleteThanks, pal!
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