Inoculation


It's not gonna hurt, don't worry.
Inoculation is an idiom smithed by merging the noun of Substance with the verb Infuse.

by Gurlu
by Gurlu

Inoculation

by Gurlu

Inoculation


by Gurlu
by Gurlu
2
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu
by Gurlu

The caster manifests a violent poison, acid or illness inside a limb or weapon. When this item is used to attack, the target must succeed a Saving Throw or be inoculated with the toxic substance.
 
  • If the substance is a poison, the target becomes Poisoned and suffers Low Toxic Damage each turn for 3 turns. The idiom becomes of the Nuance of Brewing.
  • If the substance is an acid, the target becomes Corroded (Tier 1) for 3 turns. The idiom becomes of the Nuance of Synthesis.
  • If the substance is an illness, the target becomes Diseased for 3 turns and suffers Low Toxic Damage each turn for 3 turns. The idiom becomes of the Nuance of Contagion.
  • If the item is thrown, the substance is infused only when it hits a living creature.

    THING

    The target must be in line of sight.

    Moderate
    Gradation
    Effect
    Critical Failure
    The target is physically distraught by the substance. They fall Prone.
    Failure
    The target suffers the substance's effects.
    Partial Failure
    The target suffers the substance's effects.
    Partial Success
    The target slightly resists the substance. It takes half damage from the long lasting effects.
    Success
    The target resists the substance. It takes half damage from the long lasting effects but isn't Poisoned, Corroded or Diseased.
    Critical Success
    The target completely resists the substance and avoid all of its lasting effects.
    Touch
    Cost
    Effect
    3 (+1)
    If the substance is a poison or illness, adds a bonus of Tiny Toxic Damage to the Damage Roll. If the substance is an acid, the target now takes Tiny Acid Damage at each turn this idiom's effect is active.
    4 (+2)
    If the substance is a poison or illness, the damage of the idiom becomes Moderate. If the substance is an acid, the target now takes Low Acid Damage for each turn this idiom's effect is active.
    5 (+3)
    The idioms effect lasts for 4 turns. If the substance is a poison or illness, the damage of the idiom becomes Moderate. If the substance is an acid, the target now takes Low Acid Damage for each turn this idiom's effect is active.
    6 (+4)
    The idioms effect lasts for 4 turns. If the substance is a poison or illness, the damage of the idiom becomes Moderate and a bonus of Tiny Toxic Damage is added to the Damage Roll. If the substance is an acid, the target now takes Low Acid Damage for each turn this idiom's effect is active and a bonus of Tiny Acid Damage is added to the Damage Roll.
    7 (+5)
    The idioms effect lasts for 4 turns. If the substance is a poison or illness, the damage of the idiom becomes Strong. If the substance is an acid, the target now takes Moderate Acid Damage for each turn this idiom's effect is active.
    8 (+6)
    The idioms effect lasts for 5 turns. If the substance is a poison or illness, the damage of the idiom becomes Strong. If the substance is an acid, the target now takes Moderate Acid Damage for each turn this idiom's effect is active.
    9 (+7)
    The idioms effect lasts for 5 turns. If the substance is a poison or illness, the damage of the idiom becomes Strong and a bonus of Tiny Toxic Damage is added to the Damage Roll. If the substance is an acid, the target now takes Moderate Acid Damage for each turn this idiom's effect is active and a bonus of Tiny Acid Damage is added to the Damage Roll.
    10 (+8)
    The idioms effect lasts for 5 turns. If the substance is a poison or illness, the damage of the idiom becomes High. If the substance is an acid, the target now takes Strong Acid Damage for each turn this idiom's effect is active.


    Cover image: by Gurlu

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