|
Post by Fantômas on Jan 24, 2019 4:03:42 GMT
Inflame inner ear - Hearing loss, dizziness and a spinning sensation (vertigo). Vomiting if fail willpower
|
|
|
Post by logan9a on Jan 24, 2019 12:18:15 GMT
Inflame inner ear - Hearing loss, dizziness and a spinning sensation (vertigo). Vomiting if fail willpower So - like a slightly more potent 'daze' effect?
|
|
Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
|
Post by Scott on Jan 24, 2019 18:08:42 GMT
That could be two different spells.
Vertigo Casting time: 1 action Range: 10m Duration: 5 minutes or until end of combat (whichever is sooner) MP cost: 2
Description: -10% to any movement, vehicle, or similar skill rolls (e.g., Acrobatics, Sprinting, Parkour, Drive, Pilot, Ride, etc.) UNLESS the target makes a Willpowerx3 roll.
...
Nausea Casting time: 1 action Range: 10m Duration: Concentration MP cost: 2 per round
Description: The target vomits anything they have recently ingested and is unable to take any action other than simple actions as they are busy heaving UNLESS the target makes a Constitution roll.
[Edit: Nausea might be better off in the Control tree]
|
|
|
Post by logan9a on Jan 24, 2019 23:07:35 GMT
Not bad - thoughts?
|
|
Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
|
Post by Scott on Jan 28, 2019 15:25:06 GMT
Better include Dex checks with Vertigo.
Vertigo Casting time: 1 action Range: 10m Duration: 5 minutes or until end of combat (whichever is sooner) MP cost: 2
Description: -10% to any movement, vehicle, or similar skill rolls (e.g., Dexterity, Acrobatics, Sprinting, Parkour, Drive, Pilot, Ride, etc.) UNLESS the target makes a Willpowerx3 roll.
|
|
|
Post by logan9a on Jan 28, 2019 17:11:04 GMT
Changed tree to:
Disorientation spells
Dull senses -> Vertigo -> Daze ->
|
|
|
Post by logan9a on Jan 28, 2019 17:13:47 GMT
[Edit: Nausea might be better off in the Control tree]
Agreed. Stuck it in there. (See that thread)
|
|
|
Post by Fantômas on Jan 28, 2019 22:19:21 GMT
Vertigo would also affect combat be it attack, parry, dodge. Spin yourself around until you a dizzy and see how your hand/eye coord is.
|
|
|
Post by logan9a on Jan 28, 2019 22:21:24 GMT
If we're going to have it affect everything, we could up the resistance roll to 'try every round'.
|
|
|
Post by Fantômas on Jan 28, 2019 22:24:16 GMT
Or maybe have a low rank and higher rank version, eg vertigo & improved vertigo or dizziness and vertigo where there the higher version has a larger negative and affects combat?
|
|
|
Post by logan9a on Jan 28, 2019 23:39:50 GMT
I'm ok with having an all in one thing -- still liking having the RR roundly to shake it.
|
|
Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
|
Post by Scott on Jan 29, 2019 0:21:00 GMT
Vertigo would also affect combat be it attack, parry, dodge. Spin yourself around until you a dizzy and see how your hand/eye coord is. Realistically, yes. But we already have the Daze spell for combat skills. And I'm comfortable with just saying that the effect of the spell that we call "vertigo" is not exactly the same thing as natural vertigo.
|
|
|
Post by logan9a on Feb 12, 2019 18:14:32 GMT
Vertigo [credit: Pete, Scott]
Casting time: 1 action Range: 10m Duration: 5 minutes or until end of combat (whichever is sooner) or a resistance roll is made. MP cost: 2
Description: -10% to any movement, vehicle, or similar skill rolls (e.g., Dexterity, Acrobatics, Sprinting, Parkour, Drive, Pilot, Ride, etc.) UNLESS the target makes a Willpowerx3 roll. The target can try this roll (for free) every round.
Thoughts?
|
|