Artifact Potion of Paralysis

Sreeya

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Potion of Paralysis

Dark Side — Potion


Origin:
A concoction crafted by @Darth Arcanos to paralyze his enemies.

Location:
In @Azar Kressh 's possession





Function.


Obtained from a mutant version of the knobby white spider in this thread, this venom was put together into a potion by @Darth Arcanos for nefarious means.

The effects of this venom, which has to be injected or consumed, is that it immediately paralyzes the victim. The venom is potent enough for all sizes, though the effects may wear off sooner for beings weighing over 250 lbs. The victim is aware of everything, but experiences full body paralysis. They can perceive superficial sensations, but they cannot move their limbs.

With Arcanos personally modifying the venom into a potion, the effects extend to add as a drug-like blocker to prevent Force use as well.

PVP Use: Works like stun bolts. If a weapon is coated with the potion and strikes a limb or a part of the body, that limb/body part is useless for two turns.

PVE: NPCs weighing 250s or less that injected by the potion get full body paralyzed for a turn.


Weaponizing the venom: This venom can be administered as coating on weapons, darts, even as fingernail polish.




Intent:
A devious new creation by @Darth Arcanos for no reason than to be a sketchy af dude that likes to torture his enemies. Come to him if you want some of this venom for your own evil plots :)

 
Last edited:

Logan

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Overall I think it is fine, and I do want to see some expansion on poisons and the like on swrp.

My only concern is from the PvP standpoint. So it's essentially an auto win function. Being paralyzed for one or two combat turns seems like a decent restriction on paper, but there's nothing stopping the administer from just repeatedly re-administering the poison on every paralyze turn which just creates a hard lock on the victim.

I think if you change its PvP usage to work more like stun bolts (if you slash an arm with a poison blade, the arm is paralyzed but not the entire body) for example, it is more balanced. You can keep the PvE effects the same.
 

Sreeya

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Overall I think it is fine, and I do want to see some expansion on poisons and the like on swrp.

My only concern is from the PvP standpoint. So it's essentially an auto win function. Being paralyzed for one or two combat turns seems like a decent restriction on paper, but there's nothing stopping the administer from just repeatedly re-administering the poison on every paralyze turn which just creates a hard lock on the victim.

I think if you change its PvP usage to work more like stun bolts (if you slash an arm with a poison blade, the arm is paralyzed but not the entire body) for example, it is more balanced. You can keep the PvE effects the same.


Ooh great point I hadn't considered. I edited it to focused area stun for 2 rounds - mainly because this is made by a Sith Lord so want to showcase potency.

But had a follow up question, what about consumption leading to full body paralysis?
 

Logan

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I think that since full consumption is a much higher degree of difficulty to achieve, that still retaining full body paralysis seems fine (and makes sense). I would notate this specifically in the PvP parts so it isnt ambiguous.

I'm also fine with having the localized be two rounds since as you said, this is created by someone with the knowledge/strength to have the poison be extremely potent.
 

Darasuum

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There are some poisons from awhile back but they are in the tech area of the site but I'll just link them here for reference. I don't think they've been reviewed for awhile and since I also do poison/potion stuff with my character(s) I want to make sure I'm not using anything unbalanced.

Paralysis poison.
Ro Hypa poison.

Stuka cheskar, universal antidote?
 

Logan

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Approved, btw.

Dara, I'll look at those other poisons at some point.
 
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