Poison Magic
Primary Magic: Poison Magic
Secondary Magic: --
Caster or Holder: Caster
Description: Poison Magic is a form of magic which converts magical energy into various poisons, toxins, and venoms, which will all fall under the umbrella term of 'poison'. These poisons are capable of causing illness, breakdown of tissue, inhibiting functions, and other similar effects. Using this poison, the user would be capable of harming the senses of foes as well, and debuffing even powerful foes down to the user's level, or lesser. As poisons they are inherently capable of being concentrated to lethal doses.
Fox has learned Poison Magic from an insane training regimen, involving the application of poisons in his body, allowing him to truly understand what poisons are. Inherently, he's discovered many ways to use poison for more than the purposes of the average rogue. He uses Poison for the purposes of subjugating his foes without killing them, and developing special poisons for odd purposes akin to street drugs in order to do so or enhance others. He uses poisons for healing as well, capable of counteracting poisons with antipoisons (which are poisons on their own), and using poisons that seek and kill certain microorganisms without harming the body. Combining this with expertise in martial arts, for purposes of self-discipline primarily and pain tolerance secondarily, Fox is a force to be reckoned with on the battlefield, whether you're a normal thug or a titan of war.
Strengths:
Debuffing Properties as poison can weaken senses and functions
Excellent Crowd Control Capabilities as poisons can be gaseous
Healing Capabilities as the poisons can be used to kill diseases.
Poison Defeats Poison via counterpoisons.
Weaknesses:
Healing Magics (like Sky) can cure this magic's poisonous effects
Poison generally takes a little time to kick in
Defensive Magics generally have the advantage as poison needs to somehow be introduced to the body
Dangerous to use around allies, while it can be controlled, there is always danger.
Plant Mages can cure any other poisons with herbal remedies if given time.
Abilities/Powers:
The Four Forms - All poisons can be applied in four ways, meaning they all have 4 forms, Ingesting, Contact, Inhalation, Injury.
The Two Tones - All poisons have lethal and non-lethal effects and uses. Lethal poisons are deadly, but take far more time to work and have more subtle symptoms at first. Non-lethal poisons feel deadly and have more wild, more immediate effects, but don't have the capacity to kill anyone, once their duration's up, they simply go away. Lethal option can kill unimportant NPCs without taking long, but the described lethal effects for PCs are only available when a thread is Death Enabled.
The One Body - Fox is immune to any poisons, toxins, or venoms, even the ones that are scientifically impossible to be immune to due to the speedy production of counterpoisons his body has. This does not apply to acids. (But does apply to LSD)
Musashi's Descent - Fox is considered at +40% to his speed, and has lightning-fast reflexes passively from his lineage and family training regimen.
Name: Chlorobenzalmalononitrile (CS Tear Gas)
Rank: D
Type: Offensive/Supplementary Poison
Description: Fox has memorized the chemical composition of tear gas and can produce it with his magic. During the first post of exposure, the poison will cause the eyes to shut and they will start to tear up, second post causes coughing and sneezing, and the third post causes choking. When using the lethal version these effects take twice as long to occur and then don't go away when the duration ends, instead continuing to get worse over the duration of 10 more posts before the victim ceases being able to breath and chokes to death. While the poison was originally supposed to be used as gas, it can still have its other 3 forms. Contact must be with head or front torso or the poison's effect misses with contact or injury forms.
Strengths:
Perfect for stopping riots or subduing ferocious foes.
As a gas, is perfectly legal to use, and does not stack into lethal stacks if it's nonlethal.
Good shock-and-awe tactic to keep foes on their toes.
Weaknesses:
Can be cured by any healing spell. Seriously. Any one.
Effects are ignored by those B-Rank and higher and take an extra post to kick in for C-Ranks.
Doesn't actually stop particularly willful foes from attacking.
Any anti-poison remedy will fix the effects immediately.
Lasts for 6 posts, has a 7 post cooldown
Name: Tetrahydrocannabivarin (THCV)
Rank: D
Type: Offensive Supplementary Poison
Description: Ah yes, weed. Where would the hippy world be without their psychedelic drugs? Having picked out the toxin responsible for the mild psychedelic effects of cannabis over a few weeks of "binge researching", he has a list of particularly funny jokes to tell to the victims of this poison, as well as a receptor antagonist which he has at his disposal. Once active, the opponent's muscles begin to relax. One post later, their mind will join them. The following post will begin hallucinations, which will magically intensify for a couple of posts. These hallucinations are totally uncontrollable, but usually are affected by his victim's mood. The lethal option makes these effects take twice as long to kick in, and requires 30 extra posts of function to kill. But you can have a hell of a party for the first 15 of those before it gets worrisome.
Strengths:
Makes people funny for a while.
Also makes for an easy means to get what you want from someone.
While affected, targets become inexplicably wonderful at cooking.
Weaknesses:
Sadly, Fox cannot party with the victims as he is immune to the poison now.
Takes one post longer per rank above D the victim is to kick in.
Cured by any healing spell.
Targets get the munchies which may cause them to raid the nearest fridge instead of cooperating.
Lasts for 5 posts, 6 posts cooldown.
Name: Trichloromethane (Chloroform)
Rank: D
Type: Offensive Supplementary Poison
Description: Chloroform is a knockout poison which is used to knock a person out just by being breathed in. One could imagine the struggles of immunifying oneself to it. Still, Fox can produce it with his magic and use it either way! Upon beginning effect, the victim will immediately fall asleep for a solid 3 posts! Wow! That was fast! When lethal, this takes a few posts to kick in, but the victim will essentially sleep to death in 15 posts even.
Strengths:
The victim is perfectly unconscious while active, anything can happen short of curing the poison and they'll be asleep still.
If ingested the nonlethal sleep lasts for 15 posts instead.
If all else fails, can get the particularly desperate man laid.
Weaknesses:
Can be cured by any healing spell.
Lethal version requires 3 posts to kick in always.
There is a post of delay for every rank above D the victim is. B-Ranks ignore it altogether.
Lasts for 5 posts, 6 posts cooldown.
Name: Counterpoison
Rank: D
Type: Passive/Active Supplementary Poison
Description: Passively, his body detects all poisons and toxins and pathogens that enter his body, and produces counter poisons that totally negate the poisons that enter him. However, he can analyze any poison and create a counter poison for it himself, allowing him to cure diseases and poisons of his rank and lower. Using this actively, he generates the counterpoison and spreads it how it needs to be spread in order to take optimal effect. Once active, the poison's effects cease getting worse. On the second post they will slowly start to dissipate the symptoms, and on the third post of being active the poisons will be totally gone.
Strengths:
Can be used as a gas in order to cure large quantities of victims of disease.
Specifically targets the poison or disease in question, allowing this to be used harmlessly.
Can be used like a defensive spell against pathogens and poisons once a counterpoison is developed, capable of completely purging equal volumes of that kind of poison or disease.
Weaknesses:
Cannot be used for offensive purposes and has no lethal variant.
A counterpoison is forgotten at the end of the thread, meaning he doesn't permanently just trounce a given poison he's fixed in other people.
May be subject to mockery from darker poison mages.
Lasts for 3 posts, 4 post cooldown.
Primary Magic: Poison Magic
Secondary Magic: --
Caster or Holder: Caster
Description: Poison Magic is a form of magic which converts magical energy into various poisons, toxins, and venoms, which will all fall under the umbrella term of 'poison'. These poisons are capable of causing illness, breakdown of tissue, inhibiting functions, and other similar effects. Using this poison, the user would be capable of harming the senses of foes as well, and debuffing even powerful foes down to the user's level, or lesser. As poisons they are inherently capable of being concentrated to lethal doses.
Fox has learned Poison Magic from an insane training regimen, involving the application of poisons in his body, allowing him to truly understand what poisons are. Inherently, he's discovered many ways to use poison for more than the purposes of the average rogue. He uses Poison for the purposes of subjugating his foes without killing them, and developing special poisons for odd purposes akin to street drugs in order to do so or enhance others. He uses poisons for healing as well, capable of counteracting poisons with antipoisons (which are poisons on their own), and using poisons that seek and kill certain microorganisms without harming the body. Combining this with expertise in martial arts, for purposes of self-discipline primarily and pain tolerance secondarily, Fox is a force to be reckoned with on the battlefield, whether you're a normal thug or a titan of war.
Strengths:
Debuffing Properties as poison can weaken senses and functions
Excellent Crowd Control Capabilities as poisons can be gaseous
Healing Capabilities as the poisons can be used to kill diseases.
Poison Defeats Poison via counterpoisons.
Weaknesses:
Healing Magics (like Sky) can cure this magic's poisonous effects
Poison generally takes a little time to kick in
Defensive Magics generally have the advantage as poison needs to somehow be introduced to the body
Dangerous to use around allies, while it can be controlled, there is always danger.
Plant Mages can cure any other poisons with herbal remedies if given time.
Abilities/Powers:
The Four Forms - All poisons can be applied in four ways, meaning they all have 4 forms, Ingesting, Contact, Inhalation, Injury.
- Ingesting: While the poison hits hard immediately, it requires that it be imbibed in some mannerism (eat or drink). Thusly the poison will take 3 posts to kick in after being ingested, and stay at max effect for the full duration. If the lethal option is taken, it's duration is twice as long, and kills the target when it's duration ends. An ingested poison may be cured before and during its duration by poison-curing items of any kind, or poison-curing spells of up to a rank lower. D-Rank Poisons cannot be lethal variant if ingested.
- Contact: This kind of poison is simply bad to even touch. The poison is splashed onto the enemy in a 5 foot cone per rank of poison, and has the described effects. This poison cannot be lethal option.
- Inhaled: This forms a large gas cloud from the poison, about 10 feet in radius per rank. Breathing in the poison, even just a little, can prove very dangerous for the victim, succumbing to the effects more and more as they breath it in more. The effects of the poison don't kick in until one post into being inside the cloud, but they stack for each post they are in thereafter, and the duration will be refreshed for each post they are inside. The cloud will last for the poison's listed duration. If nonlethal variant, the poison will become lethal at 3 stacks of the poison, if already lethal, each stack will remove a post from the amount of time they have to cure the poison, or lower their effective rank against the poison by one rank. As a weakness, gasses can be blown away by strong winds.
- Injury: Typical rogue-style, this poison must coat something or be injected into the bloodstream directly. This form is liquid, kicks in almost immediately once applied, and has the described effects normally.
The Two Tones - All poisons have lethal and non-lethal effects and uses. Lethal poisons are deadly, but take far more time to work and have more subtle symptoms at first. Non-lethal poisons feel deadly and have more wild, more immediate effects, but don't have the capacity to kill anyone, once their duration's up, they simply go away. Lethal option can kill unimportant NPCs without taking long, but the described lethal effects for PCs are only available when a thread is Death Enabled.
The One Body - Fox is immune to any poisons, toxins, or venoms, even the ones that are scientifically impossible to be immune to due to the speedy production of counterpoisons his body has. This does not apply to acids. (But does apply to LSD)
- Current Immunity Status:
- D-Rank Poisons: Totally immune.
C-Rank Poisons: 50% Effects, autocured in 2 posts.
B-Rank Poisons: 80% Effects, autocured in 5 posts.
A-Rank Poisons: Suffers full effects and doesn't autocure
Musashi's Descent - Fox is considered at +40% to his speed, and has lightning-fast reflexes passively from his lineage and family training regimen.
- Effects By Rank:
- For all effects, delay the effects by 2 posts per rank above the listed rank, and reduce the delay on all effects by 2 posts per rank below.
CS Tear Gas
D-Rank
Non-Lethal
Post 1: Eyes clamp shut, and tears fill their eyes. Coughing ensues.
Post 2: Eyes can't even open, and remain closed for 3 posts after effects end.
Post 3: Coughing intensifies and nose begins running and sneezing ensues, mucus fills lungs.
Post 6: Coughing ceases.
Post 9: Eyes not longer hurt to keep open.
Lethal
Post 1: Eyes clamp shut and tears fill eyes.
Post 2: Coughing Ensues.
Post 4: Eyes can't open and remain closed for 3 posts after effects are cured.
Post 6: Coughing intensifies.
Post 12: Coughing further intensifies, lungs fill with fluid, breathing becomes difficult.
Post 22: Death ensues from asphyxiation.
THCV Effects
D-Rank
Non-Lethal
Post 1: Muscle Relaxation
Post 2: Mind Relaxation
Post 3: Hallucinations begin.
Post 4-5: Hallucinations progressively intensify, before ceasing altogether.
Lethal
Post 1: Muscles slowly relax.
Post 3: Mind relaxes to a calm, and relaxed state.
Post 6: Light hallucinations begin.
Posts 7-40: Hallucinations and relaxation continue intensifying until a light and relaxed death ensues. Took many tries to figure this one out.
Chloroform Effects
D-Rank
Non-Lethal
Post 1: Sleep ensues victim.
Post 5: Victim wakes up groggily with a headache.
Lethal:
Post 1: No apparent effects.
Post 2: Heavy sleep fatigue ensues the victim.
Post 3: Victim falls asleep.
Post 15: Victim hasn't woken up yet. Vital signs weak if present at all.
Post 30: ...Assuming dead around post 15. Not enough data to collect anymore.
Name: Chlorobenzalmalononitrile (CS Tear Gas)
Rank: D
Type: Offensive/Supplementary Poison
Description: Fox has memorized the chemical composition of tear gas and can produce it with his magic. During the first post of exposure, the poison will cause the eyes to shut and they will start to tear up, second post causes coughing and sneezing, and the third post causes choking. When using the lethal version these effects take twice as long to occur and then don't go away when the duration ends, instead continuing to get worse over the duration of 10 more posts before the victim ceases being able to breath and chokes to death. While the poison was originally supposed to be used as gas, it can still have its other 3 forms. Contact must be with head or front torso or the poison's effect misses with contact or injury forms.
Strengths:
Perfect for stopping riots or subduing ferocious foes.
As a gas, is perfectly legal to use, and does not stack into lethal stacks if it's nonlethal.
Good shock-and-awe tactic to keep foes on their toes.
Weaknesses:
Can be cured by any healing spell. Seriously. Any one.
Effects are ignored by those B-Rank and higher and take an extra post to kick in for C-Ranks.
Doesn't actually stop particularly willful foes from attacking.
Any anti-poison remedy will fix the effects immediately.
Lasts for 6 posts, has a 7 post cooldown
Name: Tetrahydrocannabivarin (THCV)
Rank: D
Type: Offensive Supplementary Poison
Description: Ah yes, weed. Where would the hippy world be without their psychedelic drugs? Having picked out the toxin responsible for the mild psychedelic effects of cannabis over a few weeks of "binge researching", he has a list of particularly funny jokes to tell to the victims of this poison, as well as a receptor antagonist which he has at his disposal. Once active, the opponent's muscles begin to relax. One post later, their mind will join them. The following post will begin hallucinations, which will magically intensify for a couple of posts. These hallucinations are totally uncontrollable, but usually are affected by his victim's mood. The lethal option makes these effects take twice as long to kick in, and requires 30 extra posts of function to kill. But you can have a hell of a party for the first 15 of those before it gets worrisome.
Strengths:
Makes people funny for a while.
Also makes for an easy means to get what you want from someone.
While affected, targets become inexplicably wonderful at cooking.
Weaknesses:
Sadly, Fox cannot party with the victims as he is immune to the poison now.
Takes one post longer per rank above D the victim is to kick in.
Cured by any healing spell.
Targets get the munchies which may cause them to raid the nearest fridge instead of cooperating.
Lasts for 5 posts, 6 posts cooldown.
Name: Trichloromethane (Chloroform)
Rank: D
Type: Offensive Supplementary Poison
Description: Chloroform is a knockout poison which is used to knock a person out just by being breathed in. One could imagine the struggles of immunifying oneself to it. Still, Fox can produce it with his magic and use it either way! Upon beginning effect, the victim will immediately fall asleep for a solid 3 posts! Wow! That was fast! When lethal, this takes a few posts to kick in, but the victim will essentially sleep to death in 15 posts even.
Strengths:
The victim is perfectly unconscious while active, anything can happen short of curing the poison and they'll be asleep still.
If ingested the nonlethal sleep lasts for 15 posts instead.
If all else fails, can get the particularly desperate man laid.
Weaknesses:
Can be cured by any healing spell.
Lethal version requires 3 posts to kick in always.
There is a post of delay for every rank above D the victim is. B-Ranks ignore it altogether.
Lasts for 5 posts, 6 posts cooldown.
Name: Counterpoison
Rank: D
Type: Passive/Active Supplementary Poison
Description: Passively, his body detects all poisons and toxins and pathogens that enter his body, and produces counter poisons that totally negate the poisons that enter him. However, he can analyze any poison and create a counter poison for it himself, allowing him to cure diseases and poisons of his rank and lower. Using this actively, he generates the counterpoison and spreads it how it needs to be spread in order to take optimal effect. Once active, the poison's effects cease getting worse. On the second post they will slowly start to dissipate the symptoms, and on the third post of being active the poisons will be totally gone.
Strengths:
Can be used as a gas in order to cure large quantities of victims of disease.
Specifically targets the poison or disease in question, allowing this to be used harmlessly.
Can be used like a defensive spell against pathogens and poisons once a counterpoison is developed, capable of completely purging equal volumes of that kind of poison or disease.
Weaknesses:
Cannot be used for offensive purposes and has no lethal variant.
A counterpoison is forgotten at the end of the thread, meaning he doesn't permanently just trounce a given poison he's fixed in other people.
May be subject to mockery from darker poison mages.
Lasts for 3 posts, 4 post cooldown.
Last edited by Classical Vacuum on 29th September 2014, 7:12 am; edited 2 times in total