Heros Poisons
Trying to design Poisons that heros can use against Monsters for the Thief since he can't use magic.
Poisons last only TWO of the monsters turns. ( two rounds).
Poisons are delivered by Daggers only.
Daggers have a 2 Attack in the Thieves hands.
As long as one
hits the monster, he is poisoned.
Poisons are not cumulative. Only one Poison at a time per monster till effects wear off.
Poisons don't effect undead.
The Thief decides which of these three effects take place:
1# - 1 Att (monster loses an Attack Die for two rounds.)
2# - 1 Def
3# - All Movement (monster can't move but may Att & Def).
4# -1 MindPoint
Short list I know but wish our Wizard had a "Command" Spell so that monsters MPoints would have more value in the game besides just Sleep.
The cost of the Dagger of $25 and its chance of missing or being defended against is the reason I'm not charging for Poisons.
You see now that the Thief will have more use for Daggers (money sink) too.
Poisons last only TWO of the monsters turns. ( two rounds).
Poisons are delivered by Daggers only.
Daggers have a 2 Attack in the Thieves hands.
As long as one
hits the monster, he is poisoned.Poisons are not cumulative. Only one Poison at a time per monster till effects wear off.
Poisons don't effect undead.
The Thief decides which of these three effects take place:
1# - 1 Att (monster loses an Attack Die for two rounds.)
2# - 1 Def
3# - All Movement (monster can't move but may Att & Def).
4# -1 MindPoint
Short list I know but wish our Wizard had a "Command" Spell so that monsters MPoints would have more value in the game besides just Sleep.
The cost of the Dagger of $25 and its chance of missing or being defended against is the reason I'm not charging for Poisons.
You see now that the Thief will have more use for Daggers (money sink) too.
Is
Shakes off effects of Poison immediately.