Author Topic: Feat idea: Septic Shock  (Read 86 times)

Albert Altmann

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Feat idea: Septic Shock
« on: June 28, 2025, 02:38:16 pm »
Applying at least two damage-dealing poisons has 10% chance to cause septic shock at the start of the target’s turn, dealing their total remaining poison damage in a single unresisted instance and instantly activating the poisons’ delayed effects. Septic shock’s damage is increased by 10% (multiplicative) for each poison applied, including non-damaging ones.
 
Chance of septic shock is improved by 1% for each 5 points in biology above 50, 5% for each poison applied (the base 10% chance is comprised of the two poisons required to trigger septic shock) and up to 50% depending on the ratio between target's current health and total remaining poison damage it is about to suffer (maximum bonus is achieved once total poison damage exceeds 90% of current health; total remaining poison damage against current health is calculated with all relevant modifiers, such as Cave Ear poison, Hypertoxicity and septic shock's multiplicative bonus).

Requirements: Intelligence 8, Biology 75, Feat: Hypertoxicity. I really like the notion of converting Int into damage hence the somewhat steep requirement.

A way to make poisons and their delayed effects kick in ahead of schedule in the right circumstances (pretty much any means of delivering poisons into the recipient's system will kill most targets before septic shock could trigger anyway lol). Numbers are semi-arbitrary, just to illustrate a concept.

Pro-tip: when searching for information on 'septic shock', do try to avoid accidentally typing 'toxic shock' in the search bar instead.
#naturalbugmagnet