450 health
same speed/plasma
20 slash damage maximum
Replaces the neuro abilities and tailstab to give some unique ones
Select Venom Type: Will cycle between toxic/pain/hallucinogenic venom, to be used by the next two abilities
Fire Venom Barb: 40 plasma. Fires a quick, medium range barb loaded with a custom venom type, intended to have a short lasting effect from relative safety, has IFF, unlike slowing spit
Venom Injection: 100 plasma. The witch stabs a human with her tail, injecting a more powerful compound of the selected venom, can be done instantly on a prone human or with a 1 second delay if the human is standing.
Now I’ll go into each of the custom venom types. Keep in mind this is a rough idea.
Toxic Venom: Very low toxin and heart damage, slow but long metabolism. Injected: Slightly more toxin damage, moderately more heart damage, marine can suffer a heart attack once their heart reaches a certain damage threshold.
Painful Venom: Rapidly purges painkilling chemicals from the targets bloodstream, decreases the amount of pain required to go into paincrit moderately. Injected: Increases the amount of pain received by all sources by 20 percent, paincrit lasts longer.
Hallucinogenic Venom: When fired as a barb, it makes no sound and gives no indication it has been fired (no projectile/chat message). After a delay, target will hallucinate one of a number of effects, lasts for a short time.
Potential Hallucinations: Queen stomping (~5 seconds), fake lights, fake Cas/Mortar/Ob chat messages and sounds, fake gunfire/xeno abilities, fake xeno sounds.
Injected: target becomes unable to perceive fellow humans. Sprites, shoulder lamps, pointing disapear, audio emotes don’t play, blocks leader orders.