>>52958260>innate/multiple ablitiesyooooooo I've had a mind to implement stuff like this too. I do however think that each and every one of those innate abilities are rather strong despite being "extra" slots. If abilities can be chosen/activated by the player, introducing some drawbacks could help them weigh the pros for the cons and not make adding another ability a net gain in every situation. For example:
>SolenoglypsBites may badly poison
but deal 10-20% less damage.>Coil UpUps biting move priority
but lowers speed by 20%