Description
green swirling lines start to appear across the cyborgs, and after being mixed with a breathtaking poison, he wasn't exactly breathing too well, as some of the metal parts of him start to melt away as well, under the stare of the Chemist's Green Third eye. it was relatively easy to slip the clear E.A.V into his drink before activating at a convenient time
System
Spend an Action, Exert your Mind, choose a target within Arm's Reach, and roll Intellect + Medicine ( dice) Difficulty 6. The target may defend by rolling Brawn + Occult, Difficulty 6.
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 3.The target's Armor is Fully Effective.
Enhancements
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Concealed
(Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
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Cantrip
(Activating this Effect has no Exertion cost, but its Gift Cost can never be increased above 2.)
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Curse
(Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Drawbacks
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Focus
(Using this Effect requires a specific kind of item.)
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Consumable
(Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Parameters
Armor Effectiveness:
0 ( Fully Effective )
Range:
0 ( Arm's Reach )
Damage:
2 ( 3 )
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