Difference between revisions of "Suspect Injection"

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[[File:card_dirz_suspectinjection.jpg|thumb|Suspect Injection]]
[[File:card_dirz_suspectinjection.jpg|thumb|Suspect Injection]]
''The Alchemists of Dirz master several types of drugs, poisons and other toxic substances. They keep their mixtures in enormous syringes. The effects of these suspect injections are random, but the warriors thus "injected" are all the more formidable for it.''
'''1 Darkness''' [[File:managem_darkness.png|20px]]
'''Path''': Technomancy
'''Range''': Contact
'''Difficulty''': 9
'''Duration''': Special
'''Area of Effect''': An allied figurine
'''Frequency''': Unlimited
'''Intensity''': 4
'''A.P.''': 18
After having succeeded on the Incantation Roll, roll a D6 and consult this table:
'''1''': the targeted warrior suffocates and dies within seconds.
'''2-3-4-5''': the targeted warrior immediately rolls a die as if using the Mutagenic / 0 ability.
'''6''': the targeted warrior rolls two Mutagenic / 0 instead of one. If it is a double, he dies at the end of the round.
The Suspect Injection only affects the figurines with the Mutagenic ability. The figurines having at least one Mutagenic die at their disposal during the round in which the spell is used cannot benefit from a Suspect Injection.
[[Category:Technomancy]]

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