Corrosive Blood


After being exposed to FEV, a few curious changes took place in your physiology. On the upside, you now find yourself completely immune to diseases causes by bacteria, parasites, or any other microbial organisms that are organically based. The tradeoff however is that your blood has now become incredibly acidic and will dissolve any other living thing it comes in contact with, including healthy human blood. This turns all routine operations and injuries into potentially life-threatening experiences, as you cannot receive a transfusion no matter how desperate your situation is.

When taking an Injury there is a chance that those in your vicinity will be exposed to your blood and will be subject to its acidic qualities. Each living being within Reach from you must immediately make an Agility + Luck, (max TN 19, and no AP can be generated with this roll) at Difficulty 2 or suffer from exposure. A Complication doubles the damage and effects below as the corrosive fluids get in a sensitive area like the eyes or mouth.

Roll 4cd to determine the effect coming into contact with this blood has on anything organic it touches. It deals no base damage but is considered to cause Poison Damage and have the Vicious and Persistent Damage Effects. It cannot harm synthetics, and therefore does not affect targets entirely protected by hazmat suits or power armor.


Treatment



  • Rad X- Reduces the acidity of your blood, lowering damage from coming in contact with your blood to 1cd for the duration Rad X is active. It still retains its Damage Effects.

  • Radaway- A particularly stubborn mutation, roll only 1cd when taking Radaway. On an effect result, remove this mutation.

  • Dialysis- This process requires a skilled physician, Blood Packs, and a clean facility in which to perform the treatment. Have your doctor roll Intelligence + Medicine at Difficulty 1 and expend one Blood Pack to begin the procedure. Each AP that would be generated is added to a side-pool instead to treat the mutation. Once this pool reaches 3 AP the condition is cured, however each attempt requires another Blood Pack to attempt.


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