Poison (Toxikinesis)

**Toxikinesis** is the use of poisons, venoms and acid. Poison controllers use a variety of deadly substances in both liquid and gas forms to weaken and dissolve their foes.

Sometimes referred to in slang as Clorox.

### **Common Strengths**

* Poison controllers are highly adept with both liquid and gaseous toxins. Their AoE is fantastic, whether spread throughout the area as a gas to be unavoidable or concentrated into liquid attacks which are more easily avoidable, but far more concentrated.
* Utility comes in the form of poisons with various effects. While acid is the best tool for direct damage, a poison controller may be armed with poisons that can apply effects in the forms of anything from reducing physical strength to blindness to paralysis. Your utility is average due to these biological effects, and your damage is above average.
* If a poison controller just wants someone dead, they have plenty of non-combat options. Poison the food of enemy and let them die on their own overnight.
* Poison controllers are immune to their own destructive substances, enabling them to use liquid acid in a similar way to other controllers, such as blood, creating weapons, armor or giving themselves fists made of their kinesis. Blood, however, doesn't corrode people on touch.

### **Common Weaknesses**

* While possessing excellent damage over time in the form of their acids and venoms, poison controllers lack burst. They'll want to play out a longer fight and get the most out of their life-destroying substances.
* Not all enemies will be vulnerable to poison. In these cases, you might need a backup plan, or you might need to spend time that could have gone into just making your concoctions stronger on making them effect more enemies instead.
* Poison controllers usually have average HP and below average speed. A smart poison controller will have to stay safe through methods such as temporarily blinding enemies, or blending into their thick clouds of poison.
* While their skins and digestive systems are used to the effects of poisonous fluids, their lungs are generally not accustomed to gas. Poison controllers need to be cautious and avoid breathing in their own fumes, oftentimes with the use of a mask. A poison controller's enemy should try to destroy such a mask to prevent them from safely using roomwide poison clouds!

### **Sample Abilities**

* Get creative with your poison. Will you merely use it as a cloud that fills the room, or will you employ other methods of delivery such as thrown flasks or weapons made of corrosive liquids?
* Spend lots of time studying at the Cosmic Academy to develop new toxins with various different effects, and improving the power of your previous ones. Maybe you'll pioneer a gas that's meant to be inhaled by yourself or allies to temporarily increase power!
* Poison controllers can create their own poison, but one may want to consider more practical methods of delivery. A quick injection can be all it takes to end a fight.
* Perhaps alternative forms of poison can be explored, such as radiation...
* Any other unique abilities you want to add to your character!

#### **Sample Archetypes**

Feel free to take inspiration from these archetypes when making your toxikinetic. Emulate one of their styles, combine their features, or go another direction entirely!

**The Debilitator** sees the broad possibilities of this kinesis and chooses the admirable specialty of making people increasingly miserable by injecting them with experimental diseases that hinder their most important strengths, then attacking them with poison-coated weapons. The poison's damage over time starts harmlessly low, but grows to be unmanageable in increasing doses until a blast of acid to the face can finish them off—unless, of course, they have means to resist or cure your debilitations.

**The Druglord** understands that all the best things in life are microdosed poisons, and brings these joys to battle: they'll start as weaklings who stack buffs on themselves and allies with enhanced steroids, painkillers, potions and cocaine doses, while their opponents will be subject to strange psychoactive substances that alter their behaviors and perceptions. They're practically invincible once they're fully souped up, but their initial frailty leaves them vulnerable to characters with powerful limited-use techniques who can murder them before they've acquired enough defense to survive into their optimal battle form.

**The Alchemist** takes their kinesis's capacity for chemical transformation to its logical conclusion, bringing an array of ingredients to battle with a concoction to counter every conceivable strategy: explosives, empowering elixirs, deadly gases, healing agents, even solutions that wreak havoc on specific types of creatures. They raise their versatility even higher than most toxikinetics, but observant foes will notice their reliance on limited supplies of specific materials, and will try to either destroy those reservoirs or draw the fight out long enough that the crucial ingredients run dry.