Illness. Disease. Death. Decay. Where Grass represents flourishing life, and Ghosts display life after death, Poison is that in-between. A slow, steady decline towards the end. Even in its most nonlethal doses, poison causes living creatures to ‘malfunction’, debilitating in some way. Many substances are toxic to a degree, and Miasmics know that rarely is anything truly pure. These trainers take on the vile aspects of decay, becoming less susceptible to the same themselves and becoming less bound to the shape their living shell was born with. These individuals may be shaped by their powers, becoming abrasive to those who don’t understand. But Miasmics know, everything has its end...
[Class] [+Defense]
Prerequisites: Elemental Connection (Poison), Novice Stealth, Novice Guile
Static
Effect: You learn the Moves Acid and Clear Smog.
[+Defense]
Prerequisites: Miasmic
Static
Effect: You are immune to the Poisoned and Badly Poisoned statuses and resist Poison-type attacks one step further.
[+Defense]
Prerequisites: Miasmic
Static
Effect: Your body becomes more malleable, and even your bones are able to flex when required. You do not gain Injuries from taking Massive damage, and you gain a +2 Bonus to any Acrobatics or Athletics Check made to bend, squeeze, or otherwise contort your body - including those to avoid Trip or Grapple maneuvers.
[+Defense]
Prerequisites: Adept Guile or Stealth
Static
Effect: Choose two of Absorb Force, Poison Point, or Poison Touch. You gain the chosen Abilities.
[+Defense]
Prerequisites: Vile Body, Expert Stealth or Guile
Static
Effect: You learn the moves Acid Armor and Sludge Bomb.
Bonus: You learn the move Acid Rain.
[+Defense]
Prerequisites: Miasma’s Call, Master Stealth or Guile
Static
Effect: You learn the moves Sludge Wave and Toxic.
[+Defense]
Prerequisites: Miasma’s Call, Master Stealth or Guile
2 AP – Swift Action
Trigger: You hit with Acid, Clear Smog, Sludge Bomb, Sludge Wave, or Toxic; or use Acid Armor.
Effect: The Effect of this feature depends on the triggering move.