Fu: X, Shot: 3, Maximum picks: 1
Hit an opponent with an unarmed attack. If your Martial Arts check is successful you do not do normal damage. Instead opponent is injected with a poison with a potency equal to your Martial Arts Action Value. For X Sequences he must make a Constitution check at the beginning of each Sequence, taking any negative Outcome as Wound Points.
This can be negated by a Healing or medicine roll matching your Martial Arts Action Value. If the antidote roll fails, it can still be used to substitute for the targets Constitution.