@Briza Hmm. So, to make sure I understand correctly, her Satumine Skill uses Alchemy to rearrange the neurochemicals in her target's brain, leading to disorientation and possible hallucination?
Important, Please Read
Since it's been raised as a point of concern by a couple people now, I'd like to offer some clarification and a little elaboration on the Dice Rolling. It's not my intention to stake every little thing on a d20, nor is it my thought to have such things as "If you roll badly your character might get maimed or die". What I will try my damndest to have happen is that most of your odds for success will come from the situation you're put into, how you handle it, and how well you think through and describe your actions; in that vein, my intent is for the dice roll to, rather than be a flat "Beat this number or you suck," give me a little help (and inject a small amount of chance) in determining how much of a success (or how near a miss) your actions end up being. As a quick example, even if I set a difficulty of 14, if you hit a 12 or a 13 and your post was solid, you very well might get it anyway; or I might give you a partial hit rather than a full success.
If I'm being honest, the bit in the 0th post mentioning them is quite bare-bones, but that's because there will be a lot of behind-the-scenes stuff with the dice rolls that I'd rather you all not get too tied up worrying about or trying to calculate. What I can say for certain is that I place a lot of value and weight on a well-written post showing me a cleverly devised strategy (or, in some cases, something just crazy enough to work), and while sometimes bad fortune will strike part of my goal with hammering out the system is to have a bit of happenstance that could go wrong, but make it so that the player is equipped with all the tools to ward and mitigate Lady Luck's cruel side- provided they use them.