anesthetic

By djshadowcat, in Star Wars: Edge of the Empire RPG

I play a Polus Massan doctor and wondered if there may be some stats for an anesthetic weapon to knock people out. Or what would the you make as the stats?

Are you thinking a weapon that uses anesthesia, or a weapon that just knocks people out? Stun weapons are your go-to for the latter option. Far Horizons has a few weapons that only do stun, and are gas based weapons, although they are Ranged (Heavy) weapons. There is also the anesthetic in the poisons part of the gear, and several weapons that can dispense it.

There are toxins and a number of delivery options in the books. Dart guns, needle gloves, etc.

The SSB-1 Static Pistol does only 2 Stun Damage, but it also has an Stun 8 quality that you can activate for two advantage on the attack — and as an active quality, that Stun 8 goes straight to their Strain Threshold and bypasses Soak. See http://swrpg.viluppo.net/equipment/weapons/1882/

The Stokhli Spray Stick does mostly the same, but also includes abilities like Ensnare and Accurate, although is it also slower-firing, and more expensive. See http://swrpg.viluppo.net/equipment/weapons/1433/

If you had enough Agility and Ranged Light skill to reasonably use either of these in Two Weapon Combat, you could do 16 points of Stun direct to your opponent’s Strain Threshold in a single combat round, and potentially take down a Rancor all by yourself.

If you were a Besalisk, then depending on how cooperative your GM is, you might be able to do Four Weapon Combat.

If you’re running as a Doctor, also know that the Pressure Point talent would allow you to do some pretty equally nasty stuff, if you’ve got a decent enough Brawn/Brawl.

In Saturday's session, you described grabbing medical supplies and shooting the nemesis with a syringe. The best option mechanically and narratively to continue doing this in the future without a Destiny flip is probably the Prax Arms Stealth-2VX Palm Shooter from Lords of Nal Hutta.

There is at least one other air-powered weapon that could be used to shoot darts filled with tranquilizers, poisons, or other chemicals.

Ahh, here it is — the "Field Sports Model 77 Air Rifle”, see http://swrpg.viluppo.net/equipment/weapons/232/

I would expect that there are probably other similar weapons out there in the EU, they just may not have been written up by FFG.

I remember the O66 podcast mentioning this once. I think they just allowed someone who was playing a medic/doctor (who has access to using stimpacks in unique ways), to basically just do this as well. I mean they've got all kinds of undisclosed medical supplies in their medkits, that are simply understood to be their for their work. Anesthesia seems perfectly reasonable for a medkit to have. That's what I would do personally, but I would always, always make it an opposed Resilience check, maybe with a standard setback die to the check, which shouldn't be much of a problem for most doctors, as I'm sure they've got talents that let them ignore setback dice, but hey, put it there anyway. Maybe even make it an attack action, so that armor and defense and cover and stuff apply to the check. Hmm, maybe a brawl/melee check, but the result, if they hit, isn't damage, but the knockout effect instead.

If that's too easy of an option, you could simply house rule a new talent in their tree, I would put it probably level 3-4 (15-20xp cost).

I'm assuming you are using this on unwilling targets right? Then there should definitely be some form of difficulty involved. Either an opposed check on their Resilience (like poisons and diseases), or a combat check (them trying to simply dodge the needle), etc.

For balance, i would only allow it to work for a few turns at most when in combat, or have it be a slow acting thing. Not an instant knockout, but say, they lose strain over time each turn, and when they hit their strain threshold, they pass out.

If you want to use it as an ammo type, I would maybe...*thinks* have them make a medicine check to simply create the knockout drug at all. If they suceed, it does a baseline -2 strain a turn. Triumph/Advantage can be spent to increase that amount per turn, or perhaps to reduce the difficulty of the Resilience check (stronger drug, harder to resist). Or perhaps to make extra doses of the stuff. I would definitely consider this a limited ammo type item.

*shrugs* those are my off the top of my head rules for it. I might streamline those a bit more with more time to think on it. But if it came up at the table, that's probably what I would do in the moment to keep the game running.

Edited by KungFuFerret

I play a Polus Massan doctor and wondered if there may be some stats for an anesthetic weapon to knock people out. Or what would the you make as the stats?

EoE CRB p. 171 for the section on poisons. Anesthetic is specifically on the next page.

Edited by 2P51

ok thank's guys thing is sorted

*shrugs* those are my off the top of my head rules for it. I might streamline those a bit more with more time to think on it. But if it came up at the table, that's probably what I would do in the moment to keep the game running.

Luckily, we have the key mechanics you're proposing in the game already, RAW :).

Maybe even make it an attack action, so that armor and defense and cover and stuff apply to the check. Hmm, maybe a brawl/melee check, but the result, if they hit, isn't damage, but the knockout effect instead.

Needle glove loaded with anesthetic. The damage is minimal, but even if it doesn't penetrate Soak, the target must make a Resilience check against the poison. Quite handy (pun intended)!

For balance, i would only allow it to work for a few turns at most when in combat, or have it be a slow acting thing. Not an instant knockout, but say, they lose strain over time each turn, and when they hit their strain threshold, they pass out.

Dendriton toxin. 1, 3, then 5 strain done over time. Additional effects with threats and despairs.

Edited by verdantsf

Is anyone else getting the mental image of a 2-1B medical droid holding an E-11 behind his back?