Crafting Toxins

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

I have a PC who wants to get the Diiro weapon from Gatekeeper. He thinks it's a good weapon for an assassin. I've found 4 so far, the three in the core book and the one from Gatekeeper.

Are there others and/or are there there rules for making them?

The Lords of Nalhutta has some.

I'll have a look at the smuggler book, think I remember some there.
EDIT: Nope.

Edited by Spatula Of Doom

I don't think there are any official rules for making poisons, but I'd rule it something like this:

Set the price and rarity of the components based on what the poison does. Something that can kill in a single dose should cost 1000+ credits to manufacture. (Look at grenade prices to get an idea what's appropriate for different effects)

Make a medicine check against a difficulty equal to the desired difficulty of resisting the toxin with one automatic upgrade(for the inherent danger of handling toxins) to prepare the compound and apply it to a weapon.

2 advantages to upgrade the difficulty of resisting the toxin once.

2 threats to downgrade the difficulty of resisting the toxin once.

Triumph to create an additional dose.

Despair to poison yourself.

Edited by Aetrion

Hmmm, I wonder how this tas-gawk! XD

Something like this?

6 hours ago, Blackbird888 said:

Something like this?

I've seen those floating around before and thought they looked interesting. Has anyone ever played with them in a game? I'd love to hear your thoughts on their balance and impact on play. I've rolled up some doctor characters in the past, but they always seems a little lacking in depth with little to do in combat when nobody was hurt. These rules looked like an interesting way to give you a few more interesting things to do.

Please note that I am not looking to derail this thread by have an argument about the effectiveness of doctors in combat.

6 minutes ago, SladeWeston said:

I've seen those floating around before and thought they looked interesting. Has anyone ever played with them in a game? I'd love to hear your thoughts on their balance and impact on play. I've rolled up some doctor characters in the past, but they always seems a little lacking in depth with little to do in combat when nobody was hurt. These rules looked like an interesting way to give you a few more interesting things to do.

Please note that I am not looking to derail this thread by have an argument about the effectiveness of doctors in combat.

I made them, but haven't been able to actually test them. I wrote it prior to the release of Special Modifications, but after Keeping the Peace, so I had an idea of how crafting would work, and tweaked some things (such as reducing the effectiveness of the strain reliever), but they've kind of fallen to the wayside.