How does one do poisons?

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

My book is currently home, so I'll bet I'm asking for a reinvention of the wheel - but how does one do the damage from poisons and toxins in this game? I was thinking - to steal a mechanic from WEG - something like 6D damage over, say 5 or 6 rounds. In short, pretty **** lethal neurotoxin over a fairly short period of time.

What - 5 or 6 purples for damage over five rounds? Would soak still count?

I don't recall if poisons are specifically mentioned in the CRB. So if it is, someone please correct me.

I would call for a resilience check at the start of the character's turn for however many rounds the poison was meant to last, and if the check resulted in a failure have the toxin deal damage equal to the number of net failures generated. If you really wanted the poison to be nasty, have it also deal strain equal to the number of threat generated. Or otherwise, just have threat increase the number of rounds or add setback to the next resilience check. A despair could do any of those things that a threat could do or maybe apply a specific critical injury (like disorient or something just as troublesome).

A triumph could cure the poison, and advantages could reduce the number of remaining rounds or provide boost dice on the next resilience check.

If you went this route, I wouldn't count soak, since soak is based on Brawn which is also what your Resilience is based on, so in a way, soak is already part of the check.

That was just something off the top of my head and hasn't been tested in any capacity.

Edited by kaosoe

My book is currently home, so I'll bet I'm asking for a reinvention of the wheel - but how does one do the damage from poisons and toxins in this game? I was thinking - to steal a mechanic from WEG - something like 6D damage over, say 5 or 6 rounds. In short, pretty **** lethal neurotoxin over a fairly short period of time.

What - 5 or 6 purples for damage over five rounds? Would soak still count?

It's not nearly that strong. The core rulebookgives rules for 3 types of poisons; neurotoxin, anasthetic and neuroparalytic.

All three require a resilience check.

The first two have an average difficulty when administered in a single dosage, 2 or more doses ups this to a hard difficulty.

The first inflicts 5 wounds upon a failed test, each uncancelled threat adds a strain to this. A despair makes you check again next round.

The second inflicts 5 strain upon a failed test, one or two uncancelled threats take away a free manouver, three or more make a character staggered. A despair makes you check again next round.

The third has a hard difficulty and when failed paralyses the player for 3 rounds. Each uncancelled threat inflicts a point of strain.

A despair makes you check again next round.