Poison
Poison hazards are toxins that can be ingested, inhaled, or contracted through contact. They always attack the Fortitude Defense of a target, ignoring equipment bonuses to Fortitude Defense, damage reduction, and shield rating. They cause persistent conditions if they move you down the condition track (see Conditions). The persistent condition cannot be removed until the poison is cured (see Treat Injury) or until the poison fails its attack roll against you once. Contact poisons can be applied to weapons; when a poisoned weapon damages the target, the poison then makes its attack against the target's Fortitude Defense.
A creature that dies from poison damage can be revived (see Treat Injury). However, reviving a creature doesn't remove the poison from its system; the poison must be treated separately.
A character wearing a functional breath mask is immune to inhaled poisons, including toxic gases and atmospheres. Poisons affect only living creatures; droids and vehicles are immune.
Poison | Attack Bonus | Damage | Condition Penalty | Fail Half? | Effect | Treat Injury DC | Source | ||
---|---|---|---|---|---|---|---|---|---|
Contact | |||||||||
Devaronian Blood-Poison |
+5 |
- |
-1 |
No |
Pain |
20 | GoI | ||
Trihexalon |
+20 |
10d6 |
-2 |
Yes |
Maiming and death |
30 | GoI | ||
Ingested | |||||||||
Bundar Root |
+5 |
- |
- |
No |
Memory loss |
15 | GoI | ||
Chuba Poison |
+10 |
- |
-1 |
No |
Stroke |
20 | GoI | ||
Irkush Poison |
+10 |
8d6 |
-1 |
Yes |
Death |
28 | GoI | ||
Knockout Drops |
+5 |
- |
-1 |
No |
Unconsciousness |
15 | Core | ||
Quongoosh Essence |
+5 |
- |
-1 |
No |
Blindness |
15 | GoI | ||
Inhaled | |||||||||
Dioxis |
+10 |
4d6 |
-1 |
Yes |
Death |
25 | Core | ||
Injected | |||||||||
Paralytic Poison |
+10 |
- |
-1 |
No |
Paralysis |
15 | Core | ||