Star Wars: Edge of the Empire Rule Book

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CONSUMABLES SYNTHETIC STANDARD STRENGTH
NEUROTOXIN

In the midst of planning for hostile actions or
Ihyperspace jumps, it's also good to plan for
the next meal. A hold filled with Kessel spice
is extremely valuable, but if the ship has no ra-
tions, the smuggler won't survive to sell it. Not
all consumables are used to sustain life, how-
ever. Poisons serve to kill or disable foes, while
alcohols like Corellian ale can incapacitate as
well—albeit in a much more enjoyable manner.

There are possibly more types of alcoholic bev-
erages than any other type of food or drink in
the galaxy. Most are created as a byproduct of
natural chemical reactions involving plant mat-
ter, though synthetic variants do exist as well.
Depending on the world and culture, alcohol can
be illegal, religiously taboo, included as ritual
custom, commonplace, or even an established
part of daily life. The prices vary wildly as well.

Likewise, food comes in a wide variety of types.
From simple but hearty gorba melts, to foul
palp wafers, to synthetic protato wedges, to
the crab-stuffed creampuffs of the Mon Cala-
mari, there is something in the galaxy for ev-
eryone, no matter the palate.
Meals can range in cost from the incredibly
inexpensive to the inordinately luxurious and
costly. Therefore, listing a single price for food or
drink would be impossible. However, purchasing
food or drink should seldom come up in a game,
unless it adds to the narrative of the story. The
cost of a drink in a cantina likely doesn't matter
to the overall plot of a game, but raising enough
money to go to a fancy dinner (and meet a pro-
spective target for a heist) would.

Higher-quality poisons leave no trace and can be
tuned so that the victim dies at a specific time, while
poorer versions are unreliable and might only cause
severe indigestion or illness. Some poisons do not kill
their target, but can cripple them in unpleasant ways.


There are a wide variety of poisons, far more than can
be listed here. However, each poison has several rules-
based components. Poisons always have a Difficulty list-
ed; this is the Difficulty of the Resilience check the victim
must make to avoid the effects. Poisons also always have
an effect listed; this is the consequence for failing the Re-
silience check. Generally this has two parts: the primary
effect, and the secondary effects that may be triggered
from additional <§) or ^.


The following are several broad types of poisons.
These may go by many names or many different for-
mulations on different worlds, but their broad effects
and applications are the same.


This is a general poison synthetically produced on
hundreds of worlds (often illegally) that affects the
biochemical reactions of most creatures, sometimes
fatally. This poison may be introduced into the target's
body via aerosol deployment, food ingestion, or injec-
tion (via an applicator or dart). Resisting a single dose
has an Average (^ 4Y) difficulty, while two or more
doses combined into a single application have a Hard
[4) 4} •) difficulty The poison inflicts 5 wounds if the
target fails the check. Each <§> generated inflicts one
strain on the target as the effort of fighting the poi-
son overwhelms him. Finally, the GM can spend ^ to
make the target test against the poison again during
the next round, as the poison remains in his system.

SYNTHETIC STANDARD STRENGTH
ANESTHETIC

This is a general anesthetic produced on many
worlds for medical procedures, designed to render
the user unconscious. Unsurprisingly, many crimi-
nals have found it valuable. This poison may be
introduced into a target's body via aerosol deploy-
ment, food ingestion, or injection (via an applica-
tor or dart). A single dose has an Average [4f •)
difficulty, while two or more doses combined into
a single application have a Hard (^ 4f •) diffi-
culty. The poison inflicts 5 strain if the target fails
the check. If the check generates one to two ®,
the target must also give up his free maneuver dur-
ing his next turn (he may still take two maneuvers,
however); if it generates <§> ® <§) or more, he's
staggered during his next turn. Finally, the GM can
spend ^ to make the target test against the poison
again during the next round, as the poison remains
in his system.

SYNTHETIC STANDARD STRENGTH
NEUROPARALYTIC

Poisons that paralyze a target but leave higher cog-
nitive functions intact (and do not kill the target) are
difficult to create and administer. However, certain
types do exist. This poison may only be introduced
into a target via injection, as in an applicator or
dart. Any sized dose has a Hard 4} •) diffi-
culty. The poison Stuns the target for 3 Rounds if
the target fails the check. In addition, each <§> gen-
erated inflicts one strain on the target, and the GM
can spend ^ to make the target test against the
poison again during the next round, as the poison
remains in his system.

GEAR AND EQUIPMENT
EDCE OF THE EMPIRE
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