Edge & Power NotesPoison MasterThe Poison Master knows how to handle and brew poisons and other drugs. When fighting with poison-coated weapons, the Poison Master will never poison himself on a Botch and gets a +2 Endurance Save against all Poisons, due to building up a tolerance from extended exposure.
When Brewing Poisons and other drugs, the Poison Master must take the most stringent precautions and operate with the utmost delicacy. One wrong move can instantly kill not only the Poison Master, but also entire city blocks (unfortunate enough to be downwind at the time). As such, Brewing Poisons and other drugs takes uninterrupted time and attention. A Poison Master can do nothing else when involved in The Brewing Process or the batch will go sour.
To successfully Brew a Poison or other Drug, the Poison Master must spend the Listed Time Brewing; and then make a Life or Physical Sciences Roll (with a Difficulty determined by the Poison of drug in question).
If the roll is successful, the batch is good; properly prepared; and contained. If the roll fails, then the batch is ruined and must be started over. If the roll is a Botch, the Poison Master immediately goes to Dying (along with any other living creatures within 100 yards downwind).
Needless to say, most people are not willing to suffer a poison lab in their neighborhood lightly…
Use the Following Table to determine Brew Time; Difficulty; and Yield of Poisons and other drugs.
Poison/Drug | Time / Difficulty | Yield |
Antibiotic | | 3 Days / Roll | | 3X-Roll Doses |
Antitoxin | | 1 Week / Roll | | 2X-Roll Doses |
Black Hole | | 2 Weeks / MTN 10 | | X-Roll Doses |
Gamma Green | | 3 Months / MTN 15 | | X-Roll Doses |
Lightspeed | | 1 Month / MTN 15 | | X-Roll Doses |
Oblivion | | 2 Weeks / MTN 15 | | X-Roll Doses |
Pain Killer | | 3 Days / Roll | | 2X-Roll Doses |
Poison Gas, Contact | | 6 Months / MTN 15 | | X-Roll Doses |
Poison Gas, Inhaled | | 2 Weeks / MTN 15 | | X-Roll Doses |
Poison Liquid, Contact | | 1 Month / MTN 15 | | X-Roll Doses |
Poison Liquid, Ingested | | 2 Weeks / MTN 15 | | X-Roll Doses |
Poison Liquid, Injected | | 2 Weeks / MTN 15 | | X-Roll Doses |
Poison Powder, Ingested | | 1 Week / MTN 10 | | X-Roll Doses |
Recall 13 | | 1 Month / MTN 10 | | X-Roll Doses |
Snapdragon | | 1 Month / MTN 10 | | X-Roll Doses |
Stimdose | | 3 Days / Roll | | 2X-Roll Doses |
Super-Coag | | 1 Month / MTN 10 | | X-Roll Doses |
Tranquilizer | | 2 Weeks / MTN 10 | | 2X-Roll Doses |
X-88 | | 2 Weeks / MTN 15 | | X-Roll Doses |
Safe HouseThe character has (or can find) a secret safe house, where he can lie low and recover when necessary.
Scientific TiesThe character has contacts and limited influence in the scientific community of a single planet or moon.
TrapperA Trapper knows how to reduce the time it takes to set up a trap by half and to automatically succeed (without a roll) when constructing it, as long as the trap in question has no MTN to build. For more complex traps, a roll is still needed, but any associated MTNs are reduced by 5 – and the builder will not fall into his own trap should the roll turn out badly.
Uncanny Shot [1 Surge| Add | Instant]
Spend a Surge Point to make a single Armor Piercing Ranged attack (or) disregard the MTN normally associated with Called Shots while making a single Ranged attack.
FlawsCockyThe character is severely overconfident and never turns down a challenge.
Dark Secret (Wouldn't You Like To Know)
The character has a dark secret or identity that would cause all sorts of problems if revealed.
At the start of each game session, the GM secretly rolls a die to determine if some aspect of the dark secret will come up during the game.
Roll | Result |
1-15 | | No |
16-19 | | Yes, Small Hint |
20 | | Yes, Secret Revealed |
GullibleThe character is naive or easily duped by those willing to take advantage of him. -3 Evaluate (Gamble & Sense Motive) rolls and Opponents get a +4 bonus when using any Face Skill against the character.