Any sized dose has a Daunting () difficulty If the target fails the check, the poison inflicts 1 strain at the end of his next turn, 3 strain at the end of his subsequent turn, and 5 strain at the end of the turn after that one (this ignores soak). In addition, the target suffers to any check he attempts while under the effects of the poison, and each he generates on those checks inflicts 1 additional strain (this ignores soak) as the target is wracked with pain and violent muscle spasms. The CM may spend on the initial Resilience check to make the target make another check against the poison at the end of his third turn or suffer an additional 5 strain (this ignores soak) as the poison torments him.
Any sized dose has a Hard difficulty. The poison paralyses the target for 3 rounds if the target fails the check. In addition, each threat generated inflicts one strain on the target, and the GM can spend Despair to make the target test against the poison again during the next round, as the poison remains in his system.
Resisting a single dose has an Average difficulty, while two or more doses combined into a single application have a Hard difficulty. The poison inflicts 5 wounds if the target fails the check. Each threat generated inflicts one strain on the target as the effort of fighting the poison overwhelms him. Finally, the GM can spend Despair to make the target test against the poison again during the next round, as the poison remains in his system.
A single dose has an Average difficulty, while two or more doses combined into a single application have a Hard difficulty. The poison inflicts 5 strain if the target fails the check. If the check generates one to two Threat the target must also give up his free maneuver during his next turn (he may still take two maneuvers, however); if it generates three or more threat he's staggered during his next turn. Finally, the GM can spend Despair to make the target test against the poison again during the next round, as the poison remains in his system.
Any sized dose has a Daunting difficulty. The poison Staggers the target for 2 rounds if the target fails the check. In addition, each generated threat inflicts 2 strain on the target (this ignores soak), and the GM may spend despair to Immobilize the target for 2 rounds. While raquor venom is usually introduced to the target via injection, it can be aerosolized for use in poison gas grenades, though this reduces the effectiveness to a Hard difficulty
A single dose of dioxis has a Hard difficulty, while two or more doses combined have a Daunting difficulty The poison inflicts 5 wounds if the target fails a check at the relevant difficulty (this ignores soak). In addition, each generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelmed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the air for up to 3 rounds unless dissipated by high winds.
Poison gas grenades can be loaded with up to 1 dose of neurotoxin, anesthetic, or neuroparalytic or other poison that the GM deems suitable. Whenever the wielder successfully attacks a target with the weapon (whether or not he deals damage), the target also suffers the effects of being exposed to the poison.
The first time a character is hit with an attack from this weapon (even if he suffers no damage), he must roll a single red die. As long as the character doesn’t roll a despair on this, he is affected normally by the Spore/B stun grenade. If the roll does result in a despair the character immediately suffers 6 strain and begins to suffocate. A Hard Medicine check is required to stop the subject from suffocating.